Open Source Tomb Raider Engine
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Entity.cpp 8.3KB

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  1. /*!
  2. * \file src/Entity.cpp
  3. * \brief World Entities
  4. *
  5. * \author xythobuz
  6. */
  7. #include <cmath>
  8. #include "global.h"
  9. #include "Log.h"
  10. #include "Render.h"
  11. #include "World.h"
  12. #include "Entity.h"
  13. #include "games/TombRaider1.h"
  14. Entity::Entity(float p[3], float a[3], int id, long r, unsigned int model) {
  15. for (int i = 0; i < 3; i++) {
  16. pos[i] = p[i];
  17. angles[i] = a[i];
  18. }
  19. objectId = id;
  20. moveType = MoveTypeWalk;
  21. room = r;
  22. skeletalModel = model;
  23. boneFrame = 0;
  24. animationFrame = 0;
  25. idleAnimation = 0;
  26. state = 0;
  27. }
  28. Entity::Entity(TombRaider& tr, unsigned int index, unsigned int i, unsigned int model) {
  29. tr2_moveable_t* moveable = tr.Moveable();
  30. tr2_item_t* item = tr.Item();
  31. pos[0] = item[i].x;
  32. pos[1] = item[i].y;
  33. pos[2] = item[i].z;
  34. angles[0] = 0;
  35. angles[1] = OR_DEG_TO_RAD(((item[i].angle >> 14) & 0x03) * 90.0f);
  36. angles[2] = 0;
  37. objectId = moveable[index].object_id;
  38. moveType = MoveTypeWalk;
  39. room = getWorld().getRoomByLocation(pos[0], pos[1], pos[2]);
  40. skeletalModel = model;
  41. boneFrame = 0;
  42. animationFrame = 0;
  43. idleAnimation = 0;
  44. state = 0;
  45. }
  46. bool Entity::operator<(Entity& o) {
  47. float distA = getRender().getDistToSphereFromNear(pos[0], pos[1], pos[2], 1.0f);
  48. float distB = getRender().getDistToSphereFromNear(o.pos[0], o.pos[1], o.pos[2], 1.0f);
  49. return (distA < distB);
  50. }
  51. bool Entity::compare(Entity* a, Entity* b) {
  52. return (*b) < (*a);
  53. }
  54. void Entity::display() {
  55. glPushMatrix();
  56. glTranslatef(pos[0], pos[1], pos[2]);
  57. glRotatef(OR_RAD_TO_DEG(angles[1]), 0, 1, 0);
  58. glRotatef(OR_RAD_TO_DEG(angles[0]), 1, 0, 0);
  59. //glRotatef(OR_RAD_TO_DEG(angles[2]), 0, 0, 1);
  60. getWorld().getSkeletalModel(skeletalModel).display(animationFrame, boneFrame);
  61. glPopMatrix();
  62. // Cycle frames
  63. if (getRender().getFlags() & Render::fAnimateAllModels) {
  64. if (boneFrame < (getModel().get(animationFrame).size() - 1))
  65. boneFrame++;
  66. else
  67. boneFrame = 0;
  68. }
  69. }
  70. void Entity::move(char movement) {
  71. const float moved = 180.0f;
  72. const float testd = 220.0f;
  73. const float camHeight = 8.0f;
  74. float x, y, z, pitch, h, floor, ceiling;
  75. long roomNew, sector;
  76. bool wall;
  77. unsigned int roomFlags;
  78. switch (moveType) {
  79. case MoveTypeWalkNoSwim:
  80. case MoveTypeWalk:
  81. pitch = 0.0f; // in the future pitch could control jump up blocks here
  82. break;
  83. case MoveTypeNoClipping:
  84. case MoveTypeFly:
  85. case MoveTypeSwim:
  86. pitch = angles[2];
  87. break;
  88. }
  89. switch (movement) {
  90. case 'f':
  91. x = pos[0] + (testd * sinf(angles[1]));
  92. y = pos[1] + (testd * sinf(pitch));
  93. z = pos[2] + (testd * cosf(angles[1]));
  94. break;
  95. case 'b':
  96. x = pos[0] - (testd * sinf(angles[1]));
  97. y = pos[1] - (testd * sinf(pitch));
  98. z = pos[2] - (testd * cosf(angles[1]));
  99. break;
  100. case 'l':
  101. x = pos[0] - (testd * sinf(angles[1] + 90.0f));
  102. y = pos[1];
  103. z = pos[2] - (testd * cosf(angles[1] + 90.0f));
  104. break;
  105. case 'r':
  106. x = pos[0] + (testd * sinf(angles[1] + 90.0f));
  107. y = pos[1];
  108. z = pos[2] + (testd * cosf(angles[1] + 90.0f));
  109. break;
  110. default:
  111. return;
  112. }
  113. roomNew = getWorld().getRoomByLocation(room, x, y, z);
  114. if (roomNew == -1) { // Will we hit a portal?
