Open Source Tomb Raider Engine
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Entity.cpp 7.8KB

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