#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"
#include "Tracer.h"
#include "Chunk.h"
#include "Simulator/FluidSimulator.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_HeadYaw( 0.0 )
, m_Pos(a_X, a_Y, a_Z)
, m_bDirtyHead(true)
, m_bDirtyOrientation(true)
, m_bDirtyPosition(true)
, m_bDirtySpeed(true)
, m_bOnGround( false )
, m_Gravity( -9.81f )
, m_IsInitialized(false)
, m_LastPosX( 0.0 )
, m_LastPosY( 0.0 )
, m_LastPosZ( 0.0 )
, m_TimeLastTeleportPacket(0)
, m_TimeLastMoveReltPacket(0)
, m_TimeLastSpeedPacket(0)
, m_EntityType(a_EntityType)
, m_World(NULL)
, m_FireDamageInterval(0.f)
, m_BurnPeriod(0.f)
, m_WaterSpeed( 0.0 , 0.0 , 0.0 )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
m_UniqueID = m_EntityCount;
}
cEntity::~cEntity()
{
ASSERT(!m_World->HasEntity(m_UniqueID)); // Before deleting, the entity needs to have been removed from the world
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_IsInitialized)
{
LOGWARNING("ERROR: Entity deallocated without being destroyed");
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)
{
LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
);
m_IsInitialized = true;
m_World = a_World;
m_World->AddEntity(this);
}
void cEntity::WrapHeadYaw(void)
{
while (m_HeadYaw > 180.f) m_HeadYaw -= 360.f; // Wrap it
while (m_HeadYaw < -180.f) m_HeadYaw += 360.f;
}
void cEntity::WrapRotation(void)
{
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::WrapSpeed(void)
{
// There shoudn't be a need for flipping the flag on because this function is called
// after any update, so the flag is already turned on
if (m_Speed.x > 78.0f) m_Speed.x = 78.0f;
else if (m_Speed.x < -78.0f) m_Speed.x = -78.0f;
if (m_Speed.y > 78.0f) m_Speed.y = 78.0f;
else if (m_Speed.y < -78.0f) m_Speed.y = -78.0f;
if (m_Speed.z > 78.0f) m_Speed.z = 78.0f;
else if (m_Speed.z < -78.0f) m_Speed.z = -78.0f;
}
void cEntity::Destroy(void)
{
if (!m_IsInitialized)
{
return;
}
m_World->BroadcastDestroyEntity(*this);
m_IsInitialized = false;
Destroyed();
}
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
if (m_AttachedTo != NULL)
{
if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
{
SetPosition(m_AttachedTo->GetPosition());
}
}
else
{
HandlePhysics(a_Dt, a_Chunk);
}
}
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
//TODO Add collision detection with entities.
a_Dt /= 1000;
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z);
//Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
{
if( m_bOnGround ) // check if it's still on the ground
{
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
//Push out entity.
m_bOnGround = true;
NextPos.y += 0.2;
LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
}
if (!m_bOnGround)
{
float fallspeed;
if (!IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * a_Dt;
}
else
{
fallspeed = -3.0f * a_Dt; //Fall slower in water.
}
NextSpeed.y += fallspeed;
}
else
{
//Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
NextSpeed.x *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
NextSpeed.z *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
}
}
//Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9f; //Reduce speed each tick
switch(WaterDir)
{
case X_PLUS:
m_WaterSpeed.x = 1.f;
m_bOnGround = false;
break;
case X_MINUS:
m_WaterSpeed.x = -1.f;
m_bOnGround = false;
break;
case Z_PLUS:
m_WaterSpeed.z = 1.f;
m_bOnGround = false;
break;
case Z_MINUS:
m_WaterSpeed.z = -1.f;
m_bOnGround = false;
break;
default:
break;
}
if (fabs(m_WaterSpeed.x) < 0.05)
{
m_WaterSpeed.x = 0;
}
if (fabs(m_WaterSpeed.z) < 0.05)
{
m_WaterSpeed.z = 0;
}
NextSpeed += m_WaterSpeed;
if( NextSpeed.SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
if( Tracer.HitNormal.y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
NextPos.x += Tracer.HitNormal.x * 0.5f;
NextPos.z += Tracer.HitNormal.z * 0.5f;
}
else
NextPos += (NextSpeed * a_Dt);
}
else
{ // We didn't hit anything, so move =]
NextPos += (NextSpeed * a_Dt);
}
}
BlockX = (int) floor(NextPos.x);
BlockZ = (int) floor(NextPos.z);
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
//See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
{
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
}
}
}
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks
if( (m_Speed.SqrLength() > 0.0004f || m_bDirtySpeed) && (m_World->GetWorldAge() - m_TimeLastSpeedPacket >= 2))
{
m_World->BroadcastEntVelocity(*this,a_Exclude);
m_bDirtySpeed = false;
m_TimeLastSpeedPacket = m_World->GetWorldAge();
}
//Have to process position related packets this every two ticks
if (m_World->GetWorldAge() % 2 == 0)
{
int DiffX = (int) (floor(GetPosX() * 32.0) - floor(m_LastPosX * 32.0));
int DiffY = (int) (floor(GetPosY() * 32.0) - floor(m_LastPosY * 32.0));
int DiffZ = (int) (floor(GetPosZ() * 32.0) - floor(m_LastPosZ * 32.0));
Int64 DiffTeleportPacket = m_World->GetWorldAge() - m_TimeLastTeleportPacket;
// 4 blocks is max Relative So if the Diff is greater than 127 or. Send an absolute position every 20 seconds
if (DiffTeleportPacket >= 400 ||
((DiffX > 127) || (DiffX < -128) ||
(DiffY > 127) || (DiffY < -128) ||
(DiffZ > 127) || (DiffZ < -128)))
{
//
m_World->BroadcastTeleportEntity(*this,a_Exclude);
m_TimeLastTeleportPacket = m_World->GetWorldAge();
m_TimeLastMoveReltPacket = m_TimeLastTeleportPacket; //Must synchronize.
