#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Entity.h" #include "World.h" #include "Server.h" #include "Root.h" #include "Vector3d.h" #include "Matrix4f.h" #include "ReferenceManager.h" #include "ClientHandle.h" int cEntity::m_EntityCount = 0; cCriticalSection cEntity::m_CSCount; cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z) : m_UniqueID(0) , m_AttachedTo(NULL) , m_Attachee(NULL) , m_Referencers(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCERS)) , m_References(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCES)) , m_ChunkX(0) , m_ChunkY(0) , m_ChunkZ(0) , m_Pos(a_X, a_Y, a_Z) , m_bDirtyPosition(true) , m_bDirtyOrientation(true) , m_bDestroyed(false) , m_EntityType(a_EntityType) , m_World(NULL) , m_bRemovedFromChunk(false) , m_FireDamageInterval(0.f) , m_BurnPeriod(0.f) { cCSLock Lock(m_CSCount); m_EntityCount++; m_UniqueID = m_EntityCount; } cEntity::~cEntity() { LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p", m_UniqueID, m_Pos.x, m_Pos.y, m_Pos.z, (int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width), this ); if (m_AttachedTo != NULL) { Detach(); } if (m_Attachee != NULL) { m_Attachee->Detach(); } if (!m_bDestroyed || !m_bRemovedFromChunk) { LOGERROR("ERROR: Entity deallocated without being destroyed %i or unlinked %i", m_bDestroyed, m_bRemovedFromChunk); ASSERT(!"Entity deallocated without being destroyed or unlinked"); } delete m_Referencers; delete m_References; } const char * cEntity::GetClass(void) const { return "cEntity"; } const char * cEntity::GetClassStatic(void) { return "cEntity"; } const char * cEntity::GetParentClass(void) const { return ""; } void cEntity::Initialize(cWorld * a_World) { m_World = a_World; m_World->AddEntity(this); MoveToCorrectChunk(true); } void cEntity::WrapRotation() { while (m_Rot.x > 180.f) m_Rot.x-=360.f; // Wrap it while (m_Rot.x < -180.f) m_Rot.x+=360.f; while (m_Rot.y > 180.f) m_Rot.y-=360.f; while (m_Rot.y < -180.f) m_Rot.y+=360.f; } void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk) { if (!m_World) { // This is normal for entities being currently loaded return; } int ChunkX = 0, ChunkY = 0, ChunkZ = 0; cWorld::BlockToChunk((int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z, ChunkX, ChunkY, ChunkZ); if (!a_bIgnoreOldChunk && (m_ChunkX == ChunkX) && (m_ChunkY == ChunkY) && (m_ChunkZ == ChunkZ)) { return; } class cMover : public cClientDiffCallback { virtual void Removed(cClientHandle * a_Client) override { if (m_IgnoreOldChunk) { return; } a_Client->SendDestroyEntity(*m_Entity); } virtual void Added(cClientHandle * a_Client) override { m_Entity->SpawnOn(*a_Client); } bool m_IgnoreOldChunk; cEntity * m_Entity; public: cMover(cEntity * a_Entity, bool a_IgnoreOldChunk) : m_IgnoreOldChunk(a_IgnoreOldChunk), m_Entity(a_Entity) {} } Mover(this, a_bIgnoreOldChunk); m_World->CompareChunkClients(m_ChunkX, m_ChunkY, m_ChunkZ, ChunkX, ChunkY, ChunkZ, Mover); m_World->MoveEntityToChunk(this, ChunkX, ChunkY, ChunkZ); m_ChunkX = ChunkX; m_ChunkY = ChunkY; m_ChunkZ = ChunkZ; } void cEntity::Destroy() { if (m_bDestroyed) { return; } if (!m_bRemovedFromChunk) { RemoveFromChunk(); } m_World->BroadcastDestroyEntity(*this); m_bDestroyed = true; Destroyed(); } void cEntity::RemoveFromChunk(void) { if (m_World == NULL) { return; } m_World->RemoveEntityFromChunk(this, m_ChunkX, m_ChunkY, m_ChunkZ); m_bRemovedFromChunk = true; } void cEntity::Tick(float a_Dt, MTRand & a_TickRandom) { UNUSED(a_TickRandom); if (m_AttachedTo != NULL) { if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5) { SetPosition(m_AttachedTo->GetPosition()); } } else { HandlePhysics(a_Dt); } } void cEntity::AttachTo(cEntity * a_AttachTo) { if (m_AttachedTo == a_AttachTo) { // Already attached to that entity, nothing to do here return; } // Detach from any previous entity: Detach(); // Attach to the new entity: m_AttachedTo = a_AttachTo; a_AttachTo->m_Attachee = this; m_World->BroadcastAttachEntity(*this, a_AttachTo); } void cEntity::Detach(void) { if (m_AttachedTo == NULL) { // Attached to no entity, our work is done return; } m_AttachedTo->m_Attachee = NULL; m_AttachedTo = NULL; m_World->BroadcastAttachEntity(*this, NULL); } bool cEntity::IsA(const char * a_ClassName) const { return (strcmp(a_ClassName, "cEntity") == 0); } ////////////////////////////////////////////////////////////////////////// // Set orientations void cEntity::SetRot(const Vector3f & a_Rot) { m_Rot = a_Rot; m_bDirtyOrientation = true; } void cEntity::SetRotation(double a_Rotation) { m_Rot.x = a_Rotation; m_bDirtyOrientation = true; } void cEntity::SetPitch(double a_Pitch) { m_Rot.y = a_Pitch; m_bDirtyOrientation = true; } void cEntity::SetRoll(double a_Roll) { m_Rot.z = a_Roll; m_bDirtyOrientation = true; } void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) { m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ); } void cEntity::AddSpeed(const Vector3d & a_AddSpeed) { m_Speed += a_AddSpeed; } ////////////////////////////////////////////////////////////////////////// // Get look vector (this is NOT a rotation!) Vector3d cEntity::GetLookVector(void) const { Matrix4d m; m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y); Vector3d Look = m.Transform(Vector3d(0, 0, 1)); return Look; } ////////////////////////////////////////////////////////////////////////// // Set position void cEntity::SetPosition(const Vector3d & a_Pos) { m_Pos = a_Pos; MoveToCorrectChunk(); m_bDirtyPosition = true; } void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ) { m_Pos.Set(a_PosX, a_PosY, a_PosZ); MoveToCorrectChunk(); m_bDirtyPosition = true; } void cEntity::SetPosX(double a_PosX) { m_Pos.x = a_PosX; MoveToCorrectChunk(); m_bDirtyPosition = true; } void cEntity::SetPosY(double a_PosY) { m_Pos.y = a_PosY; MoveToCorrectChunk(); m_bDirtyPosition = true; } void cEntity::SetPosZ(double a_PosZ) { m_Pos.z = a_PosZ; MoveToCorrectChunk(); m_bDirtyPosition = true; } ////////////////////////////////////////////////////////////////////////// // Reference stuffs void cEntity::AddReference(cEntity * & a_EntityPtr) { m_References->AddReference(a_EntityPtr); a_EntityPtr->ReferencedBy(a_EntityPtr); } void cEntity::ReferencedBy(cEntity * & a_EntityPtr) { m_Referencers->AddReference(a_EntityPtr); } void cEntity::Dereference(cEntity * & a_EntityPtr) { m_Referencers->Dereference(a_EntityPtr); }