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. #ifdef __APPLE__
  8. #include <OpenGL/gl.h>
  9. #include <OpenGL/glu.h>
  10. #elif defined WIN32
  11. #include <gl/glew.h>
  12. #include <gl/wglew.h>
  13. #else
  14. #include <GL/gl.h>
  15. #include <GL/glu.h>
  16. #endif
  17. #include "Entity.h"
  18. #include "main.h"
  19. #include "Render.h"
  20. #include "games/TombRaider1.h"
  21. Entity::Entity(TombRaider &tr, unsigned int index, unsigned int i, unsigned int model) {
  22. tr2_moveable_t *moveable = tr.Moveable();
  23. tr2_item_t *item = tr.Item();
  24. vec_t yaw = ((item[i].angle >> 14) & 0x03);
  25. yaw *= 90;
  26. pos[0] = item[i].x;
  27. pos[1] = item[i].y;
  28. pos[2] = item[i].z;
  29. angles[0] = 0;
  30. angles[1] = yaw;
  31. angles[2] = 0;
  32. objectId = moveable[index].object_id;
  33. moveType = MoveTypeWalk;
  34. room = getWorld().getRoomByLocation(pos[0], pos[1], pos[2]);
  35. skeletalModel = model;
  36. boneFrame = 0;
  37. animationFrame = 0;
  38. idleAnimation = 0;
  39. state = 0;
  40. if (tr.Engine() == TR_VERSION_1) {
  41. switch (objectId) {
  42. case TombRaider1::Wolf:
  43. state = TombRaider1::WolfState_Lying;
  44. animationFrame = 3;
  45. break;
  46. }
  47. }
  48. // Gather more info if this is lara
  49. if (objectId == 0) {
  50. animationFrame = TR_ANIAMTION_RUN;
  51. idleAnimation = TR_ANIAMTION_STAND;
  52. }
  53. }
  54. bool Entity::operator<(Entity &o) {
  55. vec_t distA = getRender().mViewVolume.getDistToSphereFromNear(pos[0], pos[1], pos[2], 1.0f);
  56. vec_t distB = getRender().mViewVolume.getDistToSphereFromNear(o.pos[0], o.pos[1], o.pos[2], 1.0f);
  57. return (distA < distB);
  58. }
  59. void Entity::display() {
  60. glPushMatrix();
  61. glTranslatef(pos[0], pos[1], pos[2]);
  62. glRotatef(angles[1], 0, 1, 0);
  63. getWorld().getSkeletalModel(skeletalModel).display(animationFrame, boneFrame);
  64. glPopMatrix();
  65. // Cycle frames
  66. if (getRender().getFlags() & Render::fAnimateAllModels) {
  67. if (boneFrame < (getModel().get(animationFrame).size() - 1))
  68. boneFrame++;
  69. else
  70. boneFrame = 0;
  71. }
  72. }
  73. void Entity::move(char movement) {
  74. const float moved = 180.0f;
  75. const float testd = 220.0f;
  76. const float camHeight = 8.0f;
  77. float x, y, z, pitch, h, floor, ceiling;
  78. int roomNew, sector;
  79. bool wall;
  80. unsigned int roomFlags;
  81. switch (moveType) {
  82. case MoveTypeWalkNoSwim:
  83. case MoveTypeWalk:
  84. pitch = 0.0f; // in the future pitch could control jump up blocks here
  85. break;
  86. case MoveTypeNoClipping:
  87. case MoveTypeFly:
  88. case MoveTypeSwim:
  89. pitch = angles[2];
  90. break;
  91. }
  92. switch (movement) {
  93. case 'f':
  94. x = pos[0] + (testd * sinf(angles[1]));
  95. y = pos[1] + (testd * sinf(pitch));
  96. z = pos[2] + (testd * cosf(angles[1]));
  97. break;
  98. case 'b':
  99. x = pos[0] - (testd * sinf(angles[1]));
  100. y = pos[1] - (testd * sinf(pitch));
  101. z = pos[2] - (testd * cosf(angles[1]));
  102. break;
  103. case 'l':
  104. x = pos[0] - (testd * sinf(angles[1] + 90.0f));
  105. y = pos[1];
  106. z = pos[2] - (testd * cosf(angles[1] + 90.0f));
  107. break;
  108. case 'r':
  109. x = pos[0] + (testd * sinf(angles[1] + 90.0f));
  110. y = pos[1];
  111. z = pos[2] + (testd * cosf(angles[1] + 90.0f));
  112. break;
  113. default:
  114. return;
  115. }
  116. //room = getRoomByLocation(x, y, z);
  117. roomNew = getWorld().getRoomByLocation(room, x, y, z);
  118. if (roomNew == -1) { // Will we hit a portal?
