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?)
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!