Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

Entity.cpp 7.2KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264
  1. /*!
  2. * \file src/Entity.cpp
  3. * \brief World Entities
  4. *
  5. * \author xythobuz
  6. */
  7. #include "glm/glm.hpp"
  8. #include "global.h"
  9. #include "Log.h"
  10. #include "World.h"
  11. #include "Entity.h"
  12. Entity::Entity(float p[3], float a[3], int id, long r, unsigned int model) {
  13. for (int i = 0; i < 3; i++) {
  14. pos[i] = p[i];
  15. angles[i] = a[i];
  16. }
  17. objectId = id;
  18. moveType = MoveTypeWalk;
  19. room = r;
  20. skeletalModel = model;
  21. boneFrame = 0;
  22. animationFrame = 0;
  23. idleAnimation = 0;
  24. state = 0;
  25. }
  26. void Entity::display() {
  27. /*
  28. glPushMatrix();
  29. glTranslatef(pos[0], pos[1], pos[2]);
  30. glRotatef(glm::degrees(angles[1]), 0, 1, 0);
  31. glRotatef(glm::degrees(angles[0]), 1, 0, 0);
  32. //glRotatef(glm::degrees(angles[2]), 0, 0, 1);
  33. getWorld().getSkeletalModel(skeletalModel).display(animationFrame, boneFrame);
  34. glPopMatrix();
  35. */
  36. }
  37. void Entity::move(char movement) {
  38. const float moved = 180.0f;
  39. const float testd = 220.0f;
  40. const float camHeight = 8.0f;
  41. float x, y, z, pitch, h, floor, ceiling;
  42. long roomNew, sector;
  43. bool wall;
  44. unsigned int roomFlags;
  45. switch (moveType) {
  46. case MoveTypeWalkNoSwim:
  47. case MoveTypeWalk:
  48. pitch = 0.0f; // in the future pitch could control jump up blocks here
  49. break;
  50. case MoveTypeNoClipping:
  51. case MoveTypeFly:
  52. case MoveTypeSwim:
  53. pitch = angles[2];
  54. break;
  55. }
  56. switch (movement) {
  57. case 'f':
  58. x = pos[0] + (testd * sinf(angles[1]));
  59. y = pos[1] + (testd * sinf(pitch));
  60. z = pos[2] + (testd * cosf(angles[1]));
  61. break;
  62. case 'b':
  63. x = pos[0] - (testd * sinf(angles[1]));
  64. y = pos[1] - (testd * sinf(pitch));
  65. z = pos[2] - (testd * cosf(angles[1]));
  66. break;
  67. case 'l':
  68. x = pos[0] - (testd * sinf(angles[1] + 90.0f));
  69. y = pos[1];
  70. z = pos[2] - (testd * cosf(angles[1] + 90.0f));
  71. break;
  72. case 'r':
  73. x = pos[0] + (testd * sinf(angles[1] + 90.0f));
  74. y = pos[1];
  75. z = pos[2] + (testd * cosf(angles[1] + 90.0f));
  76. break;
  77. default:
  78. return;
  79. }
  80. roomNew = getWorld().getRoomByLocation(room, x, y, z);
  81. if (roomNew == -1) { // Will we hit a portal?
  82. roomNew = getWorld().getRoom(room).getAdjoiningRoom(pos[0], pos[1], pos[2],
  83. x, y, z);
  84. if (roomNew > -1)
  85. getLog() << "Crossing from room " << room << " to " << roomNew << Log::endl;
  86. else
  87. //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
  88. return;
  89. }
  90. roomFlags = getWorld().getRoom(roomNew).getFlags();
  91. sector = getWorld().getRoom(roomNew).getSector(x, z, &floor, &ceiling);
  92. wall = getWorld().getRoom(roomNew).isWall(sector);
  93. // If you're underwater you may want to swim =)
  94. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  95. if ((roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeWalk))
  96. moveType = MoveTypeSwim;
  97. // Don't swim on land
  98. if (!(roomFlags & RoomFlagUnderWater) && (moveType == MoveTypeSwim))
  99. moveType = MoveTypeWalk;
  100. // Mongoose 2002.09.02, Add check for room -> room transition
  101. // (Only allow by movement between rooms by using portals)
  102. if (((moveType == MoveTypeNoClipping) ||
  103. (moveType == MoveTypeFly) ||
  104. (moveType == MoveTypeSwim)) ||
  105. ((roomNew > -1) && (!wall))) {
  106. room = roomNew;
  107. switch (movement) {
  108. case 'f':
  109. x = pos[0] + (moved * sinf(angles[1]));
  110. y = pos[1] + (moved * sinf(pitch));
  111. z = pos[2] + (moved * cosf(angles[1]));
  112. break;
  113. case 'b':
  114. x = pos[0] - (moved * sinf(angles[1]));
  115. y = pos[1] - (moved * sinf(pitch));
  116. z = pos[2] - (moved * cosf(angles[1]));
  117. break;
  118. case 'l':
  119. x = pos[0] - (moved * sinf(angles[1] + 90.0f));
  120. z = pos[2] - (moved * cosf(angles[1] + 90.0f));
  121. break;
  122. case 'r':
  123. x = pos[0] + (moved * sinf(angles[1] + 90.0f));
  124. z = pos[2] + (moved * cosf(angles[1] + 90.0f));
  125. break;
  126. }
  127. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  128. * to see if we need to switch rooms... man...
