#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" 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_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) { 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 > 20.0f) m_Speed.x = 20.0f; else if (m_Speed.x < -20.0f) m_Speed.x = -20.0f; if (m_Speed.y > 20.0f) m_Speed.y = 20.0f; else if (m_Speed.y < -20.0f) m_Speed.y = -20.0f; if (m_Speed.z > 20.0f) m_Speed.z = 20.0f; else if (m_Speed.z < -20.0f) m_Speed.z = -20.0f; } 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::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); }