#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 "Vector3f.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)
{
ASSERT(m_World != NULL); // Entity needs a world to move to a chunk
if (!m_World) 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(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;
}
void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
{
m_Speed += a_AddSpeed;
}
//////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3f cEntity::GetLookVector(void) const
{
Matrix4f m;
m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y);
Vector3f Look = m.Transform(Vector3f(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);
}