// Minecart.cpp
// Implements the cMinecart class representing a minecart in the world
// Indiana Jones!
#include "Globals.h"
#include "Minecart.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "Player.h"
cMinecart::cMinecart(ePayload a_Payload, double a_X, double a_Y, double a_Z) :
super(etMinecart, a_X, a_Y, a_Z, 0.98, 0.7),
m_Payload(a_Payload)
{
m_Mass = 20.f;
}
bool cMinecart::Initialize(cWorld * a_World)
{
if (super::Initialize(a_World))
{
a_World->BroadcastSpawnEntity(*this);
return true;
}
return false;
}
void cMinecart::SpawnOn(cClientHandle & a_ClientHandle)
{
char Type = 0;
switch (m_Payload) //Wiki.vg is outdated on this!!
{
case mpNone: Type = 9; break; //?
case mpChest: Type = 10; break;
case mpFurnace: Type = 11; break; //?
case mpTNT: Type = 12; break; //?
case mpHopper: Type = 13; break; //?
default:
{
ASSERT(!"Unknown payload, cannot spawn on client");
return;
}
}
a_ClientHandle.SendSpawnVehicle(*this, Type);
}
enum ENUM_RAIL_DIRECTIONS
{
E_RAIL_NORTH_SOUTH = 0,
E_RAIL_EAST_WEST = 1,
E_RAIL_ASCEND_EAST = 2,
E_RAIL_ASCEND_WEST = 3,
E_RAIL_ASCEND_NORTH = 4,
E_RAIL_ASCEND_SOUTH = 5,
E_RAIL_CURVED_SOUTH_EAST = 6,
E_RAIL_CURVED_SOUTH_WEST = 7,
E_RAIL_CURVED_NORTH_WEST = 8,
E_RAIL_CURVED_NORTH_EAST = 9,
} ;
void cMinecart::Tick(float a_Dt, cChunk & a_Chunk)
{
/*
NOTE: Please bear in mind that taking away from negatives make them even more negative,
adding to negatives make them positive, etc. Also remember that - North is -Z, South +Z, West -X, and East +Z
*/
super::Tick(a_Dt, a_Chunk);
BLOCKTYPE BelowType;
NIBBLETYPE BelowMeta;
double SpeedX = GetSpeedX(), SpeedY = GetSpeedY(), SpeedZ = GetSpeedZ(); // Get current speed
// Get block type & meta below the cart
GetWorld()->GetBlockTypeMeta(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()), BelowType, BelowMeta);
if ((BelowType == E_BLOCK_RAIL) || (BelowType == E_BLOCK_DETECTOR_RAIL) || (BelowType == E_BLOCK_ACTIVATOR_RAIL))
{
switch (BelowMeta)
{
case E_RAIL_NORTH_SOUTH:
{
SpeedY = 0; // Don't move vertically as on ground
// Set Y as current Y rounded up to bypass friction
// TODO: this causes positioning mismatches on the client, but Entity physics insists on friction!
SetPosY(ceil(GetPosY()) + 0.05);
if (SpeedZ != 0) // Don't do anything if cart is stationary
{
if (SpeedZ > 0)
{
// Going SOUTH, slow down
SpeedZ = SpeedZ - 0.05;
}
else
{
// Going NORTH, slow down
SpeedZ = SpeedZ + 0.05;
}
}
break;
}
case E_RAIL_EAST_WEST:
{
SpeedY = 0;
SetPosY(ceil(GetPosY()) + 0.05);
if (SpeedX != 0)
{
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.05;
}
else
{
SpeedX = SpeedX + 0.05;
}
}
break;
}
case E_RAIL_ASCEND_NORTH:
{
if (SpeedZ >= 0)
{
// SpeedZ POSITIVE, going SOUTH
if (SpeedZ <= 6) // Speed limit of 6 SOUTH (m/s??)