  129. */
  130. h = y;
  131. getWorld().getRoom(room).getHeightAtPosition(x, &h, z);
  132. switch (moveType) {
  133. case MoveTypeFly:
  134. case MoveTypeSwim:
  135. // Don't fall out of world, avoid a movement that does
  136. if (h > y - camHeight) {
  137. pos[0] = x;
  138. pos[1] = y;
  139. pos[2] = z;
  140. }
  141. break;
  142. case MoveTypeWalk:
  143. case MoveTypeWalkNoSwim:
  144. y = pos[1]; // Override vector movement walking ( er, not pretty )
  145. // Now fake gravity
  146. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  147. //ddist = h - pos[1];
  148. // This is to force false gravity, by making camera stay on ground
  149. pos[1] = h; //roomFloor->bbox_min[1];
  150. // Check for camera below terrian and correct
  151. if (pos[1] < h - camHeight)
  152. pos[1] = h - camHeight;
  153. pos[0] = x;
  154. pos[2] = z;
  155. break;
  156. case MoveTypeNoClipping:
  157. pos[0] = x;
  158. pos[1] = y;
  159. pos[2] = z;
  160. break;
  161. }
  162. }
  163. }
  164. void Entity::print() {
  165. getLog() << "Entity " << objectId << ":" << Log::endl
  166. << " Room " << room << " (" << getWorld().getRoom(room).getFlags()
  167. << ")" << Log::endl
  168. << " " << pos[0] << "x " << pos[1] << "y " << pos[2] << "z"
  169. << Log::endl
  170. << " " << glm::degrees(angles[1]) << " Yaw" << Log::endl;
  171. }
  172. SkeletalModel& Entity::getModel() {
  173. return getWorld().getSkeletalModel(skeletalModel);
  174. }
  175. void Entity::setSkeletalModel(unsigned int model) {
  176. skeletalModel = model;
  177. animationFrame = 0;
  178. boneFrame = 0;
  179. idleAnimation = 0;
  180. }
  181. Entity::MoveType Entity::getMoveType() {
  182. return moveType;
  183. }
  184. void Entity::setMoveType(MoveType m) {
  185. moveType = m;
  186. }
  187. int Entity::getObjectId() {
  188. return objectId;
  189. }
  190. void Entity::setAngles(float a[3]) {
  191. for (unsigned int i = 0; i < 3; i++)
  192. angles[i] = a[i];
  193. }
  194. float Entity::getPos(unsigned int i) {
  195. return pos[i];
  196. }
  197. float Entity::getAngle(unsigned int i) {
  198. return angles[i];
  199. }
  200. long Entity::getRoom() {
  201. return room;
  202. }
  203. unsigned long Entity::getAnimation() {
  204. return animationFrame;
  205. }
  206. void Entity::setAnimation(unsigned long index) {
  207. animationFrame = index;
  208. boneFrame = 0;
  209. }
  210. unsigned long Entity::getBoneFrame() {
  211. return boneFrame;
  212. }
  213. void Entity::setBoneFrame(unsigned long index) {
  214. boneFrame = index;
  215. }
  216. unsigned long Entity::getIdleAnimation() {
  217. return idleAnimation;
  218. }
  219. void Entity::setIdleAnimation(unsigned long index) {
  220. idleAnimation = index;
  221. }