From: Côme Chilliet Date: Wed, 14 Dec 2016 18:40:07 +0000 (+0700) Subject: Cleaned up Objects handling X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=7d2f9d40d94d14a61ecdaaa2c41f964029815bc2;p=lugaru.git Cleaned up Objects handling Checkcollide in Object is unused. Game::checkcollide is used instead, it should be cleaned and moved to Object class. --- diff --git a/CMakeLists.txt b/CMakeLists.txt index 1c55e57..5869354 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -66,7 +66,7 @@ set(LUGARU_SRCS ${SRCDIR}/Math/Frustum.cpp ${SRCDIR}/Math/Quaternions.cpp ${SRCDIR}/Menu/Menu.cpp - ${SRCDIR}/Objects/Objects.cpp + ${SRCDIR}/Objects/Object.cpp ${SRCDIR}/Objects/Person.cpp ${SRCDIR}/Objects/Weapons.cpp ${SRCDIR}/User/Account.cpp @@ -110,7 +110,7 @@ set(LUGARU_H ${SRCDIR}/Math/Quaternions.hpp ${SRCDIR}/Math/Random.hpp ${SRCDIR}/Menu/Menu.hpp - ${SRCDIR}/Objects/Objects.hpp + ${SRCDIR}/Objects/Object.hpp ${SRCDIR}/Objects/Person.hpp ${SRCDIR}/Objects/Weapons.hpp ${SRCDIR}/Thirdparty/optionparser.h diff --git a/Source/Animation/Skeleton.cpp b/Source/Animation/Skeleton.cpp index c756598..31f9886 100644 --- a/Source/Animation/Skeleton.cpp +++ b/Source/Animation/Skeleton.cpp @@ -28,7 +28,6 @@ along with Lugaru. If not, see . extern float multiplier; extern float gravity; extern Terrain terrain; -extern Objects objects; extern int environment; extern float camerashake; extern bool freeze; @@ -134,7 +133,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale); terrainlight = *coords; - objects.SphereCheckPossible(&terrainlight, 1); + Object::SphereCheckPossible(&terrainlight, 1); //Add velocity for (i = 0; i < joints.size(); i++) { @@ -276,7 +275,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) // FIXME: this crashes because k is not initialized! // to reproduce, type 'wolfie' in console and play a while // I'll just comment it out for now - //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360); + //Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360); Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2); breaking = false; camerashake += .6; @@ -327,12 +326,12 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (terrain.patchobjectnum[whichpatchx][whichpatchz]) for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) { k = terrain.patchobjects[whichpatchx][whichpatchz][m]; - if (k < objects.numobjects && k >= 0) - if (objects.possible[k]) { - friction = objects.friction[k]; + if (k < Object::objects.size() && k >= 0) + if (Object::objects[k]->possible) { + friction = Object::objects[k]->friction; XYZ start = joints[i].realoldposition; XYZ end = joints[i].position * (*scale) + *coords; - whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheckPossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) { joints[i].locked = 1; @@ -351,7 +350,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; if (terrainnormal.y > .8) freefall = 0; bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal))); @@ -361,7 +360,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } if (tutoriallevel != 1 || id == 0) if (findLengthfast(&bounceness) > 4000 && breaking) { - objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360); + Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360); Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2); breaking = false; camerashake += .6; @@ -370,11 +369,11 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) addEnvSound(*coords, 64); } - if (objects.type[k] == treetrunktype) { - objects.rotx[k] += joints[i].velocity.x * multiplier * .4; - objects.roty[k] += joints[i].velocity.z * multiplier * .4; - objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4; - objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4; + if (Object::objects[k]->type == treetrunktype) { + Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4; + Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4; + Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4; + Object::objects[k + 1]->roty += joints[i].velocity.z * multiplier * .4; } if (!joints[i].locked) damage += findLengthfast(&bounceness) / 2500; @@ -413,12 +412,12 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (terrain.patchobjectnum[whichpatchx][whichpatchz]) for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) { k = terrain.patchobjects[whichpatchx][whichpatchz][m]; - if (objects.possible[k]) { + if (Object::objects[k]->possible) { for (i = 0; i < 26; i++) { //Make this less stupid XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords; XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords; - whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale); for (unsigned j = 0; j < muscles.size(); j++) { diff --git a/Source/Animation/Skeleton.hpp b/Source/Animation/Skeleton.hpp index 6685062..bbf91ed 100644 --- a/Source/Animation/Skeleton.hpp +++ b/Source/Animation/Skeleton.hpp @@ -28,7 +28,7 @@ along with Lugaru. If not, see . #include "Graphic/Models.hpp" #include "Graphic/Sprite.hpp" #include "Math/Quaternions.hpp" -#include "Objects/Objects.hpp" +#include "Objects/Object.hpp" #include "Utils/binio.h" const int max_joints = 50; diff --git a/Source/Devtools/ConsoleCmds.cpp b/Source/Devtools/ConsoleCmds.cpp index 6b30e3f..baa1463 100644 --- a/Source/Devtools/ConsoleCmds.cpp +++ b/Source/Devtools/ConsoleCmds.cpp @@ -52,7 +52,6 @@ extern float slomofreq; extern int tutoriallevel; extern int hostile; extern int maptype; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool skyboxtexture; @@ -210,11 +209,11 @@ void ch_save(const char *args) fpackf(tfile, "Bi", environment); - fpackf(tfile, "Bi", objects.numobjects); + fpackf(tfile, "Bi", Object::objects.size()); - for (int k = 0; k < objects.numobjects; k++) - fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k], - objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]); + for (int k = 0; k < Object::objects.size(); k++) + fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", Object::objects[k]->type, Object::objects[k]->yaw, Object::objects[k]->pitch, + Object::objects[k]->position.x, Object::objects[k]->position.y, Object::objects[k]->position.z, Object::objects[k]->scale); fpackf(tfile, "Bi", Hotspot::hotspots.size()); for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { @@ -717,7 +716,7 @@ void ch_skytint(const char *args) SetUpLighting(); terrain.DoShadows(); - objects.DoShadows(); + Object::DoShadows(); } void ch_skylight(const char *args) @@ -727,7 +726,7 @@ void ch_skylight(const char *args) SetUpLighting(); terrain.DoShadows(); - objects.DoShadows(); + Object::DoShadows(); } void ch_skybox(const char *args) @@ -737,5 +736,5 @@ void ch_skybox(const char *args) SetUpLighting(); terrain.DoShadows(); - objects.DoShadows(); + Object::DoShadows(); } diff --git a/Source/Environment/Terrain.cpp b/Source/Environment/Terrain.cpp index 164dce3..77ae539 100644 --- a/Source/Environment/Terrain.cpp +++ b/Source/Environment/Terrain.cpp @@ -21,7 +21,7 @@ along with Lugaru. If not, see . #include "Environment/Terrain.hpp" #include "Game.hpp" -#include "Objects/Objects.hpp" +#include "Objects/Object.hpp" #include "Utils/Folders.hpp" extern XYZ viewer; @@ -37,7 +37,6 @@ extern int detail; extern bool decals; extern float blurness; extern float targetblurness; -extern Objects objects; extern bool visibleloading; extern bool skyboxtexture; extern int tutoriallevel; @@ -1387,10 +1386,10 @@ void Terrain::DoShadows() if (patchobjectnum[patchx][patchz]) { for (k = 0; k < patchobjectnum[patchx][patchz]; k++) { l = patchobjects[patchx][patchz][k]; - if (objects.type[l] != treetrunktype) { + if (Object::objects[l]->type != treetrunktype) { testpoint = terrainpoint; testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed); - if (objects.model[l].LineCheck(&testpoint, &testpoint2, &col, &objects.position[l], &objects.yaw[l]) != -1) { + if (Object::objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &Object::objects[l]->position, &Object::objects[l]->yaw) != -1) { shadowed = 1 - (findDistance(&terrainpoint, &col) / 50); } } diff --git a/Source/Game.hpp b/Source/Game.hpp index 4829414..32f094d 100644 --- a/Source/Game.hpp +++ b/Source/Game.hpp @@ -32,7 +32,7 @@ along with Lugaru. If not, see . #include "Graphic/Stereo.hpp" #include "Graphic/Text.hpp" #include "Graphic/Texture.hpp" -#include "Objects/Objects.hpp" +#include "Objects/Object.hpp" #include "Objects/Person.hpp" #include "Objects/Weapons.hpp" #include "Thirdparty/optionparser.h" @@ -152,6 +152,7 @@ void SetUpLighting(); GLvoid ReSizeGLScene(float fov, float near); int checkcollide(XYZ startpoint, XYZ endpoint); int checkcollide(XYZ startpoint, XYZ endpoint, int what); +int checkcollide(XYZ startpoint, XYZ endpoint, float minx, float miny, float minz, float maxx, float maxy, float maxz, int what); void fireSound(int sound = fireendsound); diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 8f33c0c..fa7da1c 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -39,7 +39,6 @@ extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; -extern Objects objects; extern int detail; extern float usermousesensitivity; extern float camerashake; @@ -300,7 +299,7 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); - //make shadow decals on terrain and objects + //make shadow decals on terrain and Object::objects static XYZ point; static float size, opacity, rotation; rotation = 0; @@ -318,14 +317,14 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { - point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; if (k != 0 && tutoriallevel == 1) { opacity = .2 + .2 * sin(smoketex * 6 + i); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -346,17 +345,17 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { if (Person::players[k]->skeleton.free) - point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); else - point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; if (k != 0 && tutoriallevel == 1) { opacity = .2 + .2 * sin(smoketex * 6 + i); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -370,10 +369,10 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .7; opacity = .4f; - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -445,7 +444,7 @@ int Game::DrawGLScene(StereoSide side) glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); - objects.Draw(); + Object::Draw(); glPopMatrix(); //draw hawk @@ -1374,15 +1373,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treetrunktype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + for (int i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == treetrunktype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapcircletexture.bind(); glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); - glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); glScalef(.003, .003, .003); glBegin(GL_QUADS); glTexCoord2f(0, 0); @@ -1397,15 +1396,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - if (objects.type[i] == boxtype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + if (Object::objects[i]->type == boxtype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapboxtexture.bind(); glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); - glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); - glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); + glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index a8d3ce8..38815d9 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -38,7 +38,6 @@ extern int kTextureSize; extern float texdetail; extern float realtexdetail; extern float volume; -extern Objects objects; extern int detail; extern bool cellophane; extern GLubyte bloodText[512 * 512 * 