Moving physics from Tick to HandlePhysics
#10
Code:
// 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)
{
    SetMass(20.f);
    SetMaxHealth(6);
    SetHealth(6);
}




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 SubType = 0;
    switch (m_Payload)
    {
        case mpNone:    SubType = 0; break;
        case mpChest:   SubType = 1; break;
        case mpFurnace: SubType = 2; break;
        case mpTNT:     SubType = 3; break;
        case mpHopper:  SubType = 5; break;
        default:
        {
            ASSERT(!"Unknown payload, cannot spawn on client");
            return;
        }
    }
    a_ClientHandle.SendSpawnVehicle(*this, 10, SubType); // 10 = Minecarts, SubType = What type of Minecart
}





void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{

    super::HandlePhysics(a_Dt, a_Chunk); // Main physics handling

    /*
    NOTE: Please bear in mind that taking away from negatives make them even more negative,
    adding to negatives make them positive, etc.
    */
    
    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_ZM_ZP: // NORTHSOUTH
            {
                SpeedY = 0; // Don't move vertically as on ground
                
                // Set Y as current Y rounded up to bypass friction
                SetPosY(floor(GetPosY()));

                if (SpeedZ != 0) // Don't do anything if cart is stationary
                {
                    if (SpeedZ > 0)
                    {
                        // Going SOUTH, slow down
                        SpeedZ = SpeedZ - 0.1;
                    }
                    else
                    {
                        // Going NORTH, slow down
                        SpeedZ = SpeedZ + 0.1;
                    }
                }
                break;
            }

            case E_RAIL_XM_XP: // EASTWEST
            {

                SpeedY = 0;

                SetPosY(floor(GetPosY()));

                if (SpeedX != 0)
                {
                    if (SpeedX > 0)
                    {
                        SpeedX = SpeedX - 0.1;
                    }
                    else
                    {
                        SpeedX = SpeedX + 0.1;
                    }
                }
                break;
            }

            case E_RAIL_ASCEND_ZM: // ASCEND NORTH
            {

                SetPosY(floor(GetPosY()) + 0.3); // It seems it doesn't work without levitation :/

                if (SpeedZ >= 0)
                {
                    // SpeedZ POSITIVE, going SOUTH
                    if (SpeedZ <= 8) // Speed limit of 8 SOUTH (m/s??)
                    {
                        SpeedZ = SpeedZ + 0.5; // Speed up
                        SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
                    }
                    else
                    {
                        SpeedZ = 8; // Enforce speed limit
                        SpeedY = (0 - SpeedZ);
                    }
                }
                else
                {
                    // SpeedZ NEGATIVE, going NORTH
                    SpeedZ = SpeedZ + 0.4; // Slow down
                    SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
                }
                break;
            }

            case E_RAIL_ASCEND_ZP: // ASCEND SOUTH
            {

                SetPosY(floor(GetPosY()) + 0.3);

                if (SpeedX > 0)
                {
                    // SpeedZ POSITIVE, going SOUTH
                    SpeedZ = SpeedZ - 0.4; // Slow down
                    SpeedY = SpeedZ; // Upward movement positive
                }
                else
                {
                    if (SpeedZ >= -8) // Speed limit of 8 NORTH (m/s??)
                    {
                        // SpeedZ NEGATIVE, going NORTH
                        SpeedZ = SpeedZ - 0.5; // Speed up
                        SpeedY = SpeedZ; // Downward movement negative
                    }
                    else
                    {
                        SpeedZ = -8; // Enforce speed limit
                        SpeedY = SpeedZ;
                    }
                }
                break;
            }

            case E_RAIL_ASCEND_XM: // ASCEND EAST
            {

                SetPosY(floor(GetPosY()) + 0.3);

                if (SpeedX >= 0)
                {
                    if (SpeedX <= 8)
                    {
                        SpeedX = SpeedX + 0.5;
                        SpeedY = (0 - SpeedX);
                    }
                    else
                    {
                        SpeedX = 8;
                        SpeedY = (0 - SpeedX);
                    }
                }
                else
                {
                    SpeedX = SpeedX + 0.6;
                    SpeedY = (0 - SpeedX);
                }
                break;
            }

            case E_RAIL_ASCEND_XP: // ASCEND WEST
            {

                SetPosY(floor(GetPosY()) + 0.3);

                if (SpeedX > 0)
                {
                    SpeedX = SpeedX - 0.6;
                    SpeedY = SpeedX;
                }
                else
                {
                    if (SpeedX >= -8)
                    {
                        SpeedX = SpeedX - 0.5;
                        SpeedY = SpeedX;
                    }
                    else
                    {
                        SpeedX = -8;
                        SpeedY = SpeedX;
                    }
                }
                break;
            }

            default:
            {
                ASSERT(!"Unhandled rail meta!");
                break;
            }