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
m_bDirtyOrientation = false;
}
else
{
Int64 DiffMoveRelPacket = m_World->GetWorldAge() - m_TimeLastMoveReltPacket;
//if the change is big enough.
if ((abs(DiffX) >= 4 || abs(DiffY) >= 4 || abs(DiffZ) >= 4 || DiffMoveRelPacket >= 60) && m_bDirtyPosition)
{
if (m_bDirtyOrientation)
{
m_World->BroadcastEntRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
m_bDirtyOrientation = false;
}
else
{
m_World->BroadcastEntRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
}
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
m_TimeLastMoveReltPacket = m_World->GetWorldAge();
}
else
{
if (m_bDirtyOrientation)
{
m_World->BroadcastEntLook(*this,a_Exclude);
m_bDirtyOrientation = false;
}
}
}
if (m_bDirtyHead)
{
m_World->BroadcastEntHeadLook(*this,a_Exclude);
m_bDirtyHead = false;
}
}
}
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::SetHeadYaw(double a_HeadYaw)
{
m_HeadYaw = a_HeadYaw;
m_bDirtyHead = true;
WrapHeadYaw();
}
void cEntity::SetRotation(double a_Rotation)
{
m_Rot.x = a_Rotation;
m_bDirtyOrientation = true;
WrapRotation();
}
void cEntity::SetPitch(double a_Pitch)
{
m_Rot.y = a_Pitch;
m_bDirtyOrientation = true;
WrapRotation();
}
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);
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::SetSpeedX(double a_SpeedX)
{
m_Speed.x = a_SpeedX;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::SetSpeedY(double a_SpeedY)
{
m_Speed.y = a_SpeedY;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::SetSpeedZ(double a_SpeedZ)
{
m_Speed.z = a_SpeedZ;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::AddPosX(double a_AddPosX)
{
m_Pos.x += a_AddPosX;
m_bDirtyPosition = true;
}
void cEntity::AddPosY(double a_AddPosY)
{
m_Pos.y += a_AddPosY;
m_bDirtyPosition = true;
}
void cEntity::AddPosZ(double a_AddPosZ)
{
m_Pos.z += a_AddPosZ;
m_bDirtyPosition = true;
}
void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
{
m_Pos.x += a_AddPosX;
m_Pos.y += a_AddPosY;
m_Pos.z += a_AddPosZ;
m_bDirtyPosition = true;
}
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
m_Speed.x += a_AddSpeedX;
m_Speed.y += a_AddSpeedY;
m_Speed.z += a_AddSpeedZ;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::AddSpeedX(double a_AddSpeedX)
{
m_Speed.x += a_AddSpeedX;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::AddSpeedY(double a_AddSpeedY)
{
m_Speed.y += a_AddSpeedY;
m_bDirtySpeed = true;
WrapSpeed();
}
void cEntity::AddSpeedZ(double a_AddSpeedZ)
{
m_Speed.z += a_AddSpeedZ;
m_bDirtySpeed = true;
WrapSpeed();
}
//////////////////////////////////////////////////////////////////////////
// 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(double a_PosX, double a_PosY, double a_PosZ)
{
m_Pos.Set(a_PosX, a_PosY, a_PosZ);
m_bDirtyPosition = true;
}
void cEntity::SetPosX(double a_PosX)
{
m_Pos.x = a_PosX;
m_bDirtyPosition = true;
}
void cEntity::SetPosY(double a_PosY)
{
m_Pos.y = a_PosY;
m_bDirtyPosition = true;
}
void cEntity::SetPosZ(double a_PosZ)
{
m_Pos.z = a_PosZ;
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);
}