// 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 "Interact.h" #include "Collision.h" #include "PathfindEngine.h" #include "Game.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, L"template", ( void( IBoundPropertyOwner::* )() )&CEntity::loadBase ); m_name.associate( this, L"name" ); m_speed.associate( this, L"speed" ); m_selected.associate( this, L"selected", ( void( IBoundPropertyOwner::* )() )&CEntity::checkSelection ); m_grouped.associate( this, L"group", ( void( IBoundPropertyOwner::* )() )&CEntity::checkGroup ); m_extant_mirror.associate( this, L"extant", ( void( IBoundPropertyOwner::* )() )&CEntity::checkExtant ); m_turningRadius.associate( this, L"turningRadius" ); m_graphics_position.associate( this, L"position", ( void( IBoundPropertyOwner::* )() )&CEntity::teleport ); m_graphics_orientation.associate( this, L"orientation", ( void( IBoundPropertyOwner::* )() )&CEntity::reorient ); // Set our parent unit and build us an actor. m_actor = NULL; m_bounds = NULL; m_moving = false; m_base = base; loadBase(); // Nasty hackish correction for models that are off-centre. // Bad artist. No cookie. m_position.X += m_graphicsOffset.x; m_position.Z += m_graphicsOffset.y; if( m_bounds ) m_bounds->setPosition( m_position.X, m_position.Z ); m_position_previous = m_position; m_orientation_previous = m_orientation; m_extant = true; m_extant_mirror = true; m_selected = false; m_grouped = -1; } 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(), this ); // Register the actor with the renderer. g_UnitMan.AddUnit( m_actor ); // Set up our instance data m_base->m_inheritors.push_back( this ); rebuild(); m_graphicsOffset = m_base->m_graphicsOffset; 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 ); } } void CEntity::kill() { g_Selection.removeAll( this ); if( m_bounds ) delete( m_bounds ); m_bounds = NULL; m_extant = false; m_extant_mirror = false; if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); m_actor = NULL; } me = HEntity(); // will deallocate the entity, assuming nobody else has a reference to it } bool isWaypoint( CEntity* e ) { return( e->m_base->m_name == CStrW( L"House" ) ); } void CEntity::updateActorTransforms() { CMatrix3D m; float s = sin( m_graphics_orientation ); float c = cos( m_graphics_orientation ); m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_graphics_position.X - m_graphicsOffset.x; m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_graphics_position.Y; m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_graphics_position.Z - m_graphicsOffset.y; m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f; m_actor->GetModel()->SetTransform( m ); } void CEntity::snapToGround() { CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain(); m_graphics_position.Y = pTerrain->getExactGroundLevel( m_graphics_position.X, m_graphics_position.Z ); } void CEntity::update( size_t timestep ) { m_position_previous = m_position; m_orientation_previous = m_orientation; 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_moving ) { m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_IdleAnim ); m_moving = false; } } void CEntity::dispatch( const CMessage* msg ) { switch( msg->type ) { case CMessage::EMSG_TICK: break; case CMessage::EMSG_INIT: if( m_base->m_name == CStrW( L"Prometheus Dude" ) ) { if( getCollisionObject( this ) ) { // Prometheus telefragging. (Appeared inside another object) kill(); 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; case CMessage::EMSG_ORDER: CMessageOrder* m; m = (CMessageOrder*)msg; if( !m->queue ) clearOrders(); pushOrder( m->order ); break; } } void CEntity::clearOrders() { m_orderQueue.clear(); } void CEntity::pushOrder( CEntityOrder& order ) { m_orderQueue.push_back( order ); } bool CEntity::acceptsOrder( int orderType, CEntity* orderTarget ) { // Hardcoding... switch( orderType ) { case CEntityOrder::ORDER_GOTO: case CEntityOrder::ORDER_PATROL: return( m_speed > 0.0f ); } return( false ); } 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_orientation = m_graphics_orientation; 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() { m_position = m_graphics_position; m_bounds->setPosition( m_position.X, m_position.Z ); repath(); } void CEntity::checkSelection() { if( m_selected ) { if( !g_Selection.isSelected( this ) ) g_Selection.addSelection( this ); } else { if( g_Selection.isSelected( this ) ) g_Selection.removeSelection( this ); } } void CEntity::checkGroup() { g_Selection.changeGroup( this, -1 ); // Ungroup if( ( m_grouped >= 0 ) && ( m_grouped < MAX_GROUPS ) ) g_Selection.changeGroup( this, m_grouped ); } void CEntity::checkExtant() { if( m_extant && !( (bool)m_extant_mirror ) ) kill(); // Sorry. Dead stuff stays dead. } void CEntity::interpolate( float relativeoffset ) { m_graphics_position = Interpolate( m_position_previous, m_position, relativeoffset ); // Avoid wraparound glitches for interpolating angles. while( m_orientation < m_orientation_previous - PI ) m_orientation_previous -= 2 * PI; while( m_orientation > m_orientation_previous + PI ) m_orientation_previous += 2 * PI; m_graphics_orientation = Interpolate( m_orientation_previous, m_orientation, relativeoffset ); snapToGround(); updateActorTransforms(); } void CEntity::render() { CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain(); 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, pTerrain->getExactGroundLevel( x0 + fwd.x * r.distance, y0 + fwd.y * r.distance ) + 0.25f, y0 + fwd.y * r.distance ); glVertex3f( r.position.x, pTerrain->getExactGroundLevel( r.position.x, r.position.y ) + 0.25f, r.position.y ); glEnd(); glBegin( GL_LINE_STRIP ); glVertex3f( x0, pTerrain->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, pTerrain->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( pTerrain->getExactGroundLevel( m_position.X, m_position.Z ) + 0.25f ); //m_position.Y + 0.25f ); } void CEntity::renderSelectionOutline( float alpha ) { CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain(); if( !m_bounds ) return; glColor4f( 1.0f, 1.0f, 1.0f, alpha ); if( getCollisionObject( this ) ) glColor4f( 1.0f, 0.5f, 0.5f, alpha ); glBegin( GL_LINE_LOOP ); CVector3D pos = m_graphics_position; switch( m_bounds->m_type ) { case CBoundingObject::BOUND_CIRCLE: { float radius = ((CBoundingCircle*)m_bounds)->m_radius; for( int i = 0; i < SELECTION_CIRCLE_POINTS; i++ ) { float ang = i * 2 * PI / (float)SELECTION_CIRCLE_POINTS; float x = pos.X + radius * sin( ang ); float y = pos.Z + radius * cos( ang ); #ifdef SELECTION_TERRAIN_CONFORMANCE glVertex3f( x, pTerrain->getExactGroundLevel( x, y ) + 0.25f, y ); #else glVertex3f( x, pos.Y + 0.25f, y ); #endif } break; } case CBoundingObject::BOUND_OABB: { CVector2D p, q; CVector2D u, v; q.x = pos.X; q.y = pos.Z; float h = ((CBoundingBox*)m_bounds)->m_h; float w = ((CBoundingBox*)m_bounds)->m_w; u.x = sin( m_graphics_orientation ); u.y = cos( m_graphics_orientation ); v.x = u.y; v.y = -u.x; #ifdef SELECTION_TERRAIN_CONFORMANCE for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- ) { p = q + u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS ); glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- ) { p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) - v * w; glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ ) { p = q - u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS ); glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ ) { p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) + v * w; glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); } #else p = q + u * h + v * w; glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); p = q + u * h - v * w; glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); p = q - u * h + v * w; glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); p = q + u * h + v * w; glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y ); #endif break; } } glEnd(); }