        }
    }

    // Set speed to speed variables
    SetSpeedX(SpeedX);
    SetSpeedY(SpeedY);
    SetSpeedZ(SpeedZ);


    // Broadcast position to client
    BroadcastMovementUpdate();
}





void cMinecart::DoTakeDamage(TakeDamageInfo & TDI)
{
    std::cout << GetHealth() << std::endl;
    if (GetHealth() == 0)
    {
        Destroy(true);
    }
    else
    {
        m_Health = m_Health - 1;
    }
}





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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!!

And in the header.

Code:
// Minecart.h

// Declares the cMinecart class representing a minecart in the world





#pragma once

#include "Entity.h"
#include "../Item.h"





class cMinecart :
    public cEntity
{
    typedef cEntity super;
    
public:
    CLASS_PROTODEF(cMinecart);
    
    enum ePayload
    {
        mpNone,     // Empty minecart, ridable by player or mobs
        mpChest,    // Minecart-with-chest, can store a grid of 3*8 items
        mpFurnace,  // Minecart-with-furnace, can be powered
        mpTNT,      // Minecart-with-TNT, can be blown up with activator rail
        mpHopper,   // Minecart-with-hopper, can be hopper
        // TODO: Spawner minecarts, (and possibly any block in a minecart with NBT editing)
    } ;
    
    // cEntity overrides:
    virtual bool Initialize(cWorld * a_World) override;
    virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
    virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
    virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
    
    ePayload GetPayload(void) const { return m_Payload; }
    
protected:
    ePayload m_Payload;
    
    cMinecart(ePayload a_Payload, double a_X, double a_Y, double a_Z);
} ;





class cEmptyMinecart :
    public cMinecart
{
    typedef cMinecart super;
    
public:
    CLASS_PROTODEF(cEmptyMinecart);
    
    cEmptyMinecart(double a_X, double a_Y, double a_Z);

    // cEntity overrides:
    virtual void OnRightClicked(cPlayer & a_Player) override;
} ;





class cMinecartWithChest :
    public cMinecart
{
    typedef cMinecart super;
    
public:
    CLASS_PROTODEF(cMinecartWithChest);
    
    /// Number of item slots in the chest
    static const int NumSlots = 9 * 3;
    
    cMinecartWithChest(double a_X, double a_Y, double a_Z);
    
    const cItem & GetSlot(int a_Idx) const { return m_Items[a_Idx]; }
    cItem &       GetSlot(int a_Idx)       { return m_Items[a_Idx]; }
    
    void SetSlot(int a_Idx, const cItem & a_Item);

protected:

    /// The chest contents:
    cItem m_Items[NumSlots];
    
    // cEntity overrides:
    virtual void OnRightClicked(cPlayer & a_Player) override;
} ;





class cMinecartWithFurnace :
    public cMinecart
{
    typedef cMinecart super;
    
public:
    CLASS_PROTODEF(cMinecartWithFurnace);
    
    cMinecartWithFurnace(double a_X, double a_Y, double a_Z);
    
    // cEntity overrides:
    virtual void OnRightClicked(cPlayer & a_Player) override;
} ;





class cMinecartWithTNT :
    public cMinecart
{
    typedef cMinecart super;
    
public:
    CLASS_PROTODEF(cMinecartWithTNT);
    
    cMinecartWithTNT(double a_X, double a_Y, double a_Z);
} ;





class cMinecartWithHopper :
    public cMinecart
{
    typedef cMinecart super;
    
public:
    CLASS_PROTODEF(cMinecartWithHopper);
    
    cMinecartWithHopper(double a_X, double a_Y, double a_Z);
} ;

Broken stuff fixed, dang Ys.

Next: move friction code into cMinecart because x-soft thinks creepers on rails are a bad idea. (If there is ruby on rails, why not creepers?Tongue)
Nextnext: make carthurting work using the confusing entity metadata packet. Temporary solution achieved, need what mobs have - damage based on weaponry, etc, as well as creative instant break.
Nextnextnext: powered rails and curved rails.

You should test the minecarts out to see if there are any bugs!
Reply
Thanks given by:


Messages In This Thread
RE: Moving physics from Tick to HandlePhysics - by tigerw - 08-31-2013, 05:08 AM



Users browsing this thread: 2 Guest(s)