  115. roomNew = getWorld().getRoom(room).getAdjoiningRoom(pos[0], pos[1], pos[2],
  116. x, y, z);
  117. if (roomNew > -1)
  118. getLog() << "Crossing from room " << room << " to " << roomNew << Log::endl;
  119. else
  120. //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
  121. return;
  122. }
  123. roomFlags = getWorld().getRoom(roomNew).getFlags();
  124. sector = getWorld().getRoom(roomNew).getSector(x, z, &floor, &ceiling);
  125. wall = getWorld().getRoom(roomNew).isWall(sector);
  126. // If you're underwater you may want to swim =)
  127. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  128. if ((roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeWalk))
  129. moveType = MoveTypeSwim;
  130. // Don't swim on land
  131. if (!(roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeSwim))
  132. moveType = MoveTypeWalk;
  133. // Mongoose 2002.09.02, Add check for room -> room transition
  134. // (Only allow by movement between rooms by using portals)
  135. if (((moveType == MoveTypeNoClipping) ||
  136. (moveType == MoveTypeFly) ||
  137. (moveType == MoveTypeSwim)) ||
  138. ((roomNew > -1) && (!wall))) {
  139. room = roomNew;
  140. switch (movement) {
  141. case 'f':
  142. x = pos[0] + (moved * sinf(angles[1]));
  143. y = pos[1] + (moved * sinf(pitch));
  144. z = pos[2] + (moved * cosf(angles[1]));
  145. break;
  146. case 'b':
  147. x = pos[0] - (moved * sinf(angles[1]));
  148. y = pos[1] - (moved * sinf(pitch));
  149. z = pos[2] - (moved * cosf(angles[1]));
  150. break;
  151. case 'l':
  152. x = pos[0] - (moved * sinf(angles[1] + 90.0f));
  153. z = pos[2] - (moved * cosf(angles[1] + 90.0f));
  154. break;
  155. case 'r':
  156. x = pos[0] + (moved * sinf(angles[1] + 90.0f));
  157. z = pos[2] + (moved * cosf(angles[1] + 90.0f));
  158. break;
  159. }
  160. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  161. * to see if we need to switch rooms... man...
  162. */
  163. h = y;
  164. getWorld().getRoom(room).getHeightAtPosition(x, &h, z);
  165. switch (moveType) {
  166. case MoveTypeFly:
  167. case MoveTypeSwim:
  168. // Don't fall out of world, avoid a movement that does
  169. if (h > y - camHeight) {
  170. pos[0] = x;
  171. pos[1] = y;
  172. pos[2] = z;
  173. }
  174. break;
  175. case MoveTypeWalk:
  176. case MoveTypeWalkNoSwim:
  177. y = pos[1]; // Override vector movement walking ( er, not pretty )
  178. // Now fake gravity
  179. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  180. //ddist = h - pos[1];
  181. // This is to force false gravity, by making camera stay on ground
  182. pos[1] = h; //roomFloor->bbox_min[1];
  183. // Check for camera below terrian and correct
  184. if (pos[1] < h - camHeight)
  185. pos[1] = h - camHeight;
  186. pos[0] = x;
  187. pos[2] = z;
  188. break;
  189. case MoveTypeNoClipping:
  190. pos[0] = x;
  191. pos[1] = y;
  192. pos[2] = z;
  193. break;
  194. }
  195. }
  196. }
  197. void Entity::print() {
  198. getLog() << "Entity " << objectId << ":" << Log::endl
  199. << " Room " << room << " (" << getWorld().getRoom(room).getFlags()
  200. << ")" << Log::endl
  201. << " " << pos[0] << "x " << pos[1] << "y " << pos[2] << "z"
  202. << Log::endl
  203. << " " << OR_RAD_TO_DEG(angles[1]) << " Yaw" << Log::endl;
  204. }
  205. SkeletalModel& Entity::getModel() {
  206. return getWorld().getSkeletalModel(skeletalModel);
  207. }
  208. void Entity::setSkeletalModel(unsigned int model) {
  209. skeletalModel = model;
  210. animationFrame = 0;
  211. boneFrame = 0;
  212. idleAnimation = 0;
  213. }
  214. Entity::MoveType Entity::getMoveType() {
  215. return moveType;
  216. }
  217. void Entity::setMoveType(MoveType m) {
  218. moveType = m;
  219. }
  220. int Entity::getObjectId() {
  221. return objectId;
  222. }
  223. void Entity::setAngles(float a[3]) {
  224. for (unsigned int i = 0; i < 3; i++)
  225. angles[i] = a[i];
  226. }
  227. float Entity::getPos(unsigned int i) {
  228. return pos[i];
  229. }
  230. float Entity::getAngle(unsigned int i) {
  231. return angles[i];
  232. }
  233. long Entity::getRoom() {
  234. return room;
  235. }
  236. unsigned long Entity::getAnimation() {
  237. return animationFrame;
  238. }
  239. void Entity::setAnimation(unsigned long index) {
  240. animationFrame = index;
  241. boneFrame = 0;
  242. }
  243. unsigned long Entity::getBoneFrame() {
  244. return boneFrame;
  245. }
  246. void Entity::setBoneFrame(unsigned long index) {
  247. boneFrame = index;
  248. }
  249. unsigned long Entity::getIdleAnimation() {
  250. return idleAnimation;
  251. }
  252. void Entity::setIdleAnimation(unsigned long index) {
  253. idleAnimation = index;
  254. }