{
SpeedZ = SpeedZ + 1; // Speed up
SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
}
else
{
SpeedZ = 6; // Enforce speed limit
SpeedY = (0 - SpeedZ);
}
}
else
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ + 0.1; // Slow down
SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
}
break;
}
case E_RAIL_ASCEND_SOUTH:
{
if (SpeedX > 0)
{
// SpeedZ POSITIVE, going SOUTH
SpeedZ = SpeedZ - 0.1; // Slow down
SpeedY = SpeedZ; // Upward movement positive
}
else
{
if (SpeedZ >= -6) // Speed limit of 6 WEST (m/s??)
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ - 1; // Speed up
SpeedY = SpeedZ; // Downward movement negative
}
else
{
SpeedZ = 6; // Enforce speed limit
SpeedY = SpeedZ;
}
}
break;
}
case E_RAIL_ASCEND_WEST:
{
if (SpeedX >= 0)
{
if (SpeedX <= 6)
{
SpeedX = SpeedX + 1;
SpeedY = (0 - SpeedX);
}
else
{
SpeedX = 6;
SpeedY = (0 - SpeedX);
}
}
else
{
SpeedX = SpeedX + 0.1;
SpeedY = (0 - SpeedX);
}
break;
}
case E_RAIL_ASCEND_EAST:
{
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.1;
SpeedY = SpeedX;
}
else
{
if (SpeedX >= -6)
{
SpeedX = SpeedX - 1;
SpeedY = SpeedX;
}
else
{
SpeedX = -6;
SpeedY = SpeedX;
}
}
break;
}
default:
{
ASSERT(!"Unhandled rail meta!");
break;
}
}
}
// Set speed to speed variables
SetSpeedX(SpeedX);
SetSpeedY(SpeedY);
SetSpeedZ(SpeedZ);
// Pass to physics handlers in Entity.cpp and broadcast position to client
HandlePhysics(a_Dt, a_Chunk);
BroadcastMovementUpdate();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cEmptyMinecart:
cEmptyMinecart::cEmptyMinecart(double a_X, double a_Y, double a_Z) :
super(mpNone, a_X, a_Y, a_Z)
{
}
void cEmptyMinecart::OnRightClicked(cPlayer & a_Player)
{
if (m_Attachee != NULL)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
// This player is already sitting in, they want out.
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
// Another player is already sitting in here, cannot attach
return;
}
// Detach whatever is sitting in this minecart now:
m_Attachee->Detach();
}
// Attach the player to this minecart
a_Player.AttachTo(this);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithChest:
cMinecartWithChest::cMinecartWithChest(double a_X, double a_Y, double a_Z) :
super(mpChest, a_X, a_Y, a_Z)
{
}
void cMinecartWithChest::SetSlot(int a_Idx, const cItem & a_Item)
{
ASSERT((a_Idx >= 0) && (a_Idx < ARRAYCOUNT(m_Items)));
m_Items[a_Idx] = a_Item;
}
void cMinecartWithChest::OnRightClicked(cPlayer & a_Player)
{
// Show the chest UI window to the player
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithFurnace:
cMinecartWithFurnace::cMinecartWithFurnace(double a_X, double a_Y, double a_Z) :
super(mpFurnace, a_X, a_Y, a_Z)
{
}
void cMinecartWithFurnace::OnRightClicked(cPlayer & a_Player)
{
// Try to power the furnace with whatever the player is holding
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithTNT:
cMinecartWithTNT::cMinecartWithTNT(double a_X, double a_Y, double a_Z) :
super(mpTNT, a_X, a_Y, a_Z)
{
}
// TODO: Make it activate when passing over activator rail
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMinecartWithHopper:
cMinecartWithHopper::cMinecartWithHopper(double a_X, double a_Y, double a_Z) :
super(mpHopper, a_X, a_Y, a_Z)
{
}
// TODO: Make it suck up blocks and travel further than any other cart and physics and put and take blocks
// AND AVARYTHING!!