#include "cEntity.h" #include "cWorld.h" #include "cChunk.h" #include "cMCLogger.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 ); cWorld::BlockToChunk( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z, m_ChunkX, m_ChunkY, m_ChunkZ ); cChunk* Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ ); if( Chunk ) { //LOG("Adding entity %i to chunk %i %i %i", m_UniqueID, Chunk->GetPosX(), Chunk->GetPosY(), Chunk->GetPosZ() ); Chunk->AddEntity( *this ); } } 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() { 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( m_ChunkX != ChunkX || m_ChunkY != ChunkY || m_ChunkZ != ChunkZ ) { LOG("From %i %i To %i %i", m_ChunkX, m_ChunkZ, ChunkX, ChunkZ ); cChunk* 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 : 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 ); }