  119. roomNew = getWorld().getAdjoiningRoom(room,
  120. pos[0], pos[1], pos[2],
  121. x, y, z);
  122. if (roomNew > -1)
  123. printf("Crossing from room %i to %i\n", room, roomNew);
  124. else
  125. //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
  126. return;
  127. }
  128. roomFlags = getWorld().getRoomInfo(roomNew);
  129. sector = getWorld().getSector(roomNew, x, z, &floor, &ceiling);
  130. wall = getWorld().isWall(roomNew, sector);
  131. // If you're underwater you may want to swim =)
  132. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  133. if ((roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeWalk))
  134. moveType = MoveTypeSwim;
  135. // Don't swim on land
  136. if (!(roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeSwim))
  137. moveType = MoveTypeWalk;
  138. // Mongoose 2002.09.02, Add check for room -> room transition
  139. // (Only allow by movement between rooms by using portals)
  140. if (((moveType == MoveTypeNoClipping) ||
  141. (moveType == MoveTypeFly) ||
  142. (moveType == MoveTypeSwim)) ||
  143. ((roomNew > -1) && (!wall))) {
  144. room = roomNew;
  145. switch (movement) {
  146. case 'f':
  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 'b':
  152. x = pos[0] - (moved * sinf(angles[1]));
  153. y = pos[1] - (moved * sinf(pitch));
  154. z = pos[2] - (moved * cosf(angles[1]));
  155. break;
  156. case 'l':
  157. x = pos[0] - (moved * sinf(angles[1] + 90.0f));
  158. z = pos[2] - (moved * cosf(angles[1] + 90.0f));
  159. break;
  160. case 'r':
  161. x = pos[0] + (moved * sinf(angles[1] + 90.0f));
  162. z = pos[2] + (moved * cosf(angles[1] + 90.0f));
  163. break;
  164. }
  165. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  166. * to see if we need to switch rooms... man...
  167. */
  168. h = y;
  169. getWorld().getHeightAtPosition(room, x, &h, z);
  170. switch (moveType) {
  171. case MoveTypeFly:
  172. case MoveTypeSwim:
  173. // Don't fall out of world, avoid a movement that does
  174. if (h > y - camHeight) {
  175. pos[0] = x;
  176. pos[1] = y;
  177. pos[2] = z;
  178. }
  179. break;
  180. case MoveTypeWalk:
  181. case MoveTypeWalkNoSwim:
  182. y = pos[1]; // Override vector movement walking ( er, not pretty )
  183. // Now fake gravity
  184. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  185. //ddist = h - pos[1];
  186. // This is to force false gravity, by making camera stay on ground
  187. pos[1] = h; //roomFloor->bbox_min[1];
  188. // Check for camera below terrian and correct
  189. if (pos[1] < h - camHeight)
  190. pos[1] = h - camHeight;
  191. pos[0] = x;
  192. pos[2] = z;
  193. break;
  194. case MoveTypeNoClipping:
  195. pos[0] = x;
  196. pos[1] = y;
  197. pos[2] = z;
  198. break;
  199. }
  200. }
  201. }
  202. void Entity::print() {
  203. getConsole().print("Entity %d:", objectId);
  204. getConsole().print(" Room %i (0x%X)", room, getWorld().getRoomInfo(room));
  205. getConsole().print(" %.1fx %.1fy %.1fz", pos[0], pos[1], pos[2]);
  206. getConsole().print(" %.1f Yaw %.1f Pitch", OR_RAD_TO_DEG(angles[1]), OR_RAD_TO_DEG(angles[2]));
  207. }
  208. SkeletalModel &Entity::getModel() {
  209. return getWorld().getSkeletalModel(skeletalModel);
  210. }
  211. void Entity::setSkeletalModel(unsigned int model) {
  212. skeletalModel = model;
  213. animationFrame = 0;
  214. boneFrame = 0;
  215. idleAnimation = 0;
  216. }
  217. Entity::MoveType Entity::getMoveType() {
  218. return moveType;
  219. }
  220. void Entity::setMoveType(MoveType m) {
  221. moveType = m;
  222. }
  223. int Entity::getObjectId() {
  224. return objectId;
  225. }
  226. void Entity::setAngles(vec_t yaw, vec_t pitch) {
  227. angles[1] = yaw;
  228. angles[2] = pitch;
  229. }
  230. vec_t Entity::getPos(unsigned int i) {
  231. return pos[i];
  232. }
  233. vec_t Entity::getAngle(unsigned int i) {
  234. return angles[i];
  235. }
  236. int Entity::getRoom() {
  237. return room;
  238. }
  239. unsigned int Entity::getAnimation() {
  240. return animationFrame;
  241. }
  242. void Entity::setAnimation(unsigned int index) {
  243. animationFrame = index;
  244. boneFrame = 0;
  245. }
  246. unsigned int Entity::getBoneFrame() {
  247. return boneFrame;
  248. }
  249. void Entity::setBoneFrame(unsigned int index) {
  250. boneFrame = index;
  251. }
  252. unsigned int Entity::getIdleAnimation() {
  253. return idleAnimation;
  254. }
  255. void Entity::setIdleAnimation(unsigned int index) {
  256. idleAnimation = index;
  257. }