Open Source Tomb Raider Engine
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World.cpp 15KB

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  1. /*!
  2. * \file src/World.cpp
  3. * \brief The game world (model)
  4. *
  5. * \author Mongoose
  6. */
  7. #include <cstdio>
  8. #include <math.h>
  9. #include <assert.h>
  10. #include "World.h"
  11. ////////////////////////////////////////////////////////////
  12. // Constructors
  13. ////////////////////////////////////////////////////////////
  14. World::World()
  15. {
  16. mFlags = 0;
  17. }
  18. World::~World()
  19. {
  20. destroy();
  21. }
  22. ////////////////////////////////////////////////////////////
  23. // Public Accessors
  24. ////////////////////////////////////////////////////////////
  25. int World::getRoomByLocation(int index, float x, float y, float z)
  26. {
  27. room_mesh_t *room = mRooms[index];
  28. if (room)
  29. {
  30. if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
  31. z > room->bbox_min[2] && z < room->bbox_max[2])
  32. {
  33. if (y > room->bbox_min[1] && y < room->bbox_max[1])
  34. return index;
  35. }
  36. }
  37. return getRoomByLocation(x, y, z);
  38. }
  39. int World::getRoomByLocation(float x, float y, float z)
  40. {
  41. room_mesh_t *room;
  42. int hop = -1;
  43. for(std::vector<int>::size_type i = 0; i < mRooms.size(); i++)
  44. {
  45. room = mRooms[i];
  46. if (!room)
  47. continue;
  48. if ((x > room->bbox_min[0]) && (x < room->bbox_max[0]) &&
  49. (z > room->bbox_min[2]) && (z < room->bbox_max[2]))
  50. {
  51. // This room contains current position
  52. if ((y > room->bbox_min[1]) && (y < room->bbox_max[1]))
  53. return i;
  54. // This room is above or below current position
  55. hop = i;
  56. }
  57. }
  58. // Room is -1? Must be in void, try to hop to room with same X,Z
  59. if (mFlags & fEnableHopping)
  60. return hop;
  61. return -1;
  62. }
  63. int World::getAdjoiningRoom(int index,
  64. float x, float y, float z,
  65. float x2, float y2, float z2)
  66. {
  67. room_mesh_t *room = mRooms[index];
  68. portal_t * portal;
  69. vec3_t intersect, p1, p2;
  70. p1[0] = x; p1[1] = y; p1[2] = z;
  71. p2[0] = x2; p2[1] = y2; p2[2] = z2;
  72. if (room)
  73. {
  74. for(std::vector<int>::size_type i = 0; i != room->portals.size(); i++)
  75. {
  76. portal = room->portals[i];
  77. if (!portal)
  78. continue;
  79. if (intersectionLinePolygon(intersect, p1, p2, // 4,
  80. portal->vertices))
  81. {
  82. return portal->adjoining_room;
  83. }
  84. }
  85. }
  86. return -1;
  87. }
  88. int World::getSector(int room, float x, float z, float *floor, float *ceiling)
  89. {
  90. room_mesh_t *r;
  91. sector_t * s;
  92. int sector;
  93. assert(room >= 0);
  94. assert(floor != NULL);
  95. assert(ceiling != NULL);
  96. r = mRooms[room];
  97. if (!r)
  98. return -1;
  99. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  100. (((int)z - (int)r->pos[2]) / 1024));
  101. if (sector > -1)
  102. {
  103. s = r->sectors[sector];
  104. if (!s)
  105. return -1;
  106. *floor = s->floor;
  107. *ceiling = s->ceiling;
  108. }
  109. return sector;
  110. }
  111. int World::getSector(int room, float x, float z) {
  112. int sector;
  113. room_mesh_t *r;
  114. if ((room < 0) || (room >= (int)mRooms.size()))
  115. return -1;
  116. r = mRooms[room];
  117. if (!r)
  118. return -1;
  119. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  120. (((int)z - (int)r->pos[2]) / 1024));
  121. if (sector < 0)
  122. return -1;
  123. return sector;
  124. }
  125. unsigned int World::getRoomInfo(int room) {
  126. room_mesh_t *r;
  127. if ((room >= (int)mRooms.size()) || (room < 0))
  128. return 0;
  129. r = mRooms[room];
  130. if (!r)
  131. return 0;
  132. return r->flags;
  133. }
  134. bool World::isWall(int room, int sector) {
  135. room_mesh_t *r;
  136. sector_t *sect;
  137. if ((room >= (int)mRooms.size()) || (room < 0))
  138. return true;
  139. r = mRooms[room];
  140. if ((!r) || (sector >= (int)r->sectors.size()) || (sector < 0))
  141. return true;
  142. sect = r->sectors[sector];
  143. if (!sect)
  144. return true;
  145. return ((sector > 0) && sect->wall); //! \fixme is (sector > 0) correct??
