// Last modified: May 15 2004, Mark Thompson (mark@wildfiregames.com) #include "precompiled.h" #include "Entity.h" #include "EntityManager.h" #include "BaseEntityCollection.h" #include "Renderer.h" #include "Model.h" #include "Terrain.h" #include "Collision.h" #include "PathfindEngine.h" CEntity::CEntity( CBaseEntity* base, CVector3D position, float orientation ) { m_position = position; m_orientation = orientation; m_ahead.x = sin( m_orientation ); m_ahead.y = cos( m_orientation ); m_base.associate( this, "template", ( void( IPropertyOwner::* )() )&CEntity::loadBase ); m_name.associate( this, "name" ); m_speed.associate( this, "speed" ); m_turningRadius.associate( this, "turningRadius" ); m_position.associate( this, "position", ( void( IPropertyOwner::* )() )&CEntity::teleport ); m_orientation.associate( this, "orientation", ( void( IPropertyOwner::* )() )&CEntity::reorient ); // Set our parent unit and build us an actor. m_actor = NULL; m_bounds = NULL; m_base = base; loadBase(); snapToGround(); updateActorTransforms(); } CEntity::~CEntity() { for( size_t i = 0; i < m_base->m_inheritors.size(); i++ ) if( m_base->m_inheritors[i] == this ) m_base->m_inheritors.erase( m_base->m_inheritors.begin() + i ); if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); } if( m_bounds ) delete( m_bounds ); } void CEntity::loadBase() { if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); } if( m_bounds ) { delete( m_bounds ); } m_actor = new CUnit(m_base->m_actorObject,m_base->m_actorObject->m_Model->Clone()); // Register the actor with the renderer. g_UnitMan.AddUnit( m_actor ); // Set up our instance data m_base->m_inheritors.push_back( this ); rebuild(); if( m_base->m_bound_type == CBoundingObject::BOUND_CIRCLE ) { m_bounds = new CBoundingCircle( m_position.X, m_position.Z, m_base->m_bound_circle ); } else if( m_base->m_bound_type == CBoundingObject::BOUND_OABB ) { m_bounds = new CBoundingBox( m_position.X, m_position.Z, m_ahead, m_base->m_bound_box ); } } bool isWaypoint( CEntity* e ) { return( e->m_base->m_name == CStr( "Waypoint" ) ); } void CEntity::updateActorTransforms() { CMatrix3D m; m._11 = -m_ahead.y; m._12 = 0.0f; m._13 = -m_ahead.x; m._14 = m_position.X; m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_position.Y; m._31 = m_ahead.x; m._32 = 0.0f; m._33 = -m_ahead.y; m._34 = m_position.Z; m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f; /* Equivalent to: m.SetYRotation( m_orientation ); m.Translate( m_position ); But the matrix multiplication seemed such a waste when we already have a forward vector */ m_actor->GetModel()->SetTransform( m ); } float CEntity::getExactGroundLevel( float x, float y ) { // TODO MT: If OK with Rich, move to terrain core. Once this works, that is. x /= 4.0f; y /= 4.0f; int xi = (int)floor( x ); int yi = (int)floor( y ); float xf = x - (float)xi; float yf = y - (float)yi; u16* heightmap = g_Terrain.GetHeightMap(); unsigned long mapsize = g_Terrain.GetVerticesPerSide(); assert( ( xi >= 0 ) && ( xi < (int)mapsize ) && ( yi >= 0 ) && ( yi < (int)mapsize ) ); float h00 = heightmap[yi*mapsize + xi]; float h01 = heightmap[yi*mapsize + xi + mapsize]; float h10 = heightmap[yi*mapsize + xi + 1]; float h11 = heightmap[yi*mapsize + xi + mapsize + 1]; /* if( xf < ( 1.0f - yf ) ) { return( HEIGHT_SCALE * ( ( 1 - xf - yf ) * h00 + xf * h10 + yf * h01 ) ); } else return( HEIGHT_SCALE * ( ( xf + yf - 1 ) * h11 + ( 1 - xf ) * h01 + ( 1 - yf ) * h10 ) ); */ /* if( xf > yf ) { return( HEIGHT_SCALE * ( ( 1 - xf ) * h00 + ( xf - yf ) * h10 + yf * h11 ) ); } else return( HEIGHT_SCALE * ( ( 1 - yf ) * h00 + ( yf - xf ) * h01 + xf * h11 ) ); */ return( HEIGHT_SCALE * ( ( 1 - yf ) * ( ( 1 - xf ) * h00 + xf * h10 ) + yf * ( ( 1 - xf ) * h01 + xf * h11 ) ) ); } void CEntity::snapToGround() { m_position.Y = getExactGroundLevel( m_position.X, m_position.Z ); } void CEntity::update( float timestep ) { while( !m_orderQueue.empty() ) { CEntityOrder* current = &m_orderQueue.front(); switch( current->m_type ) { case CEntityOrder::ORDER_GOTO_NOPATHING: case CEntityOrder::ORDER_GOTO_COLLISION: case CEntityOrder::ORDER_GOTO_SMOOTHED: if( processGotoNoPathing( current, timestep ) ) break; return; case CEntityOrder::ORDER_GOTO: if( processGoto( current, timestep ) ) break; return; case CEntityOrder::ORDER_PATROL: if( processPatrol( current, timestep ) ) break; return; default: assert( 0 && "Invalid entity order" ); } } if( m_actor->GetModel()->GetAnimation() != m_actor->GetObject()->m_IdleAnim ) m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_IdleAnim ); } void CEntity::dispatch( CMessage* msg ) { switch( msg->type ) { case CMessage::EMSG_TICK: break; case CMessage::EMSG_INIT: if( m_base->m_name == CStr( "Prometheus Dude" ) ) { if( getCollisionObject( this ) ) { // Prometheus telefragging. (Appeared inside another object) g_EntityManager.kill( me ); return; } std::vector* waypoints = g_EntityManager.matches( isWaypoint ); while( !waypoints->empty() ) { CEntityOrder patrol; size_t id = rand() % waypoints->size(); std::vector::iterator it = waypoints->begin(); it += id; HEntity waypoint = *it; patrol.m_type = CEntityOrder::ORDER_PATROL; patrol.m_data[0].location.x = waypoint->m_position.X; patrol.m_data[0].location.y = waypoint->m_position.Z; pushOrder( patrol ); waypoints->erase( it ); } delete( waypoints ); } break; } } void CEntity::pushOrder( CEntityOrder& order ) { m_orderQueue.push_back( order ); } void CEntity::repath() { CVector2D destination; if( m_orderQueue.empty() ) return; while( !m_orderQueue.empty() && ( ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_COLLISION ) || ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_NOPATHING ) || ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_SMOOTHED ) ) ) { destination = m_orderQueue.front().m_data[0].location; m_orderQueue.pop_front(); } g_Pathfinder.requestPath( me, destination ); } void CEntity::reorient() { m_ahead.x = sin( m_orientation ); m_ahead.y = cos( m_orientation ); if( m_bounds->m_type == CBoundingObject::BOUND_OABB ) ((CBoundingBox*)m_bounds)->setOrientation( m_ahead ); updateActorTransforms(); } void CEntity::teleport() { snapToGround(); updateActorTransforms(); m_bounds->setPosition( m_position.X, m_position.Z ); repath(); } void CEntity::render() { // Rich! Help! ;) // HACK: As in this entire function is a... if( !m_orderQueue.empty() ) { std::deque::iterator it; CBoundingObject* destinationCollisionObject; float x0, y0, x, y; x = m_orderQueue.front().m_data[0].location.x; y = m_orderQueue.front().m_data[0].location.y; for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ ) { if( it->m_type == CEntityOrder::ORDER_PATROL ) break; x = it->m_data[0].location.x; y = it->m_data[0].location.y; } destinationCollisionObject = getContainingObject( CVector2D( x, y ) ); glShadeModel( GL_FLAT ); glBegin( GL_LINE_STRIP ); glVertex3f( m_position.X, m_position.Y + 0.25f, m_position.Z ); x = m_position.X; y = m_position.Z; for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ ) { x0 = x; y0 = y; x = it->m_data[0].location.x; y = it->m_data[0].location.y; rayIntersectionResults r; CVector2D fwd( x - x0, y - y0 ); float l = fwd.length(); fwd = fwd.normalize(); CVector2D rgt = fwd.beta(); if( getRayIntersection( CVector2D( x0, y0 ), fwd, rgt, l, m_bounds->m_radius, destinationCollisionObject, &r ) ) { glEnd(); glBegin( GL_LINES ); glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( x0 + fwd.x * r.distance, getExactGroundLevel( x0 + fwd.x * r.distance, y0 + fwd.y * r.distance ) + 0.25f, y0 + fwd.y * r.distance ); glVertex3f( r.position.x, getExactGroundLevel( r.position.x, r.position.y ) + 0.25f, r.position.y ); glEnd(); glBegin( GL_LINE_STRIP ); glVertex3f( x0, getExactGroundLevel( x0, y0 ), y0 ); } switch( it->m_type ) { case CEntityOrder::ORDER_GOTO: glColor3f( 1.0f, 0.0f, 0.0f ); break; case CEntityOrder::ORDER_GOTO_COLLISION: glColor3f( 1.0f, 0.5f, 0.5f ); break; case CEntityOrder::ORDER_GOTO_NOPATHING: case CEntityOrder::ORDER_GOTO_SMOOTHED: glColor3f( 0.5f, 0.5f, 0.5f ); break; case CEntityOrder::ORDER_PATROL: glColor3f( 0.0f, 1.0f, 0.0f ); break; default: continue; } glVertex3f( x, getExactGroundLevel( x, y ) + 0.25f, y ); } glEnd(); glShadeModel( GL_SMOOTH ); } glColor3f( 1.0f, 1.0f, 1.0f ); if( getCollisionObject( this ) ) glColor3f( 0.5f, 0.5f, 1.0f ); m_bounds->render( getExactGroundLevel( m_position.X, m_position.Z ) + 0.25f ); //m_position.Y + 0.25f ); } void PASAPScenario() { // Got rid of all the hardcoding that was here. }