#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;
cCriticalSection cEntity::m_CSCount;
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( a_X, a_Y, a_Z )
, m_bDirtyPosition( true )
, m_bDirtyOrientation( true )
, m_bDestroyed( false )
, m_EntityType( E_ENTITY )
, m_World( 0 )
, m_bRemovedFromChunk( false )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
m_UniqueID = m_EntityCount;
}
cEntity::~cEntity()
{
LOG("Deleting entity %d at pos {%.2f, %.2f} ~ [%d, %d]; ptr %p",
m_UniqueID,
m_Pos.x, m_Pos.z,
(int)(m_Pos.x / 16), (int)(m_Pos.z / 16),
this
);
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;
}
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;
}
if (!a_bIgnoreOldChunk)
{
cChunkPtr OldChunk = m_World->GetChunk(m_ChunkX, m_ChunkY, m_ChunkZ);
OldChunk->RemoveEntity(this);
cPacket_DestroyEntity DestroyEntity( this );
OldChunk->Broadcast(DestroyEntity);
}
m_ChunkX = ChunkX;
m_ChunkY = ChunkY;
m_ChunkZ = ChunkZ;
cChunkPtr NewChunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( NewChunk != NULL )
{
NewChunk->AddEntity( this );
std::auto_ptr<cPacket> SpawnPacket(GetSpawnPacket());
if (SpawnPacket.get() != NULL)
{
NewChunk->Broadcast(SpawnPacket.get());
}
}
}
void cEntity::Destroy()
{
if( !m_bDestroyed )
{
m_bDestroyed = true;
if( !m_bRemovedFromChunk )
{
RemoveFromChunk();
}
}
}
void cEntity::RemoveFromChunk(void)
{
if ( m_World == NULL )
{
return;
}
cChunkPtr Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( Chunk != NULL )
{
cPacket_DestroyEntity DestroyEntity( this );
Chunk->Broadcast( DestroyEntity );
Chunk->RemoveEntity( this );
m_bRemovedFromChunk = true;
}
}
void cEntity::SpawnOn(cClientHandle * a_Client)
{
std::auto_ptr<cPacket> SpawnPacket(GetSpawnPacket());
if (SpawnPacket.get() == NULL)
{
return;
}
if (a_Client == NULL)
{
cChunkPtr Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( Chunk != NULL )
{
Chunk->Broadcast(SpawnPacket.get());
}
}
else
{
a_Client->Send(SpawnPacket.get());
}
}
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 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;
}
//////////////////////////////////////////////////////////////////////////
// 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 );
}