3]; diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 34b22e0..68010da 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -68,7 +68,6 @@ extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -318,8 +317,8 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &Person::players[0]->coords); + for (int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; closest = i; @@ -431,19 +430,19 @@ int Game::checkcollide(XYZ startpoint, XYZ endpoint) maxy = max(startpoint.y, endpoint.y) + 1; maxz = max(startpoint.z, endpoint.z) + 1; - for (int i = 0; i < objects.numobjects; i++) { - if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius && - objects.position[i].x < maxx + objects.model[i].boundingsphereradius && - objects.position[i].y > miny - objects.model[i].boundingsphereradius && - objects.position[i].y < maxy + objects.model[i].boundingsphereradius && - objects.position[i].z > minz - objects.model[i].boundingsphereradius && - objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { - if ( objects.type[i] != treeleavestype && - objects.type[i] != bushtype && - objects.type[i] != firetype) { + for (int i = 0; i < Object::objects.size(); i++) { + if ( Object::objects[i]->position.x > minx - Object::objects[i]->model.boundingsphereradius && + Object::objects[i]->position.x < maxx + Object::objects[i]->model.boundingsphereradius && + Object::objects[i]->position.y > miny - Object::objects[i]->model.boundingsphereradius && + Object::objects[i]->position.y < maxy + Object::objects[i]->model.boundingsphereradius && + Object::objects[i]->position.z > minz - Object::objects[i]->model.boundingsphereradius && + Object::objects[i]->position.z < maxz + Object::objects[i]->model.boundingsphereradius) { + if ( Object::objects[i]->type != treeleavestype && + Object::objects[i]->type != bushtype && + Object::objects[i]->type != firetype) { colviewer = startpoint; coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) return i; } } @@ -466,19 +465,19 @@ int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) maxz = max(startpoint.z, endpoint.z) + 1; if (what != 1000) { - if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && - objects.position[what].x < maxx + objects.model[what].boundingsphereradius && - objects.position[what].y > miny - objects.model[what].boundingsphereradius && - objects.position[what].y < maxy + objects.model[what].boundingsphereradius && - objects.position[what].z > minz - objects.model[what].boundingsphereradius && - objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { - if ( objects.type[what] != treeleavestype && - objects.type[what] != bushtype && - objects.type[what] != firetype) { + if ( Object::objects[what]->position.x > minx - Object::objects[what]->model.boundingsphereradius && + Object::objects[what]->position.x < maxx + Object::objects[what]->model.boundingsphereradius && + Object::objects[what]->position.y > miny - Object::objects[what]->model.boundingsphereradius && + Object::objects[what]->position.y < maxy + Object::objects[what]->model.boundingsphereradius && + Object::objects[what]->position.z > minz - Object::objects[what]->model.boundingsphereradius && + Object::objects[what]->position.z < maxz + Object::objects[what]->model.boundingsphereradius) { + if ( Object::objects[what]->type != treeleavestype && + Object::objects[what]->type != bushtype && + Object::objects[what]->type != firetype) { colviewer = startpoint; coltarget = endpoint; //FIXME: i/what - if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) + if (Object::objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[what]->position, &Object::objects[what]->yaw) != -1) return i; } } @@ -513,10 +512,10 @@ void Setenvironment(int which) if (ambientsound) emit_stream_np(stream_wind); - objects.treetextureptr.load("Textures/SnowTree.png", 0); - objects.bushtextureptr.load("Textures/BushSnow.png", 0); - objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); - objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); + Object::treetextureptr.load("Textures/SnowTree.png", 0); + Object::bushtextureptr.load("Textures/BushSnow.png", 0); + Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + Object::boxtextureptr.load("Textures/SnowBox.jpg", 1); footstepsound = footstepsn1; footstepsound2 = footstepsn2; @@ -544,10 +543,10 @@ void Setenvironment(int which) } else if (environment == desertenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/DesertTree.png", 0); - objects.bushtextureptr.load("Textures/BushDesert.png", 0); - objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); - objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); if (ambientsound) @@ -579,10 +578,10 @@ void Setenvironment(int which) } else if (environment == grassyenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/Tree.png", 0); - objects.bushtextureptr.load("Textures/Bush.png", 0); - objects.rocktextureptr.load("Textures/Boulder.jpg", 1); - objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); + Object::treetextureptr.load("Textures/Tree.png", 0); + Object::bushtextureptr.load("Textures/Bush.png", 0); + Object::rocktextureptr.load("Textures/Boulder.jpg", 1); + Object::boxtextureptr.load("Textures/GrassBox.jpg", 1); if (ambientsound) emit_stream_np(stream_wind, 100.); @@ -737,19 +736,12 @@ void Game::Loadlevel(const std::string& name) if (!stealthloading) { terrain.numdecals = 0; Sprite::deleteSprites(); - for (int i = 0; i < objects.numobjects; i++) - objects.model[i].numdecals = 0; - - int j = objects.numobjects; - for (int i = 0; i < j; i++) { - objects.DeleteObject(0); - if (visibleloading) - LoadingScreen(); - } - for (int i = 0; i < subdivision; i++) - for (int j = 0; j < subdivision; j++) + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { terrain.patchobjectnum[i][j] = 0; + } + } if (visibleloading) LoadingScreen(); } @@ -844,12 +836,7 @@ void Game::Loadlevel(const std::string& name) funpackf(tfile, "Bi", &environment); - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; - } + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { int numhotspots; @@ -877,24 +864,12 @@ void Game::Loadlevel(const std::string& name) LoadingScreen(); if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; - + Object::ComputeCenter(); if (visibleloading) LoadingScreen(); - float maxdistance = 0; - float tempdist; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); + Object::ComputeRadius(); } if (visibleloading) @@ -937,18 +912,11 @@ void Game::Loadlevel(const std::string& name) oldenvironment = environment; if (!stealthloading) { - int j = objects.numobjects; - objects.numobjects = 0; - for (int i = 0; i < j; i++) { - objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); - if (visibleloading) - LoadingScreen(); - } - + Object::AddObjectsToTerrain(); terrain.DoShadows(); if (visibleloading) LoadingScreen(); - objects.DoShadows(); + Object::DoShadows(); if (visibleloading) LoadingScreen(); } @@ -1681,9 +1649,9 @@ void doDevKeys() /* Grow tree leaves?? */ if (Input::isKeyPressed(SDL_SCANCODE_Y)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; + for (int i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == treeleavestype) { + Object::objects[i]->scale *= .9; } } } @@ -2024,12 +1992,13 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; + if (closest >= 0) { + Object::objects[closest]->position.y -= 500; + } } if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (objects.numobjects < max_objects - 1) { + if (Object::objects.size() < max_objects - 1) { XYZ scenecoords; scenecoords.x = Person::players[0]->coords.x; scenecoords.z = Person::players[0]->coords.z; @@ -2046,9 +2015,9 @@ void doDevKeys() if (temprotat2 < 0) temprotat2 = Random() % 360; - objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); + Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } @@ -2193,11 +2162,13 @@ void doDevKeys() if (pathpointselected >= numpathpoints) pathpointselected = -1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { pathpointselected--; if (pathpointselected <= -2) pathpointselected = numpathpoints - 1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { if (pathpointselected != -1) { numpathpoints--; @@ -2265,6 +2236,7 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { mapradius += multiplier * 10; } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorpitch += multiplier * 100; } @@ -2274,10 +2246,12 @@ void doDevKeys() if (editorpitch < -.01) editorpitch = -.01; } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); + if (closest >= 0) { + Object::DeleteObject(closest); + } } } } @@ -2444,9 +2418,9 @@ void doAerialAcrobatics() for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.type[i] != rocktype || - objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled || - objects.position[i].y > Person::players[k]->coords.y) { + if (Object::objects[i]->type != rocktype || + Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && @@ -2457,7 +2431,7 @@ void doAerialAcrobatics() if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); - if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { flatfacing = lowpoint - Person::players[k]->coords; Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.3; @@ -2473,14 +2447,14 @@ void doAerialAcrobatics() Person::players[k]->jumpkeydown) { lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2491,14 +2465,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2509,14 +2483,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2527,14 +2501,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2549,11 +2523,11 @@ void doAerialAcrobatics() } } } - } else if (objects.type[i] == rocktype) { + } else if (Object::objects[i]->type == rocktype) { lowpoint2 = Person::players[k]->coords; lowpoint = Person::players[k]->coords; lowpoint.y += 2; - if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { Person::players[k]->coords = colpoint; Person::players[k]->collide = 1; tempcollide = 1; @@ -2596,8 +2570,8 @@ void doAerialAcrobatics() int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; lowpoint.y += 1.35; - if (objects.type[i] != rocktype) - if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Object::objects[i]->type != rocktype) + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && Person::players[k]->onterrain) @@ -2613,14 +2587,14 @@ void doAerialAcrobatics() Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim)) { lowpoint = Person::players[k]->coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); + Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); lowpoint = Person::players[k]->coords; lowpoint.y += .05; facing = 0; facing.z = -1; facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); lowpointtarget = lowpoint + facing * 1.4; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (whichhit != -1) { lowpoint = Person::players[k]->coords; lowpoint.y += .1; @@ -2649,27 +2623,27 @@ void doAerialAcrobatics() lowpointtarget6.y += 45 / 13; lowpointtarget6 += facing * .6; lowpointtarget7.y += 90 / 13; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (objects.friction[i] > .5) + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (Object::objects[i]->friction > .5) if (whichhit != -1) { if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) Person::players[k]->collided = 1; if (checkcollide(lowpoint7, lowpointtarget7) == -1) if (checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) for (int j = 0; j < 45; j++) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; - if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) break; if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { @@ -2677,7 +2651,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -2688,7 +2662,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -3163,13 +3137,13 @@ void doAttacks() terrain.decalalivetime[j] < 2) terrain.DeleteDecal(j); } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) - objects.model[l].DeleteDecal(j); + for (int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) + for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { + if ((Object::objects[l]->model.decaltype[j] == blooddecal || + Object::objects[l]->model.decaltype[j] == blooddecalslow) && + Object::objects[l]->model.decalalivetime[j] < 2) + Object::objects[l]->model.DeleteDecal(j); } } } @@ -3189,13 +3163,13 @@ void doAttacks() terrain.DeleteDecal(j); } } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) { - objects.model[l].DeleteDecal(j); + for (int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) + for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { + if ((Object::objects[l]->model.decaltype[j] == blooddecal || + Object::objects[l]->model.decaltype[j] == blooddecalslow) && + Object::objects[l]->model.decalalivetime[j] < 2) { + Object::objects[l]->model.DeleteDecal(j); } } } @@ -5083,17 +5057,17 @@ void Game::Tick() Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < objects.numobjects; j++) - if (objects.onfire[j]) - if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200) - if ( distsq(&Person::players[i]->coords, &objects.position[j]) < + for (int j = 0; j < Object::objects.size(); j++) + if (Object::objects[j]->onfire) + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) + if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { - Person::players[i]->avoidwhere = objects.position[j]; + Person::players[i]->avoidwhere = Object::objects[j]->position; Person::players[i]->avoidsomething = 1; } } @@ -5875,7 +5849,7 @@ void Game::Tick() } //do stuff - objects.DoStuff(); + Object::DoStuff(); for (int j = numenvsounds - 1; j >= 0; j--) { envsoundlife[j] -= multiplier; @@ -6387,20 +6361,20 @@ void Game::TickOnceAfter() viewer = cameraloc - facing * cameradist; colviewer = viewer; coltarget = cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; coltarget = cameraloc; - if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) viewer = col; } if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; - if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { viewer = colviewer; } } diff --git a/Source/Globals.cpp b/Source/Globals.cpp index 485b607..074a78f 100644 --- a/Source/Globals.cpp +++ b/Source/Globals.cpp @@ -65,7 +65,6 @@ FRUSTUM frustum; float texdetail = 0; float realtexdetail = 0; float playerdist = 0; -Objects objects; int slomo = 0; float slomodelay = 0; GLubyte bloodText[512 * 512 * 3] = {0}; diff --git a/Source/Graphic/Sprite.cpp b/Source/Graphic/Sprite.cpp index 8cd5c7f..3f582f9 100644 --- a/Source/Graphic/Sprite.cpp +++ b/Source/Graphic/Sprite.cpp @@ -32,7 +32,6 @@ extern Light light; extern float multiplier; extern float gravity; extern Terrain terrain; -extern Objects objects; extern int detail; extern XYZ viewerfacing; extern int bloodtoggle; @@ -358,9 +357,9 @@ void Sprite::Draw() start = sprites[i]->oldposition; end = sprites[i]->position; if (!spritehit) - if (objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]) != -1) { + if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) { if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0)) - objects.model[k].MakeDecal(blooddecalfast, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), sprites[i]->size * 1.6, .5, Random() % 360); + Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360); DeleteSprite(i); spritehit = 1; } diff --git a/Source/Graphic/Sprite.hpp b/Source/Graphic/Sprite.hpp index 01e68a3..66debe7 100644 --- a/Source/Graphic/Sprite.hpp +++ b/Source/Graphic/Sprite.hpp @@ -27,7 +27,7 @@ along with Lugaru. If not, see . #include "Graphic/Texture.hpp" #include "Math/Frustum.hpp" #include "Math/Quaternions.hpp" -#include "Objects/Objects.hpp" +#include "Objects/Object.hpp" #include "Utils/ImageIO.hpp" #include diff --git a/Source/Objects/Object.cpp b/Source/Objects/Object.cpp new file mode 100644 index 0000000..12c96e5 --- /dev/null +++ b/Source/Objects/Object.cpp @@ -0,0 +1,846 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +Lugaru is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Lugaru. If not, see . +*/ + +#include "Objects/Object.hpp" + +extern XYZ viewer; +extern float viewdistance; +extern float fadestart; +extern int environment; +extern float texscale; +extern Light light; +extern float multiplier; +extern float gravity; +extern FRUSTUM frustum; +extern Terrain terrain; +extern bool foliage; +extern int detail; +extern float blurness; +extern float windvar; +extern float playerdist; +extern bool skyboxtexture; + +std::vector> Object::objects; +XYZ Object::center; +float Object::radius = 0; +Texture Object::boxtextureptr; +Texture Object::treetextureptr; +Texture Object::bushtextureptr; +Texture Object::rocktextureptr; + +//Functions + +Object::Object() : + position(), + type(0), + yaw(0), + pitch(0), + rotx(0), + rotxvel(0), + roty(0), + rotyvel(0), + possible(false), + model(), + displaymodel(), + friction(0), + scale(0), + messedwith(0), + checked(0), + shadowed(0), + occluded(0), + onfire(false), + flamedelay(0) +{ +} + +Object::Object(int _type, XYZ _position, float _yaw, float _pitch, float _scale) : Object() +{ + scale = _scale; + type = _type; + position = _position; + yaw = _yaw; + pitch = _pitch; + + switch(type) { + case boxtype: + model.loaddecal("Models/Box.solid", 0); + friction = 1.5; + break; + case cooltype: + model.loaddecal("Models/Cool.solid", 0); + friction = 1.5; + break; + case walltype: + model.loaddecal("Models/Wall.solid", 0); + friction = 1.5; + break; + case tunneltype: + model.loaddecal("Models/Tunnel.solid", 0); + friction = 1.5; + break; + case chimneytype: + model.loaddecal("Models/Chimney.solid", 0); + friction = 1.5; + break; + case spiketype: + model.load("Models/Spike.solid", 0); + friction = .4; + break; + case weirdtype: + model.loaddecal("Models/Weird.solid", 0); + friction = 1.5; + break; + case rocktype: + model.loaddecal("Models/Rock.solid", 0); + if (scale > .5) { + friction = 1.5; + } else { + friction = .5; + } + break; + case treetrunktype: + model.load("Models/TreeTrunk.solid", 0); + friction = .4; + break; + case treeleavestype: + scale += fabs((float)(Random() % 100) / 900) * scale; + model.load("Models/Leaves.solid", 0); + friction = 0; + break; + case bushtype: + position.y = terrain.getHeight(position.x, position.z) - .3; + model.load("Models/Bush.solid", 0); + break; + case platformtype: + model.loaddecal("Models/Platform.solid", 0); + model.Rotate(90, 0, 0); + friction = 1.5; + break; + case firetype: + onfire = true; + break; + } + + if (friction == 1.5 && fabs(pitch) > 5) { + friction = .5; + } + + if (type == boxtype || type == cooltype || type == spiketype || type == weirdtype || type == walltype || type == chimneytype || type == tunneltype || type == platformtype) { + model.ScaleTexCoords(scale * 1.5); + } + if (type == rocktype) { + model.ScaleTexCoords(scale * 3); + } + model.flat = 1; + if (type == treetrunktype || type == treeleavestype || type == rocktype) { + model.flat = 0; + } + model.Scale(.3 * scale, .3 * scale, .3 * scale); + model.Rotate(90, 1, 1); + model.Rotate(pitch, 0, 0); + if (type == rocktype) { + model.Rotate(yaw * 5, 0, 0); + } + model.CalculateNormals(1); + model.ScaleNormals(-1, -1, -1); +} + +void Object::handleFire() +{ + if (type == firetype) { + onfire = 1; + } + if (onfire) { + XYZ spawnpoint; + if ((type == bushtype) || (type == firetype)) { + flamedelay -= multiplier * 3; + } else if (type == treeleavestype) { + flamedelay -= multiplier * 4; + } + while ((flamedelay < 0) && onfire) { + flamedelay += .006; + if ((type == bushtype) || (type == firetype)) { + spawnpoint.x = ((float)(Random() % 100)) / 30 * scale; + spawnpoint.y = ((float)(Random() % 100) + 60) / 30 * scale; + spawnpoint.z = 0; + spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0); + spawnpoint += position; + Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 5 * scale, 1); + } else if (type == treeleavestype) { + spawnpoint.x = ((float)(Random() % 100)) / 80 * scale; + spawnpoint.y = ((float)(Random() % 100) + 80) / 12 * scale; + spawnpoint.z = 0; + spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0); + spawnpoint += position; + Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 6, 1); + } + } + } +} + +void Object::doShadows(XYZ lightloc) +{ + XYZ testpoint, testpoint2, terrainpoint, col; + int patchx, patchz; + if (type != treeleavestype && type != treetrunktype && type != bushtype && type != firetype) { + for (int j = 0; j < model.vertexNum; j++) { + terrainpoint = position + DoRotation(model.vertex[j] + model.normals[j] * .1, 0, yaw, 0); + shadowed = 0; + patchx = terrainpoint.x / (terrain.size / subdivision * terrain.scale); + patchz = terrainpoint.z / (terrain.size / subdivision * terrain.scale); + if (patchx >= 0 && patchz >= 0 && patchx < subdivision && patchz < subdivision) { + if (terrain.patchobjectnum[patchx][patchz]) { + for (int k = 0; k < terrain.patchobjectnum[patchx][patchz]; k++) { + int l = terrain.patchobjects[patchx][patchz][k]; + if (objects[l]->type != treetrunktype) { + testpoint = terrainpoint; + testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed); + if (objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &objects[l]->position, &objects[l]->yaw) != -1) { + shadowed = 1 - (findDistance(&terrainpoint, &col) / 50); + } + } + } + } + } + if (shadowed > 0) { + col = model.normals[j] - DoRotation(lightloc * shadowed, 0, -yaw, 0); + Normalise(&col); + for (int k = 0; k < model.TriangleNum; k++) { + if (model.Triangles[k].vertex[0] == j) { + int l = k * 24; + model.vArray[l + 2] = col.x; + model.vArray[l + 3] = col.y; + model.vArray[l + 4] = col.z; + } + if (model.Triangles[k].vertex[1] == j) { + int l = k * 24; + model.vArray[l + 10] = col.x; + model.vArray[l + 11] = col.y; + model.vArray[l + 12] = col.z; + } + if (model.Triangles[k].vertex[2] == j) { + int l = k * 24; + model.vArray[l + 18] = col.x; + model.vArray[l + 19] = col.y; + model.vArray[l + 20] = col.z; + } + } + } + } + } + shadowed = 0; +} + +void Object::draw() +{ + static float distance; + static XYZ moved, terrainlight; + bool hidden; + if (type == firetype) { + return; + } + moved = DoRotation(model.boundingspherecenter, 0, yaw, 0); + if (type == tunneltype || frustum.SphereInFrustum(position.x + moved.x, position.y + moved.y, position.z + moved.z, model.boundingsphereradius)) { + distance = distsq(&viewer, &position); + distance *= 1.2; + hidden = !