#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_Rot(0.0, 0.0, 0.0) , m_Pos(a_X, a_Y, a_Z) , m_Mass (0.001) //Default 1g , 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(!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block { if( m_bOnGround ) // check if it's still on the ground { BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ ); if(!g_BlockIsSolid[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 = -3.0f * a_Dt; //Fall slower in water. } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; //Reduce overall falling speed fallspeed = 0; //No falling. } else { //Normal gravity fallspeed = m_Gravity * a_Dt; } 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; } } //Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we //might have different speed modifiers according to terrain. if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.x *= 0.25; NextSpeed.z *= 0.25; } //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); } 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::SetHeight(double a_Height) { m_Height = a_Height; } void cEntity::SetMass(double a_Mass) { if (a_Mass > 0) { m_Mass = a_Mass; } else { //Make sure that mass is not zero. 1g is the default because we //have to choose a number. It's perfectly legal to have a mass //less than 1g as long as is NOT equal or less than zero. m_Mass = 0.001; } } 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::SetWidth(double a_Width) { m_Width = a_Width; } 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); }