Open Source Tomb Raider Engine
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Entity.cpp 8.0KB

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