(distsqflat(&viewer, &position) > playerdist + 3 || (type != bushtype && type != treeleavestype)); + if (!hidden) { + + if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment) + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness ); + else + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + if (distance > 1) + distance = 1; + if (distance > 0) { + + if (occluded < 6) { + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + if (!model.color) + glEnable(GL_LIGHTING); + else + glDisable(GL_LIGHTING); + glDepthMask(1); + glTranslatef(position.x, position.y, position.z); + if (type == bushtype) { + messedwith -= multiplier; + if (rotxvel || rotx) { + if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx); + if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx); + if (rotx > 0) rotxvel -= multiplier * 4; + if (rotx < 0) rotxvel += multiplier * 4; + if (rotxvel > 0) rotxvel -= multiplier * 4; + if (rotxvel < 0) rotxvel += multiplier * 4; + if (fabs(rotx) < multiplier * 4) + rotx = 0; + if (fabs(rotxvel) < multiplier * 4) + rotxvel = 0; + + rotx += rotxvel * multiplier * 4; + } + if (rotyvel || roty) { + if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty); + if (roty < 0) rotyvel += multiplier * 8 * fabs(roty); + if (roty > 0) rotyvel -= multiplier * 4; + if (roty < 0) rotyvel += multiplier * 4; + if (rotyvel > 0) rotyvel -= multiplier * 4; + if (rotyvel < 0) rotyvel += multiplier * 4; + if (fabs(roty) < multiplier * 4) + roty = 0; + if (fabs(rotyvel) < multiplier * 4) + rotyvel = 0; + + roty += rotyvel * multiplier * 4; + } + if (roty) { + glRotatef(roty, 1, 0, 0); + } + if (rotx) { + glRotatef(-rotx, 0, 0, 1); + } + if (rotx > 10) + rotx = 10; + if (rotx < -10) + rotx = -10; + if (roty > 10) + roty = 10; + if (roty < -10) + roty = -10; + } + if (type == treetrunktype || type == treeleavestype) { + if (type == treetrunktype || environment == desertenvironment) { + messedwith -= multiplier; + if (rotxvel || rotx) { + if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx); + if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx); + if (rotx > 0) rotxvel -= multiplier * 4; + if (rotx < 0) rotxvel += multiplier * 4; + if (rotxvel > 0) rotxvel -= multiplier * 4; + if (rotxvel < 0) rotxvel += multiplier * 4; + if (fabs(rotx) < multiplier * 4) + rotx = 0; + if (fabs(rotxvel) < multiplier * 4) + rotxvel = 0; + + rotx += rotxvel * multiplier * 4; + } + if (rotyvel || roty) { + if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty); + if (roty < 0) rotyvel += multiplier * 8 * fabs(roty); + if (roty > 0) rotyvel -= multiplier * 4; + if (roty < 0) rotyvel += multiplier * 4; + if (rotyvel > 0) rotyvel -= multiplier * 4; + if (rotyvel < 0) rotyvel += multiplier * 4; + if (fabs(roty) < multiplier * 4) + roty = 0; + if (fabs(rotyvel) < multiplier * 4) + rotyvel = 0; + + roty += rotyvel * multiplier * 4; + } + if (roty) { + glRotatef(roty / 6, 1, 0, 0); + } + if (rotx) { + glRotatef(-rotx / 6, 0, 0, 1); + } + if (rotx > 10) + rotx = 10; + if (rotx < -10) + rotx = -10; + if (roty > 10) + roty = 10; + if (roty < -10) + roty = -10; + } else { + messedwith -= multiplier; + if (rotxvel || rotx) { + if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx); + if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx); + if (rotx > 0) rotxvel -= multiplier * 4; + if (rotx < 0) rotxvel += multiplier * 4; + if (rotxvel > 0) rotxvel -= multiplier * 4; + if (rotxvel < 0) rotxvel += multiplier * 4; + if (fabs(rotx) < multiplier * 4) + rotx = 0; + if (fabs(rotxvel) < multiplier * 4) + rotxvel = 0; + + rotx += rotxvel * multiplier * 4; + } + if (rotyvel || roty) { + if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty); + if (roty < 0) rotyvel += multiplier * 8 * fabs(roty); + if (roty > 0) rotyvel -= multiplier * 4; + if (roty < 0) rotyvel += multiplier * 4; + if (rotyvel > 0) rotyvel -= multiplier * 4; + if (rotyvel < 0) rotyvel += multiplier * 4; + if (fabs(roty) < multiplier * 4) + roty = 0; + if (fabs(rotyvel) < multiplier * 4) + rotyvel = 0; + + roty += rotyvel * multiplier * 4; + } + if (roty) { + glRotatef(roty / 4, 1, 0, 0); + } + if (rotx) { + glRotatef(-rotx / 4, 0, 0, 1); + } + if (rotx > 10) + rotx = 10; + if (rotx < -10) + rotx = -10; + if (roty > 10) + roty = 10; + if (roty < -10) + roty = -10; + } + + } + if (/*detail==2&&*/environment == snowyenvironment) { + if (type == treeleavestype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == treetrunktype) { + glRotatef((sin(windvar + position.x * .3) + .5)*.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == bushtype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 4 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + } + if (/*detail==2&&*/environment == grassyenvironment) { + if (type == treeleavestype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == treetrunktype) { + glRotatef((sin(windvar + position.x * .3) + .5)*.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == bushtype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + } + if (/*detail==2&&*/environment == desertenvironment) { + if (type == bushtype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + } + glRotatef(yaw, 0, 1, 0); + if (distance > 1) + distance = 1; + glColor4f((1 - shadowed) / 2 + .5, (1 - shadowed) / 2 + .5, (1 - shadowed) / 2 + .5, distance); + if (distance >= 1) { + glDisable(GL_BLEND); + glAlphaFunc(GL_GREATER, 0.5); + } + if (distance < 1) { + glEnable(GL_BLEND); + glAlphaFunc(GL_GREATER, 0.1); + } + if (type != treetrunktype && type != treeleavestype && type != bushtype && type != rocktype) { + glEnable(GL_CULL_FACE); + glAlphaFunc(GL_GREATER, 0.0001); + model.drawdifftex(boxtextureptr); + model.drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture); + } + if (type == rocktype) { + glEnable(GL_CULL_FACE); + glAlphaFunc(GL_GREATER, 0.0001); + glColor4f((1 - shadowed) / 2 + light.ambient[0], (1 - shadowed) / 2 + light.ambient[1], (1 - shadowed) / 2 + light.ambient[2], distance); + model.drawdifftex(rocktextureptr); + model.drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture); + } + if (type == treeleavestype) { + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + terrainlight = terrain.getLighting(position.x, position.z); + if (!hidden) { + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance < 1) + glAlphaFunc(GL_GREATER, 0.2); + } + if (hidden) { + glDepthMask(0); + glEnable(GL_BLEND); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance / 3); + glAlphaFunc(GL_GREATER, 0); + } + model.drawdifftex(treetextureptr); + } + if (type == bushtype) { + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + terrainlight = terrain.getLighting(position.x, position.z); + if (!hidden) { + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance < 1) + glAlphaFunc(GL_GREATER, 0.2); + } + if (hidden) { + glDepthMask(0); + glEnable(GL_BLEND); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance / 3); + glAlphaFunc(GL_GREATER, 0); + } + model.drawdifftex(bushtextureptr); + } + if (type == treetrunktype) { + glEnable(GL_CULL_FACE); + terrainlight = terrain.getLighting(position.x, position.z); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + model.drawdifftex(treetextureptr); + } + glPopMatrix(); + } + } + } + } +} + +void Object::drawSecondPass() +{ + static float distance; + static XYZ moved, terrainlight; + bool hidden; + if (type != treeleavestype && type != bushtype) { + return; + } + moved = DoRotation(model.boundingspherecenter, 0, yaw, 0); + if (frustum.SphereInFrustum(position.x + moved.x, position.y + moved.y, position.z + moved.z, model.boundingsphereradius)) { + hidden = distsqflat(&viewer, &position) <= playerdist + 3; + if (hidden) { + distance = 1; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glEnable(GL_LIGHTING); + glDepthMask(1); + glTranslatef(position.x, position.y, position.z); + if (type == bushtype) { + messedwith -= multiplier; + if (rotxvel || rotx) { + if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx); + if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx); + if (rotx > 0) rotxvel -= multiplier * 4; + if (rotx < 0) rotxvel += multiplier * 4; + if (rotxvel > 0) rotxvel -= multiplier * 4; + if (rotxvel < 0) rotxvel += multiplier * 4; + if (fabs(rotx) < multiplier * 4) + rotx = 0; + if (fabs(rotxvel) < multiplier * 4) + rotxvel = 0; + + rotx += rotxvel * multiplier * 4; + } + if (rotyvel || roty) { + if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty); + if (roty < 0) rotyvel += multiplier * 8 * fabs(roty); + if (roty > 0) rotyvel -= multiplier * 4; + if (roty < 0) rotyvel += multiplier * 4; + if (rotyvel > 0) rotyvel -= multiplier * 4; + if (rotyvel < 0) rotyvel += multiplier * 4; + if (fabs(roty) < multiplier * 4) + roty = 0; + if (fabs(rotyvel) < multiplier * 4) + rotyvel = 0; + + roty += rotyvel * multiplier * 4; + } + if (roty) { + glRotatef(roty, 1, 0, 0); + } + if (rotx) { + glRotatef(-rotx, 0, 0, 1); + } + if (rotx > 10) + rotx = 10; + if (rotx < -10) + rotx = -10; + if (roty > 10) + roty = 10; + if (roty < -10) + roty = -10; + } + if (type == treetrunktype || type == treeleavestype) { + messedwith -= multiplier; + if (rotxvel || rotx) { + if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx); + if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx); + if (rotx > 0) rotxvel -= multiplier * 4; + if (rotx < 0) rotxvel += multiplier * 4; + if (rotxvel > 0) rotxvel -= multiplier * 4; + if (rotxvel < 0) rotxvel += multiplier * 4; + if (fabs(rotx) < multiplier * 4) + rotx = 0; + if (fabs(rotxvel) < multiplier * 4) + rotxvel = 0; + + rotx += rotxvel * multiplier * 4; + } + if (rotyvel || roty) { + if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty); + if (roty < 0) rotyvel += multiplier * 8 * fabs(roty); + if (roty > 0) rotyvel -= multiplier * 4; + if (roty < 0) rotyvel += multiplier * 4; + if (rotyvel > 0) rotyvel -= multiplier * 4; + if (rotyvel < 0) rotyvel += multiplier * 4; + if (fabs(roty) < multiplier * 4) + roty = 0; + if (fabs(rotyvel) < multiplier * 4) + rotyvel = 0; + + roty += rotyvel * multiplier * 4; + } + if (roty) { + glRotatef(roty / 2, 1, 0, 0); + } + if (rotx) { + glRotatef(-rotx / 2, 0, 0, 1); + } + if (rotx > 10) + rotx = 10; + if (rotx < -10) + rotx = -10; + if (roty > 10) + roty = 10; + if (roty < -10) + roty = -10; + } + if (environment == snowyenvironment) { + if (type == treeleavestype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == treetrunktype) { + glRotatef((sin(windvar + position.x * .3) + .5)*.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == bushtype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 4 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + } + if (environment == grassyenvironment) { + if (type == treeleavestype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == treetrunktype) { + glRotatef((sin(windvar + position.x * .3) + .5)*.