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cuberite-2a/source/cEntity.cpp

307 lines
7.2 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cEntity.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cServer.h"
#include "cRoot.h"
#include "Vector3d.h"
#include "Vector3f.h"
#include "Matrix4f.h"
#include "cReferenceManager.h"
#include "cClientHandle.h"
#include "packets/cPacket_DestroyEntity.h"
int cEntity::m_EntityCount = 0;
cEntity::cEntity(const double & a_X, const double & a_Y, const double & a_Z)
: m_UniqueID( 0 )
, 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( new Vector3d( a_X, a_Y, a_Z ) )
, m_bDirtyPosition( true )
, m_Rot( new Vector3f() )
, m_bDirtyOrientation( true )
, m_bDestroyed( false )
, m_EntityType( E_ENTITY )
, m_World( 0 )
, m_bRemovedFromChunk( false )
{
m_EntityCount++;
m_UniqueID = m_EntityCount;
}
cEntity::~cEntity()
{
if( !m_bDestroyed || !m_bRemovedFromChunk )
{
LOGERROR("ERROR: Entity deallocated without being destroyed %i or unlinked %i", m_bDestroyed, m_bRemovedFromChunk );
}
delete m_Referencers;
delete m_References;
delete m_Pos;
delete m_Rot;
}
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 ) return; // Entity needs a world to move to a chunk
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)
{
LOG("From %i %i To %i %i", m_ChunkX, m_ChunkZ, ChunkX, ChunkZ );
cChunk* Chunk = 0;
if(!a_bIgnoreOldChunk)
Chunk = m_World->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
typedef std::list< cClientHandle* > ClientList;
ClientList BeforeClients;
if( Chunk )
{
Chunk->RemoveEntity( *this );
BeforeClients = Chunk->GetClients();
}
m_ChunkX = ChunkX; m_ChunkY = ChunkY; m_ChunkZ = ChunkZ;
cChunk* NewChunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
ClientList AfterClients;
if( NewChunk )
{
NewChunk->AddEntity( *this );
AfterClients = NewChunk->GetClients();
}
/********************
* I reaalllyyyy don't like this piece of code, but it's needed I guess (maybe there's a way to optimize this)
**/
// Now compare clients before with after
for( ClientList::iterator itr = BeforeClients.begin(); itr != BeforeClients.end(); ++itr )
{
bool bFound = false;
for( ClientList::iterator itr2 = AfterClients.begin(); itr2 != AfterClients.end(); ++itr2 )
{
if( *itr2 == *itr )
{
bFound = true;
break;
}
}
if( !bFound ) // Client was in old chunk, but not new, so destroy on that client
{
cPacket_DestroyEntity DestroyEntity( this );
(*itr)->Send( DestroyEntity );
}
}
// Now compare clients after with before
for( ClientList::iterator itr = AfterClients.begin(); itr != AfterClients.end(); ++itr )
{
bool bFound = false;
for( ClientList::iterator itr2 = BeforeClients.begin(); itr2 != BeforeClients.end(); ++itr2 )
{
if( *itr2 == *itr )
{
bFound = true;
break;
}
}
if( !bFound ) // Client is in the new chunk, but not in old, so spawn on the client
{
SpawnOn( *itr );
}
}
}
}
void cEntity::Destroy()
{
if( !m_bDestroyed )
{
m_bDestroyed = true;
if( !m_bRemovedFromChunk )
RemoveFromChunk(0);
}
}
void cEntity::RemoveFromChunk( cChunk* a_Chunk )
{
if( m_World )
{
cChunk* Chunk = ( a_Chunk ? a_Chunk : (cChunk*)m_World->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ ) );
if( Chunk )
{
cPacket_DestroyEntity DestroyEntity( this );
Chunk->Broadcast( DestroyEntity );
Chunk->RemoveEntity( *this );
m_bRemovedFromChunk = true;
}
}
}
CLASS_DEF_GETCLASS( cEntity );
bool cEntity::IsA( const char* a_EntityType )
{
//LOG("IsA( cEntity ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cEntity" ) == 0 ) return true;
return false;
}
//////////////////////////////////////////////////////////////////////////
// Set orientations
void cEntity::SetRot( const Vector3f & a_Rot )
{
*m_Rot = a_Rot;
m_bDirtyOrientation = true;
}
void cEntity::SetRotation( float a_Rotation )
{
m_Rot->x = a_Rotation;
m_bDirtyOrientation = true;
}
void cEntity::SetPitch( float a_Pitch )
{
m_Rot->y = a_Pitch;
m_bDirtyOrientation = true;
}
void cEntity::SetRoll( float a_Roll )
{
m_Rot->z = a_Roll;
m_bDirtyOrientation = true;
}
//////////////////////////////////////////////////////////////////////////
// Get orientations
const Vector3f & cEntity::GetRot()
{
return *m_Rot;
}
float cEntity::GetRotation()
{
return m_Rot->x;
}
float cEntity::GetPitch()
{
return m_Rot->y;
}
float cEntity::GetRoll()
{
return m_Rot->z;
}
//////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3f cEntity::GetLookVector()
{
Matrix4f m;
m.Init( Vector3f(), 0, m_Rot->x, -m_Rot->y );
Vector3f Look = m.Transform( Vector3f(0, 0, 1) );
LOG("Look: %0.1f %0.1f %0.1f", Look.x, Look.y, Look.z );
return Look;
}
//////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition( const Vector3d & a_Pos )
{
*m_Pos = a_Pos;
MoveToCorrectChunk();
m_bDirtyPosition = true;
}
void cEntity::SetPosition( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
m_Pos->Set( a_PosX, a_PosY, a_PosZ );
MoveToCorrectChunk();
m_bDirtyPosition = true;
}
void cEntity::SetPosX( const double & a_PosX )
{
m_Pos->x = a_PosX;
MoveToCorrectChunk();
m_bDirtyPosition = true;
}
void cEntity::SetPosY( const double & a_PosY )
{
m_Pos->y = a_PosY;
MoveToCorrectChunk();
m_bDirtyPosition = true;
}
void cEntity::SetPosZ( const double & a_PosZ )
{
m_Pos->z = a_PosZ;
MoveToCorrectChunk();
m_bDirtyPosition = true;
}
//////////////////////////////////////////////////////////////////////////
// Get position
const Vector3d & cEntity::GetPosition()
{
return *m_Pos;
}
const double & cEntity::GetPosX()
{
return m_Pos->x;
}
const double & cEntity::GetPosY()
{
return m_Pos->y;
}
const double & cEntity::GetPosZ()
{
return m_Pos->z;
}
//////////////////////////////////////////////////////////////////////////
// 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 );
}