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + if (type == bushtype) { + glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0); + } + } + glRotatef(yaw, 0, 1, 0); + glColor4f(1, 1, 1, distance); + if (type == treeleavestype) { + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + terrainlight = terrain.getLighting(position.x, position.z); + glDepthMask(0); + glEnable(GL_BLEND); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3); + glAlphaFunc(GL_GREATER, 0); + glDisable(GL_ALPHA_TEST); + model.drawdifftex(treetextureptr); + } + if (type == bushtype) { + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + terrainlight = terrain.getLighting(position.x, position.z); + glDepthMask(0); + glEnable(GL_BLEND); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3); + glAlphaFunc(GL_GREATER, 0); + glDisable(GL_ALPHA_TEST); + model.drawdifftex(bushtextureptr); + } + glPopMatrix(); + } + } +} + +void Object::ComputeCenter() +{ + center = 0; + for (unsigned i = 0; i < objects.size(); i++) { + center += objects[i]->position; + } + center /= objects.size(); +} + +void Object::ComputeRadius() +{ + float maxdistance = 0; + float tempdist; + for (int i = 0; i < objects.size(); i++) { + tempdist = distsq(¢er, &objects[i]->position); + if (tempdist > maxdistance) { + maxdistance = tempdist; + } + } + radius = fast_sqrt(maxdistance); +} + +void Object::LoadObjectsFromFile(FILE* tfile, bool skip) +{ + int numobjects; + int type; + XYZ position; + float yaw, pitch, scale, lastscale; + funpackf(tfile, "Bi", &numobjects); + if (!skip) { + objects.clear(); + } + for (int i = 0; i < numobjects; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &type, &yaw, &pitch, &position.x, &position.y, &position.z, &scale); + if (!skip) { + if (type == treeleavestype) { + scale = lastscale; + } + objects.emplace_back(new Object(type, position, yaw, pitch, scale)); + lastscale = scale; + } + } +} + +void Object::addToTerrain(unsigned id) +{ + if ((type != treeleavestype) && (type != bushtype) && (type != firetype)) { + terrain.AddObject(position + DoRotation(model.boundingspherecenter, 0, yaw, 0), model.boundingsphereradius, id); + } + + if (detail == 2) { + if ((type == treetrunktype) && (position.y < (terrain.getHeight(position.x, position.z) + 1))) { + terrain.MakeDecal(shadowdecalpermanent, position, 2, .4, 0); + } + + if ((type == bushtype) && (position.y < (terrain.getHeight(position.x, position.z) + 1))) { + terrain.MakeDecal(shadowdecalpermanent, position, 1, .4, 0); + } + } +} + +void Object::AddObjectsToTerrain() +{ + for (unsigned i = 0; i < objects.size(); i++) { + objects[i]->addToTerrain(i); + } +} + +bool Object::Checkcollide(XYZ startpoint, XYZ endpoint, int which) +{ + static XYZ colpoint, colviewer, coltarget; + static int i; + + startpoint.y += .1; + endpoint.y += .1; + startpoint.y -= .1; + endpoint.y -= .1; + + for (i = 0; i < objects.size(); i++) { + if (objects[i]->type != treeleavestype && objects[i]->type != treetrunktype && objects[i]->type != bushtype && objects[i]->type != firetype && i != which) { + colviewer = startpoint; + coltarget = endpoint; + if (objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &objects[i]->position, &objects[i]->yaw) != -1) + return 1; + } + } + + return 0; +} + +void Object::SphereCheckPossible(XYZ *p1, float radius) +{ + int whichpatchx = p1->x / (terrain.size / subdivision * terrain.scale); + int whichpatchz = p1->z / (terrain.size / subdivision * terrain.scale); + + if (whichpatchx >= 0 && whichpatchz >= 0 && whichpatchx < subdivision && whichpatchz < subdivision) { + if (terrain.patchobjectnum[whichpatchx][whichpatchz] > 0 && terrain.patchobjectnum[whichpatchx][whichpatchz] < 500) { + for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { + int i = terrain.patchobjects[whichpatchx][whichpatchz][j]; + objects[i]->possible = false; + if (objects[i]->model.SphereCheckPossible(p1, radius, &objects[i]->position, &objects[i]->yaw) != -1) { + objects[i]->possible = true; + } + } + } + } +} + +void Object::Draw() +{ + for (unsigned i = 0; i < objects.size(); i++) { + objects[i]->draw(); + } + + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); + for (unsigned i = 0; i < objects.size(); i++) { + objects[i]->drawSecondPass(); + } + if (environment == desertenvironment) { + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); + } + glEnable(GL_ALPHA_TEST); + SetUpLight(&light, 0); +} + +void Object::DeleteObject(int which) +{ + objects.erase(objects.begin() + which); +} + +void Object::MakeObject(int atype, XYZ where, float ayaw, float apitch, float ascale) +{ + if ((atype != treeleavestype && atype != bushtype) || foliage == 1) { + unsigned nextid = objects.size(); + cout << "Adding object " << nextid << endl; + objects.emplace_back(new Object(atype, where, ayaw, apitch, ascale)); + objects.back()->addToTerrain(nextid); + } +} + +void Object::DoStuff() +{ + for (unsigned i = 0; i < objects.size(); i++) { + objects[i]->handleFire(); + } +} + +void Object::DoShadows() +{ + XYZ lightloc; + lightloc = light.location; + if (!skyboxtexture) + lightloc = 0; + lightloc.y += 10; + Normalise(&lightloc); + + for (unsigned i = 0; i < objects.size(); i++) { + objects[i]->doShadows(lightloc); + } +} + +//~ Object::~Objects() +//~ { + //~ boxtextureptr.destroy(); + //~ treetextureptr.destroy(); + //~ bushtextureptr.destroy(); + //~ rocktextureptr.destroy(); +//~ } diff --git a/Source/Objects/Object.hpp b/Source/Objects/Object.hpp new file mode 100644 index 0000000..c1e02cc --- /dev/null +++ b/Source/Objects/Object.hpp @@ -0,0 +1,112 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +Lugaru is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Lugaru. If not, see . +*/ + +#ifndef _OBJECTS_HPP_ +#define _OBJECTS_HPP_ + +#include "Environment/Lights.hpp" +#include "Environment/Terrain.hpp" +#include "Graphic/gamegl.hpp" +#include "Graphic/Models.hpp" +#include "Graphic/Sprite.hpp" +#include "Graphic/Texture.hpp" +#include "Math/Frustum.hpp" +#include "Math/Quaternions.hpp" +#include "Utils/ImageIO.hpp" + +#include +#include +// +// Model Structures +// + +#define max_objects 300 + +#define boxtype 0 +#define weirdtype 1 +#define spiketype 2 +#define treetrunktype 3 +#define treeleavestype 4 +#define bushtype 5 +#define rocktype 6 +#define walltype 7 +#define chimneytype 8 +#define platformtype 9 +#define tunneltype 11 +#define cooltype 12 +#define firetype 13 + + +class Object +{ +public: + static std::vector> objects; + static XYZ center; + static float radius; + static Texture boxtextureptr; + static Texture treetextureptr; + static Texture bushtextureptr; + static Texture rocktextureptr; + + XYZ position; + int type; + float yaw; + float pitch; + float rotx; + float rotxvel; + float roty; + float rotyvel; + bool possible; + Model model; + Model displaymodel; + float friction; + float scale; + float messedwith; + float checked; + float shadowed; + float occluded; + bool onfire; + float flamedelay; + + Object(); + Object(int _type, XYZ _position, float _yaw, float _pitch, float _scale); + + static void ComputeCenter(); + static void ComputeRadius(); + static bool Checkcollide(XYZ startpoint, XYZ endpoint, int which); + static void AddObjectsToTerrain(); + static void LoadObjectsFromFile(FILE* tfile, bool skip); + static void SphereCheckPossible(XYZ *p1, float radius); + static void DeleteObject(int which); + static void MakeObject(int atype, XYZ where, float ayaw, float apitch, float ascale); + static void Draw(); + static void DoShadows(); + static void DoStuff(); + +private: + void handleFire(); + void doShadows(XYZ lightloc); + void draw(); + void drawSecondPass(); + void addToTerrain(unsigned id); +}; + +#endif + diff --git a/Source/Objects/Objects.cpp b/Source/Objects/Objects.cpp deleted file mode 100644 index c123342..0000000 --- a/Source/Objects/Objects.cpp +++ /dev/null @@ -1,753 +0,0 @@ -/* -Copyright (C) 2003, 2010 - Wolfire Games -Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) - -This file is part of Lugaru. - -Lugaru is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or -(at your option) any later version. - -Lugaru is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with Lugaru. If not, see . -*/ - -#include "Objects/Objects.hpp" - -extern XYZ viewer; -extern float viewdistance; -extern float fadestart; -extern int environment; -extern float texscale; -extern Light light; -extern float multiplier; -extern float gravity; -extern FRUSTUM frustum; -extern Terrain terrain; -extern bool foliage; -extern int detail; -extern float blurness; -extern float windvar; -extern float playerdist; -extern bool skyboxtexture; - -//Functions - -bool Objects::checkcollide(XYZ startpoint, XYZ endpoint, int which) -{ - static XYZ colpoint, colviewer, coltarget; - static int i; - - startpoint.y += .1; - endpoint.y += .1; - startpoint.y -= .1; - endpoint.y -= .1; - - for (i = 0; i < numobjects; i++) { - if (type[i] != treeleavestype && type[i] != treetrunktype && type[i] != bushtype && type[i] != firetype && i != which) { - colviewer = startpoint; - coltarget = endpoint; - if (model[i].LineCheck(&colviewer, &coltarget, &colpoint, &position[i], &yaw[i]) != -1) - return 1; - } - } - - return 0; -} - -void Objects::SphereCheckPossible(XYZ *p1, float radius) -{ - static int i, j; - static int whichpatchx; - static int whichpatchz; - - whichpatchx = p1->x / (terrain.size / subdivision * terrain.scale); - whichpatchz = p1->z / (terrain.size / subdivision * terrain.scale); - - if (whichpatchx >= 0 && whichpatchz >= 0 && whichpatchx < subdivision && whichpatchz < subdivision) - if (terrain.patchobjectnum[whichpatchx][whichpatchz] > 0 && terrain.patchobjectnum[whichpatchx][whichpatchz] < 500) - for (j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { - i = terrain.patchobjects[whichpatchx][whichpatchz][j]; - possible[i] = 0; - if (model[i].SphereCheckPossible(p1, radius, &position[i], &yaw[i]) != -1) { - possible[i] = 1; - } - } -} - -void Objects::Draw() -{ - static float distance; - static int i; - static XYZ moved, terrainlight; - bool hidden; - - for (i = 0; i < numobjects; i++) { - if (type[i] != firetype) { - moved = DoRotation(model[i].boundingspherecenter, 0, yaw[i], 0); - if (type[i] == tunneltype || frustum.SphereInFrustum(position[i].x + moved.x, position[i].y + moved.y, position[i].z + moved.z, model[i].boundingsphereradius)) { - distance = distsq(&viewer, &position[i]); - distance *= 1.2; - hidden = !(distsqflat(&viewer, &position[i]) > playerdist + 3 || (type[i] != bushtype && type[i] != treeleavestype)); - if (!hidden) { - - if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment) - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness ); - else - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); - distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; - if (distance > 1) - distance = 1; - if (distance > 0) { - - if (occluded[i] < 6) { - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - if (!model[i].color) - glEnable(GL_LIGHTING); - else - glDisable(GL_LIGHTING); - glDepthMask(1); - glTranslatef(position[i].x, position[i].y, position[i].z); - if (type[i] == bushtype) { - messedwith[i] -= multiplier; - if (rotxvel[i] || rotx[i]) { - if (rotx[i] > 0) rotxvel[i] -= multiplier * 8 * fabs(rotx[i]); - if (rotx[i] < 0) rotxvel[i] += multiplier * 8 * fabs(rotx[i]); - if (rotx[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotx[i] < 0) rotxvel[i] += multiplier * 4; - if (rotxvel[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotxvel[i] < 0) rotxvel[i] += multiplier * 4; - if (fabs(rotx[i]) < multiplier * 4) - rotx[i] = 0; - if (fabs(rotxvel[i]) < multiplier * 4) - rotxvel[i] = 0; - - rotx[i] += rotxvel[i] * multiplier * 4; - } - if (rotyvel[i] || roty[i]) { - if (roty[i] > 0) rotyvel[i] -= multiplier * 8 * fabs(roty[i]); - if (roty[i] < 0) rotyvel[i] += multiplier * 8 * fabs(roty[i]); - if (roty[i] > 0) rotyvel[i] -= multiplier * 4; - if (roty[i] < 0) rotyvel[i] += multiplier * 4; - if (rotyvel[i] > 0) rotyvel[i] -= multiplier * 4; - if (rotyvel[i] < 0) rotyvel[i] += multiplier * 4; - if (fabs(roty[i]) < multiplier * 4) - roty[i] = 0; - if (fabs(rotyvel[i]) < multiplier * 4) - rotyvel[i] = 0; - - roty[i] += rotyvel[i] * multiplier * 4; - } - if (roty[i]) { - glRotatef(roty[i], 1, 0, 0); - } - if (rotx[i]) { - glRotatef(-rotx[i], 0, 0, 1); - } - if (rotx[i] > 10) - rotx[i] = 10; - if (rotx[i] < -10) - rotx[i] = -10; - if (roty[i] > 10) - roty[i] = 10; - if (roty[i] < -10) - roty[i] = -10; - } - if (type[i] == treetrunktype || type[i] == treeleavestype) { - if (type[i] == treetrunktype || environment == desertenvironment) { - messedwith[i] -= multiplier; - if (rotxvel[i] || rotx[i]) { - if (rotx[i] > 0) rotxvel[i] -= multiplier * 8 * fabs(rotx[i]); - if (rotx[i] < 0) rotxvel[i] += multiplier * 8 * fabs(rotx[i]); - if (rotx[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotx[i] < 0) rotxvel[i] += multiplier * 4; - if (rotxvel[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotxvel[i] < 0) rotxvel[i] += multiplier * 4; - if (fabs(rotx[i]) < multiplier * 4) - rotx[i] = 0; - if (fabs(rotxvel[i]) < multiplier * 4) - rotxvel[i] = 0; - - rotx[i] += rotxvel[i] * multiplier * 4; - } - if (rotyvel[i] || roty[i]) { - if (roty[i] > 0) rotyvel[i] -= multiplier * 8 * fabs(roty[i]); - if (roty[i] < 0) rotyvel[i] += multiplier * 8 * fabs(roty[i]); - if (roty[i] > 0) rotyvel[i] -= multiplier * 4; - if (roty[i] < 0) rotyvel[i] += multiplier * 4; - if (rotyvel[i] > 0) rotyvel[i] -= multiplier * 4; - if (rotyvel[i] < 0) rotyvel[i] += multiplier * 4; - if (fabs(roty[i]) < multiplier * 4) - roty[i] = 0; - if (fabs(rotyvel[i]) < multiplier * 4) - rotyvel[i] = 0; - - roty[i] += rotyvel[i] * multiplier * 4; - } - if (roty[i]) { - glRotatef(roty[i] / 6, 1, 0, 0); - } - if (rotx[i]) { - glRotatef(-rotx[i] / 6, 0, 0, 1); - } - if (rotx[i] > 10) - rotx[i] = 10; - if (rotx[i] < -10) - rotx[i] = -10; - if (roty[i] > 10) - roty[i] = 10; - if (roty[i] < -10) - roty[i] = -10; - } else { - messedwith[i] -= multiplier; - if (rotxvel[i] || rotx[i]) { - if (rotx[i] > 0) rotxvel[i] -= multiplier * 8 * fabs(rotx[i]); - if (rotx[i] < 0) rotxvel[i] += multiplier * 8 * fabs(rotx[i]); - if (rotx[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotx[i] < 0) rotxvel[i] += multiplier * 4; - if (rotxvel[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotxvel[i] < 0) rotxvel[i] += multiplier * 4; - if (fabs(rotx[i]) < multiplier * 4) - rotx[i] = 0; - if (fabs(rotxvel[i]) < multiplier * 4) - rotxvel[i] = 0; - - rotx[i] += rotxvel[i] * multiplier * 4; - } - if (rotyvel[i] || roty[i]) { - if (roty[i] > 0) rotyvel[i] -= multiplier * 8 * fabs(roty[i]); - if (roty[i] < 0) rotyvel[i] += multiplier * 8 * fabs(roty[i]); - if (roty[i] > 0) rotyvel[i] -= multiplier * 4; - if (roty[i] < 0) rotyvel[i] += multiplier * 4; - if (rotyvel[i] > 0) rotyvel[i] -= multiplier * 4; - if (rotyvel[i] < 0) rotyvel[i] += multiplier * 4; - if (fabs(roty[i]) < multiplier * 4) - roty[i] = 0; - if (fabs(rotyvel[i]) < multiplier * 4) - rotyvel[i] = 0; - - roty[i] += rotyvel[i] * multiplier * 4; - } - if (roty[i]) { - glRotatef(roty[i] / 4, 1, 0, 0); - } - if (rotx[i]) { - glRotatef(-rotx[i] / 4, 0, 0, 1); - } - if (rotx[i] > 10) - rotx[i] = 10; - if (rotx[i] < -10) - rotx[i] = -10; - if (roty[i] > 10) - roty[i] = 10; - if (roty[i] < -10) - roty[i] = -10; - } - - } - if (/*detail==2&&*/environment == snowyenvironment) { - if (type[i] == treeleavestype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 1.5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == treetrunktype) { - glRotatef((sin(windvar + position[i].x * .3) + .5)*.5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == bushtype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 4 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - } - if (/*detail==2&&*/environment == grassyenvironment) { - if (type[i] == treeleavestype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == treetrunktype) { - glRotatef((sin(windvar + position[i].x * .3) + .5)*.5 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == bushtype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - } - if (/*detail==2&&*/environment == desertenvironment) { - if (type[i] == bushtype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - } - glRotatef(yaw[i], 0, 1, 0); - if (distance > 1) - distance = 1; - glColor4f((1 - shadowed[i]) / 2 + .5, (1 - shadowed[i]) / 2 + .5, (1 - shadowed[i]) / 2 + .5, distance); - if (distance >= 1) { - glDisable(GL_BLEND); - glAlphaFunc(GL_GREATER, 0.5); - } - if (distance < 1) { - glEnable(GL_BLEND); - glAlphaFunc(GL_GREATER, 0.1); - } - if (type[i] != treetrunktype && type[i] != treeleavestype && type[i] != bushtype && type[i] != rocktype) { - glEnable(GL_CULL_FACE); - glAlphaFunc(GL_GREATER, 0.0001); - model[i].drawdifftex(boxtextureptr); - model[i].drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture); - } - if (type[i] == rocktype) { - glEnable(GL_CULL_FACE); - glAlphaFunc(GL_GREATER, 0.0001); - glColor4f((1 - shadowed[i]) / 2 + light.ambient[0], (1 - shadowed[i]) / 2 + light.ambient[1], (1 - shadowed[i]) / 2 + light.ambient[2], distance); - model[i].drawdifftex(rocktextureptr); - model[i].drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture); - } - if (type[i] == treeleavestype) { - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - terrainlight = terrain.getLighting(position[i].x, position[i].z); - if (!hidden) { - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); - if (distance < 1) - glAlphaFunc(GL_GREATER, 0.2); - } - if (hidden) { - glDepthMask(0); - glEnable(GL_BLEND); - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance / 3); - glAlphaFunc(GL_GREATER, 0); - } - model[i].drawdifftex(treetextureptr); - } - if (type[i] == bushtype) { - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - terrainlight = terrain.getLighting(position[i].x, position[i].z); - if (!hidden) { - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); - if (distance < 1) - glAlphaFunc(GL_GREATER, 0.2); - } - if (hidden) { - glDepthMask(0); - glEnable(GL_BLEND); - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance / 3); - glAlphaFunc(GL_GREATER, 0); - } - model[i].drawdifftex(bushtextureptr); - } - if (type[i] == treetrunktype) { - glEnable(GL_CULL_FACE); - terrainlight = terrain.getLighting(position[i].x, position[i].z); - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); - model[i].drawdifftex(treetextureptr); - } - glPopMatrix(); - } - } - } - } - } - } - - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); - for (i = 0; i < numobjects; i++) { - if (type[i] == treeleavestype || type[i] == bushtype) { - moved = DoRotation(model[i].boundingspherecenter, 0, yaw[i], 0); - if (frustum.SphereInFrustum(position[i].x + moved.x, position[i].y + moved.y, position[i].z + moved.z, model[i].boundingsphereradius)) { - hidden = distsqflat(&viewer, &position[i]) <= playerdist + 3; - if (hidden) { - distance = 1; - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glEnable(GL_LIGHTING); - glDepthMask(1); - glTranslatef(position[i].x, position[i].y, position[i].z); - if (type[i] == bushtype) { - messedwith[i] -= multiplier; - if (rotxvel[i] || rotx[i]) { - if (rotx[i] > 0) rotxvel[i] -= multiplier * 8 * fabs(rotx[i]); - if (rotx[i] < 0) rotxvel[i] += multiplier * 8 * fabs(rotx[i]); - if (rotx[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotx[i] < 0) rotxvel[i] += multiplier * 4; - if (rotxvel[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotxvel[i] < 0) rotxvel[i] += multiplier * 4; - if (fabs(rotx[i]) < multiplier * 4) - rotx[i] = 0; - if (fabs(rotxvel[i]) < multiplier * 4) - rotxvel[i] = 0; - - rotx[i] += rotxvel[i] * multiplier * 4; - } - if (rotyvel[i] || roty[i]) { - if (roty[i] > 0) rotyvel[i] -= multiplier * 8 * fabs(roty[i]); - if (roty[i] < 0) rotyvel[i] += multiplier * 8 * fabs(roty[i]); - if (roty[i] > 0) rotyvel[i] -= multiplier * 4; - if (roty[i] < 0) rotyvel[i] += multiplier * 4; - if (rotyvel[i] > 0) rotyvel[i] -= multiplier * 4; - if (rotyvel[i] < 0) rotyvel[i] += multiplier * 4; - if (fabs(roty[i]) < multiplier * 4) - roty[i] = 0; - if (fabs(rotyvel[i]) < multiplier * 4) - rotyvel[i] = 0; - - roty[i] += rotyvel[i] * multiplier * 4; - } - if (roty[i]) { - glRotatef(roty[i], 1, 0, 0); - } - if (rotx[i]) { - glRotatef(-rotx[i], 0, 0, 1); - } - if (rotx[i] > 10) - rotx[i] = 10; - if (rotx[i] < -10) - rotx[i] = -10; - if (roty[i] > 10) - roty[i] = 10; - if (roty[i] < -10) - roty[i] = -10; - } - if (type[i] == treetrunktype || type[i] == treeleavestype) { - messedwith[i] -= multiplier; - if (rotxvel[i] || rotx[i]) { - if (rotx[i] > 0) rotxvel[i] -= multiplier * 8 * fabs(rotx[i]); - if (rotx[i] < 0) rotxvel[i] += multiplier * 8 * fabs(rotx[i]); - if (rotx[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotx[i] < 0) rotxvel[i] += multiplier * 4; - if (rotxvel[i] > 0) rotxvel[i] -= multiplier * 4; - if (rotxvel[i] < 0) rotxvel[i] += multiplier * 4; - if (fabs(rotx[i]) < multiplier * 4) - rotx[i] = 0; - if (fabs(rotxvel[i]) < multiplier * 4) - rotxvel[i] = 0; - - rotx[i] += rotxvel[i] * multiplier * 4; - } - if (rotyvel[i] || roty[i]) { - if (roty[i] > 0) rotyvel[i] -= multiplier * 8 * fabs(roty[i]); - if (roty[i] < 0) rotyvel[i] += multiplier * 8 * fabs(roty[i]); - if (roty[i] > 0) rotyvel[i] -= multiplier * 4; - if (roty[i] < 0) rotyvel[i] += multiplier * 4; - if (rotyvel[i] > 0) rotyvel[i] -= multiplier * 4; - if (rotyvel[i] < 0) rotyvel[i] += multiplier * 4; - if (fabs(roty[i]) < multiplier * 4) - roty[i] = 0; - if (fabs(rotyvel[i]) < multiplier * 4) - rotyvel[i] = 0; - - roty[i] += rotyvel[i] * multiplier * 4; - } - if (roty[i]) { - glRotatef(roty[i] / 2, 1, 0, 0); - } - if (rotx[i]) { - glRotatef(-rotx[i] / 2, 0, 0, 1); - } - if (rotx[i] > 10) - rotx[i] = 10; - if (rotx[i] < -10) - rotx[i] = -10; - if (roty[i] > 10) - roty[i] = 10; - if (roty[i] < -10) - roty[i] = -10; - } - if (environment == snowyenvironment) { - if (type[i] == treeleavestype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 1.5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == treetrunktype) { - glRotatef((sin(windvar + position[i].x * .3) + .5)*.5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == bushtype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 4 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - } - if (environment == grassyenvironment) { - if (type[i] == treeleavestype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == treetrunktype) { - glRotatef((sin(windvar + position[i].x * .3) + .5)*.5 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - if (type[i] == bushtype) { - glRotatef((sin(windvar + position[i].x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position[i].x * .3) + 1) / 2, 1, 0, 0); - } - } - glRotatef(yaw[i], 0, 1, 0); - glColor4f(1, 1, 1, distance); - if (type[i] == treeleavestype) { - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - terrainlight = terrain.getLighting(position[i].x, position[i].z); - glDepthMask(0); - glEnable(GL_BLEND); - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3); - glAlphaFunc(GL_GREATER, 0); - glDisable(GL_ALPHA_TEST); - model[i].drawdifftex(treetextureptr); - } - if (type[i] == bushtype) { - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - terrainlight = terrain.getLighting(position[i].x, position[i].z); - glDepthMask(0); - glEnable(GL_BLEND); - glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3); - glAlphaFunc(GL_GREATER, 0); - glDisable(GL_ALPHA_TEST); - model[i].drawdifftex(bushtextureptr); - } - glPopMatrix(); - } - } - } - } - if (environment == desertenvironment) - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 ); - glEnable(GL_ALPHA_TEST); - SetUpLight(&light, 0); -} - -void Objects::DeleteObject(int which) -{ - type[numobjects - 1] = 0; - yaw[numobjects - 1] = 0; - position[numobjects - 1] = 0; - scale[numobjects - 1] = 0; - friction[numobjects - 1] = 0; - - numobjects--; -} - -void Objects::MakeObject(int atype, XYZ where, float ayaw, float apitch, float ascale) -{ - if ((atype != treeleavestype && atype != bushtype) || foliage == 1) { - scale[numobjects] = ascale; - if (atype == treeleavestype) - scale[numobjects] += fabs((float)(Random() % 100) / 900) * ascale; - - onfire[numobjects] = 0; - flamedelay[numobjects] = 0; - type[numobjects] = atype; - - if (atype == firetype) - onfire[numobjects] = 1; - - position[numobjects] = where; - if (atype == bushtype) - position[numobjects].y = terrain.getHeight(position[numobjects].x, position[numobjects].z) - .3; - yaw[numobjects] = ayaw; - pitch[numobjects] = apitch; - - rotxvel[numobjects] = 0; - rotyvel[numobjects] = 0; - rotx[numobjects] = 0; - roty[numobjects] = 0; - - if (atype == boxtype) model[numobjects].loaddecal("Models/Box.solid", 0); - if (atype == cooltype) model[numobjects].loaddecal("Models/Cool.solid", 0); - if (atype == walltype) model[numobjects].loaddecal("Models/Wall.solid", 0); - if (atype == tunneltype) model[numobjects].loaddecal("Models/Tunnel.solid", 0); - if (atype == chimneytype) model[numobjects].loaddecal("Models/Chimney.solid", 0); - if (atype == spiketype) model[numobjects].load("Models/Spike.solid", 0); - if (atype == weirdtype) model[numobjects].loaddecal("Models/Weird.solid", 0); - if (atype == rocktype) model[numobjects].loaddecal("Models/Rock.solid", 0); - if (atype == treetrunktype) model[numobjects].load("Models/TreeTrunk.solid", 0); - if (atype == treeleavestype) model[numobjects].load("Models/Leaves.solid", 0); - if (atype == bushtype) model[numobjects].load("Models/Bush.solid", 0); - - if (atype == boxtype) friction[numobjects] = 1.5; - if (atype == cooltype) friction[numobjects] = 1.5; - if (atype == walltype) friction[numobjects] = 1.5; - if (atype == platformtype) friction[numobjects] = 1.5; - if (atype == tunneltype) friction[numobjects] = 1.5; - if (atype == chimneytype) friction[numobjects] = 1.5; - if (atype == rocktype) friction[numobjects] = .5; - if (atype == rocktype && ascale>.5) friction[numobjects] = 1.5; - if (atype == weirdtype) friction[numobjects] = 1.5; - if (atype == spiketype) friction[numobjects] = .4; - if (atype == treetrunktype) friction[numobjects] = .4; - if (atype == treeleavestype) friction[numobjects] = 0; - - if (friction[numobjects] == 1.5 && fabs(apitch) > 5) - friction[numobjects] = .5; - - if (atype == platformtype) { - model[numobjects].loaddecal("Models/Platform.solid", 0); - model[numobjects].Rotate(90, 0, 0); - } - - if (type[numobjects] == boxtype || type[numobjects] == cooltype || type[numobjects] == spiketype || type[numobjects] == weirdtype || type[numobjects] == walltype || type[numobjects] == chimneytype || type[numobjects] == tunneltype || type[numobjects] == platformtype) { - model[numobjects].ScaleTexCoords(scale[numobjects] * 1.5); - } - if (type[numobjects] == rocktype) { - model[numobjects].ScaleTexCoords(scale[numobjects] * 3); - } - model[numobjects].flat = 1; - if (atype == treetrunktype || atype == treeleavestype || atype == rocktype) { - model[numobjects].flat = 0; - } - model[numobjects].Scale(.3 * scale[numobjects], .3 * scale[numobjects], .3 * scale[numobjects]); - model[numobjects].Rotate(90, 1, 1); - model[numobjects].Rotate(apitch, 0, 0); - if (type[numobjects] == rocktype) { - model[numobjects].Rotate(ayaw * 5, 0, 0); - } - model[numobjects].CalculateNormals(1); - model[numobjects].ScaleNormals(-1, -1, -1); - - if (detail == 2) { - if (atype == treetrunktype && position[numobjects].y < terrain.getHeight(position[numobjects].x, position[numobjects].z) + 1) { - terrain.MakeDecal(shadowdecalpermanent, position[numobjects], 2, .4, 0); - } - - if (atype == bushtype && position[numobjects].y < terrain.getHeight(position[numobjects].x, position[numobjects].z) + 1) { - terrain.MakeDecal(shadowdecalpermanent, position[numobjects], 1, .4, 0); - } - } - - if (atype != treeleavestype && atype != bushtype && atype != firetype) { - terrain.AddObject(where + DoRotation(model[numobjects].boundingspherecenter, 0, ayaw, 0), model[numobjects].boundingsphereradius, numobjects); - } - - numobjects++; - } -} - -void Objects::DoStuff() -{ - XYZ spawnpoint; - for (int i = 0; i < numobjects; i++) { - if (type[i] == firetype) - onfire[i] = 1; - if (onfire[i]) { - if (type[i] == bushtype) - flamedelay[i] -= multiplier * 3; - if (type[i] == firetype) - flamedelay[i] -= multiplier * 3; - if (type[i] == treeleavestype) - flamedelay[i] -= multiplier * 4; - while (flamedelay[i] < 0 && onfire[i]) { - flamedelay[i] += .006; - if (type[i] == bushtype || type[i] == firetype) { - spawnpoint.x = ((float)(Random() % 100)) / 30 * scale[i]; - spawnpoint.y = ((float)(Random() % 100) + 60) / 30 * scale[i]; - spawnpoint.z = 0; - spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0); - spawnpoint += position[i]; - Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 5 * scale[i], 1); - } - if (type[i] == treeleavestype) { - spawnpoint.x = ((float)(Random() % 100)) / 80 * scale[i]; - spawnpoint.y = ((float)(Random() % 100) + 80) / 12 * scale[i]; - spawnpoint.z = 0; - spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0); - spawnpoint += position[i]; - Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 6, 1); - } - } - - } - } -} - -void Objects::DoShadows() -{ - int i, j, k, l; - static XYZ testpoint, testpoint2, terrainpoint, lightloc, col; - lightloc = light.location; - if (!skyboxtexture) - lightloc = 0; - lightloc.y += 10; - Normalise(&lightloc); - int patchx, patchz; - - if (numobjects > 0) - for (i = 0; i < numobjects; i++) { - if (type[i] != treeleavestype && type[i] != treetrunktype && type[i] != bushtype && type[i] != firetype) { - for (j = 0; j < model[i].vertexNum; j++) { - terrainpoint = position[i] + DoRotation(model[i].vertex[j] + model[i].normals[j] * .1, 0, yaw[i], 0); - //terrainpoint.y+=model[i].boundingsphereradius; - shadowed[i] = 0; - patchx = terrainpoint.x / (terrain.size / subdivision * terrain.scale); - patchz = terrainpoint.z / (terrain.size / subdivision * terrain.scale); - if (patchx >= 0 && patchz >= 0 && patchx < subdivision && patchz < subdivision) - if (terrain.patchobjectnum[patchx][patchz]) - for (k = 0; k < terrain.patchobjectnum[patchx][patchz]; k++) { - l = terrain.patchobjects[patchx][patchz][k]; - if (type[l] != treetrunktype/*&&l!=i*/) { - testpoint = terrainpoint; - testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed[i]); - if (model[l].LineCheck(&testpoint, &testpoint2, &col, &position[l], &yaw[l]) != -1) { - shadowed[i] = 1 - (findDistance(&terrainpoint, &col) / 50); - } - } - } - if (shadowed[i] > 0) { - col = model[i].normals[j] - DoRotation(lightloc * shadowed[i], 0, -yaw[i], 0); - Normalise(&col); - for (k = 0; k < model[i].TriangleNum; k++) { - if (model[i].Triangles[k].vertex[0] == j) { - l = k * 24; - model[i].vArray[l + 2] = col.x; - model[i].vArray[l + 3] = col.y; - model[i].vArray[l + 4] = col.z; - } - if (model[i].Triangles[k].vertex[1] == j) { - l = k * 24; - model[i].vArray[l + 10] = col.x; - model[i].vArray[l + 11] = col.y; - model[i].vArray[l + 12] = col.z; - } - if (model[i].Triangles[k].vertex[2] == j) { - l = k * 24; - model[i].vArray[l + 18] = col.x; - model[i].vArray[l + 19] = col.y; - model[i].vArray[l + 20] = col.z; - } - } - } - } - } - shadowed[i] = 0; - } -} - -Objects::Objects() -{ - center = 0; - radius = 0; - numobjects = 0; - - memset(position, 0, sizeof(position)); - memset(type, 0, sizeof(type)); - memset(yaw, 0, sizeof(yaw)); - memset(pitch, 0, sizeof(pitch)); - memset(rotx, 0, sizeof(rotx)); - memset(rotxvel, 0, sizeof(rotxvel)); - memset(roty, 0, sizeof(roty)); - memset(rotyvel, 0, sizeof(rotyvel)); - memset(possible, 0, sizeof(possible)); - memset(model, 0, sizeof(model)); - memset(displaymodel, 0, sizeof(displaymodel)); - memset(friction, 0, sizeof(friction)); - memset(scale, 0, sizeof(scale)); - memset(messedwith, 0, sizeof(messedwith)); - memset(checked, 0, sizeof(checked)); - memset(shadowed, 0, sizeof(shadowed)); - memset(occluded, 0, sizeof(occluded)); - memset(onfire, 0, sizeof(onfire)); - memset(flamedelay, 0, sizeof(flamedelay)); -} - -Objects::~Objects() -{ - boxtextureptr.destroy(); - treetextureptr.destroy(); - bushtextureptr.destroy(); - rocktextureptr.destroy(); -} diff --git a/Source/Objects/Objects.hpp b/Source/Objects/Objects.hpp deleted file mode 100644 index 40c10bd..0000000 --- a/Source/Objects/Objects.hpp +++ /dev/null @@ -1,99 +0,0 @@ -/* -Copyright (C) 2003, 2010 - Wolfire Games -Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) - -This file is part of Lugaru. - -Lugaru is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or -(at your option) any later version. - -Lugaru is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with Lugaru. If not, see . -*/ - -#ifndef _OBJECTS_HPP_ -#define _OBJECTS_HPP_ - -#include "Environment/Lights.hpp" -#include "Environment/Terrain.hpp" -#include "Graphic/gamegl.hpp" -#include "Graphic/Models.hpp" -#include "Graphic/Sprite.hpp" -#include "Graphic/Texture.hpp" -#include "Math/Frustum.hpp" -#include "Math/Quaternions.hpp" -#include "Utils/ImageIO.hpp" - -#include -// -// Model Structures -// - -#define max_objects 300 - -#define boxtype 0 -#define weirdtype 1 -#define spiketype 2 -#define treetrunktype 3 -#define treeleavestype 4 -#define bushtype 5 -#define rocktype 6 -#define walltype 7 -#define chimneytype 8 -#define platformtype 9 -#define tunneltype 11 -#define cooltype 12 -#define firetype 13 - - -class Objects -{ -public: - XYZ center; - float radius; - XYZ position[max_objects]; - int type[max_objects]; - float yaw[max_objects]; - float pitch[max_objects]; - float rotx[max_objects]; - float rotxvel[max_objects]; - float roty[max_objects]; - float rotyvel[max_objects]; - int numobjects; - bool possible[max_objects]; - Model model[max_objects]; - Model displaymodel[max_objects]; - float friction[max_objects]; - float scale[max_objects]; - float messedwith[max_objects]; - float checked[max_objects]; - Texture boxtextureptr; - Texture treetextureptr; - Texture bushtextureptr; - Texture rocktextureptr; - float shadowed[max_objects]; - float occluded[max_objects]; - bool checkcollide(XYZ startpoint, XYZ endpoint, int which); - bool onfire[max_objects]; - float flamedelay[max_objects]; - - void SphereCheckPossible(XYZ *p1, float radius); - void DeleteObject(int which); - void MakeObject(int atype, XYZ where, float ayaw, float apitch, float ascale); - void Draw(); - void DoShadows(); - void DoStuff(); - - Objects(); - ~Objects(); -}; - -#endif - diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 8bd8269..c1b35e4 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -44,7 +44,6 @@ extern float realtexdetail; extern GLubyte bloodText[512 * 512 * 3]; extern GLubyte wolfbloodText[512 * 512 * 3]; extern int bloodtoggle; -extern Objects objects; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -1794,7 +1793,7 @@ void Person::RagDoll(bool checkcollision) i = terrain.patchobjects[whichpatchx][whichpatchz][l]; lowpoint = coords; lowpoint.y += 1; - if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (SphereCheck(&lowpoint, 3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { coords.x = lowpoint.x; coords.z = lowpoint.z; } @@ -4833,11 +4832,11 @@ void Person::DoStuff() if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .8; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); } bled = 1; } @@ -5043,11 +5042,11 @@ void Person::DoStuff() if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .2 * 1.2; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecal, &point, &size, &opacity, &yaw); } bled = 1; } @@ -5062,11 +5061,11 @@ void Person::DoStuff() if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .8; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); } bled = 1; } @@ -5083,11 +5082,11 @@ void Person::DoStuff() canrecover = 0; if (velocity.y < -30) canrecover = 0; - for (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) { + for (i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type != treeleavestype && Object::objects[i]->type != bushtype && Object::objects[i]->type != firetype) { colviewer = startpoint; coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) canrecover = 0; } } @@ -5275,36 +5274,36 @@ void Person::DoStuff() if (aitype != passivetype || skeleton.free == 1) if (findLengthfast(&velocity) > .1) - for (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == firetype) - if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + for (i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == firetype) + if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) { if (onfire) { - if (!objects.onfire[i]) { - emit_sound_at(firestartsound, objects.position[i]); + if (!Object::objects[i]->onfire) { + emit_sound_at(firestartsound, Object::objects[i]->position); } - objects.onfire[i] = 1; + Object::objects[i]->onfire = 1; } if (!onfire) { - if (objects.onfire[i]) { + if (Object::objects[i]->onfire) { CatchFire(); } } } - if (objects.type[i] == bushtype) - if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + if (Object::objects[i]->type == bushtype) + if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) { if (onfire) { - if (!objects.onfire[i]) { - emit_sound_at(firestartsound, objects.position[i]); + if (!Object::objects[i]->onfire) { + emit_sound_at(firestartsound, Object::objects[i]->position); } - objects.onfire[i] = 1; + Object::objects[i]->onfire = 1; } if (!onfire) { - if (objects.onfire[i]) { + if (Object::objects[i]->onfire) { CatchFire(); } } - if (objects.messedwith[i] <= 0) { + if (Object::objects[i]->messedwith <= 0) { XYZ tempvel; XYZ pos; @@ -5349,22 +5348,22 @@ void Person::DoStuff() Sprite::setLastSpriteSpecial(2); } } - objects.rotx[i] += velocity.x * multiplier * 6; - objects.roty[i] += velocity.z * multiplier * 6; - objects.messedwith[i] = .5; + Object::objects[i]->rotx += velocity.x * multiplier * 6; + Object::objects[i]->roty += velocity.z * multiplier * 6; + Object::objects[i]->messedwith = .5; } XYZ tempcoord; - if (objects.type[i] == treeleavestype && environment != desertenvironment) { - if (objects.pitch[i] == 0) + if (Object::objects[i]->type == treeleavestype && environment != desertenvironment) { + if (Object::objects[i]->pitch == 0) tempcoord = coords; else { - tempcoord = coords - objects.position[i]; - tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0); - tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0); - tempcoord += objects.position[i]; + tempcoord = coords - Object::objects[i]->position; + tempcoord = DoRotation(tempcoord, 0, -Object::objects[i]->yaw, 0); + tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0); + tempcoord += Object::objects[i]->position; } - if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) { - if (objects.messedwith[i] <= 0) { + if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) { + if (Object::objects[i]->messedwith <= 0) { XYZ tempvel; XYZ pos; @@ -5411,7 +5410,7 @@ void Person::DoStuff() Sprite::setLastSpriteSpecial(2); } } - objects.messedwith[i] = .5; + Object::objects[i]->messedwith = .5; } } } diff --git a/Source/Objects/Weapons.cpp b/Source/Objects/Weapons.cpp index a6a1786..127c014 100644 --- a/Source/Objects/Weapons.cpp +++ b/Source/Objects/Weapons.cpp @@ -42,7 +42,6 @@ extern bool cellophane; extern float texdetail; extern GLubyte bloodText[512 * 512 * 3]; extern int bloodtoggle; -extern Objects objects; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -158,16 +157,16 @@ void Weapon::DoStuff(int i) whichpatchx = position.x / (terrain.size / subdivision * terrain.scale); whichpatchz = position.z / (terrain.size / subdivision * terrain.scale); if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) { - if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are objects where the weapon is + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are Object::objects where the weapon is for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { // check for collision int k = terrain.patchobjects[whichpatchx][whichpatchz][j]; start = oldtippoint; end = tippoint; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { - if (objects.type[k] == treetrunktype) { - objects.model[k].MakeDecal(breakdecal, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), .1, 1, Random() % 360); - normalrot = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0); + if (Object::objects[k]->type == treetrunktype) { + Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360); + normalrot = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0); velocity = 0; if (type == knife) position = colpoint - normalrot * .1; @@ -416,7 +415,7 @@ void Weapon::DoStuff(int i) if (type == staff) { start = tippoint - (position - tippoint) / 5; end = position + (position - tippoint) / 30; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { XYZ diff; diff = (colpoint - position); @@ -431,7 +430,7 @@ void Weapon::DoStuff(int i) } else { start = position - (tippoint - position) / 5; end = tippoint + (tippoint - position) / 30; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { XYZ diff; diff = (colpoint - tippoint); @@ -448,11 +447,11 @@ void Weapon::DoStuff(int i) start = oldposition; end = position; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { hitsomething = 1; position = colpoint; - terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&velocity, &terrainnormal); position += terrainnormal * .002; @@ -478,11 +477,11 @@ void Weapon::DoStuff(int i) } start = oldtippoint; end = tippoint; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { hitsomething = 1; tippoint = colpoint; - terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&tipvelocity, &terrainnormal); tippoint += terrainnormal * .002; @@ -507,7 +506,7 @@ void Weapon::DoStuff(int i) } } - if ((objects.type[k] != boxtype && objects.type[k] != platformtype && objects.type[k] != walltype && objects.type[k] != weirdtype) || objects.pitch[k] != 0) + if ((Object::objects[k]->type != boxtype && Object::objects[k]->type != platformtype && Object::objects[k]->type != walltype && Object::objects[k]->type != weirdtype) || Object::objects[k]->pitch != 0) for (int m = 0; m < 2; m++) { mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40; oldmid2 = mid; @@ -515,11 +514,11 @@ void Weapon::DoStuff(int i) start = oldmid; end = mid; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { hitsomething = 1; mid = colpoint; - terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&velocity, &terrainnormal); bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); @@ -550,11 +549,11 @@ void Weapon::DoStuff(int i) start = oldmid; end = mid; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { hitsomething = 1; mid = colpoint; - terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&tipvelocity, &terrainnormal); bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); @@ -582,14 +581,14 @@ void Weapon::DoStuff(int i) else { start = position; end = tippoint; - whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw); if (whichhit != -1) { hitsomething = 1; closestdistance = -1; closestswordpoint = colpoint; //(position+tippoint)/2; - point[0] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]], 0, objects.yaw[k], 0) + objects.position[k]; - point[1] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]], 0, objects.yaw[k], 0) + objects.position[k]; - point[2] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]], 0, objects.yaw[k], 0) + objects.position[k]; + point[0] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[0]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position; + point[1] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[1]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position; + point[2] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[2]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position; if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) { if (distance < closestdistance || closestdistance == -1) { closestpoint = colpoint; diff --git a/Source/Thirdparty/optionparser.h b/Source/Thirdparty/optionparser.h index 2e178ce..c40d65c 100644 --- a/Source/Thirdparty/optionparser.h +++ b/Source/Thirdparty/optionparser.h @@ -1100,7 +1100,7 @@ public: * Note, that once the argument vector has been reordered, the @c gnu flag will have * no further effect on this argument vector. So it is enough to pass @c gnu==true when * creating Stats. - * @param usage Array of Descriptor objects that describe the options to support. The last entry + * @param usage Array of Descriptor Object::objects that describe the options to support. The last entry * of this array must have 0 in all fields. * @param argc The number of elements from @c argv that are to be parsed. If you pass -1, the number * will be determined automatically. In that case the @c argv list must end with a NULL @@ -1137,10 +1137,10 @@ public: * -1 (or not pass @c bufmax at all) which tells parse() that the buffer is * "large enough". * @attention - * Remember that @c options and @c buffer store Option @e objects, not pointers. Therefore it + * Remember that @c options and @c buffer store Option @e Object::objects, not pointers. Therefore it * is not possible for the same object to be in both arrays. For those options that are found in - * both @c buffer[] and @c options[] the respective objects are independent copies. And only the - * objects in @c options[] are properly linked via Option::next() and Option::prev(). + * both @c buffer[] and @c options[] the respective Object::objects are independent copies. And only the + * Object::objects in @c options[] are properly linked via Option::next() and Option::prev(). * You can iterate over @c buffer[] to * process all options in the order they appear in the argument vector, but if you want access to * the other Options with the same Descriptor::index, then you @e must access the linked list via @@ -1172,7 +1172,7 @@ public: } /** - * @brief Returns the number of valid Option objects in @c buffer[]. + * @brief Returns the number of valid Option Object::objects in @c buffer[]. * * @note * @li The returned value always reflects the number of Options in the buffer[] array used for @@ -2724,8 +2724,8 @@ struct PrintUsageImplementation * @par Notes: * @li the @c write() method of a class that is to be passed as a temporary * as @c MyWriter() is in the example, must be a @c const method, because - * temporary objects are passed as const reference. This only applies to - * temporary objects that are created and destroyed in the same statement. + * temporary Object::objects are passed as const reference. This only applies to + * temporary Object::objects that are created and destroyed in the same statement. * If you create an object like @c writer in the example, this restriction * does not apply. * @li a functor like @c MyWriteFunctor in the example must be passed as a pointer. diff --git a/Source/Utils/binio.h b/Source/Utils/binio.h index dddb214..a566125 100644 --- a/Source/Utils/binio.h +++ b/Source/Utils/binio.h @@ -35,10 +35,10 @@ extern "C" { an optional byte-order marker (defaults to H, "host-native"), and a data-type specifier. * when unpacking, each variable argument is a pointer to the - appropriate number of objects of the appropriate type. + appropriate number of Object::objects of the appropriate type. * when packing, each variable argument is an object of the appropriate type if the count is omitted, or a pointer to the - appropriate number of objects of the appropriate type if the + appropriate number of Object::objects of the appropriate type if the count is specified. * the buffer supplied to pack/unpack must be of sufficient length to hold all the data, or the behavior is unspecified. diff --git a/Source/win-res/resource.hpp b/Source/win-res/resource.hpp index 3583ba6..4a3e253 100644 --- a/Source/win-res/resource.hpp +++ b/Source/win-res/resource.hpp @@ -24,8 +24,8 @@ along with Lugaru. If not, see . // #define IDI_LUGARU 104 -// Next default values for new objects -// +// Next default values for new Object::objects +// #ifdef APSTUDIO_INVOKED #ifndef APSTUDIO_READONLY_SYMBOLS #define _APS_NEXT_RESOURCE_VALUE 105