  146. }
  147. bool World::getHeightAtPosition(int index, float x, float *y, float z)
  148. {
  149. room_mesh_t *room = mRooms[index];
  150. int sector;
  151. sector_t *sect;
  152. if (!room)
  153. {
  154. return false;
  155. }
  156. // Mongoose 2002.08.14, Remember sector_z is width of sector array
  157. sector = getSector(index, x, z);
  158. sect = room->sectors[sector];
  159. if (!sect)
  160. {
  161. return true;
  162. }
  163. *y = sect->floor;
  164. return true;
  165. }
  166. // Temp methods for rendering use until more refactoring is done
  167. #ifdef BAD_BLOOD
  168. model_mesh_t *World::getMesh(int index)
  169. {
  170. return mMeshes[index];
  171. }
  172. skeletal_model_t *World::getModel(int index)
  173. {
  174. return mModels[index];
  175. }
  176. room_mesh_t *World::getRoom(int index)
  177. {
  178. return mRooms[index];
  179. }
  180. std::vector<entity_t *> *World::getEntities()
  181. {
  182. return &mEntities;
  183. }
  184. std::vector<sprite_seq_t *> *World::getSprites()
  185. {
  186. return &mSprites;
  187. }
  188. std::vector<room_mesh_t *> *World::getRooms()
  189. {
  190. return &mRooms;
  191. }
  192. #endif
  193. void World::setFlag(WorldFlag flag)
  194. {
  195. mFlags |= flag;
  196. }
  197. void World::clearFlag(WorldFlag flag)
  198. {
  199. mFlags &= ~flag;
  200. }
  201. void World::destroy()
  202. {
  203. room_mesh_t *room;
  204. model_mesh_t *mesh;
  205. sprite_seq_t *sprite;
  206. skeletal_model_t *model;
  207. bone_frame_t *boneframe;
  208. bone_tag_t *tag;
  209. animation_frame_t *animation;
  210. std::list<skeletal_model_t *> cache;
  211. for (std::vector<int>::size_type i = 0; i != mEntities.size(); i++)
  212. delete mEntities[i];
  213. mEntities.clear();
  214. for (std::vector<int>::size_type i = 0; i != mRooms.size(); i++) {
  215. room = mRooms[i];
  216. if (room) {
  217. //! \fixme Causes "freeing already freed pointer" exceptions or EXEC_BAD_ACCESS
  218. //for (std::vector<int>::size_type j = 0; j != room->portals.size(); j++)
  219. // delete room->portals[i];
  220. room->portals.clear();
  221. //for (std::vector<int>::size_type j = 0; j != room->models.size(); j++)
  222. // delete room->models[i];
  223. room->models.clear();
  224. //for (std::vector<int>::size_type j = 0; j != room->sprites.size(); j++)
  225. // delete room->sprites[i];
  226. room->sprites.clear();
  227. //for (std::vector<int>::size_type j = 0; j != room->sectors.size(); j++)
  228. // delete room->sectors[i];
  229. room->sectors.clear();
  230. //for (std::vector<int>::size_type j = 0; j != room->boxes.size(); j++)
  231. // delete room->boxes[i];
  232. room->boxes.clear();
  233. delete room;
  234. }
  235. }
  236. for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
  237. mesh = mMeshes[i];
  238. if (!mesh)
  239. continue;
  240. for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++) {
  241. if (mesh->texturedTriangles[j])
  242. delete mesh->texturedTriangles[j];
  243. }
  244. for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++) {
  245. if (mesh->coloredTriangles[j])
  246. delete mesh->coloredTriangles[j];
  247. }
  248. for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++) {
  249. if (mesh->texturedRectangles[j])
  250. delete mesh->texturedRectangles[j];
  251. }
  252. for (std::vector<int>::size_type j = 0; j != mesh->coloredRectangles.size(); j++) {
  253. if (mesh->coloredRectangles[j])
  254. delete mesh->coloredRectangles[j];
  255. }
  256. if (mesh->vertices)
  257. delete [] mesh->vertices;
  258. if (mesh->colors)
  259. delete [] mesh->colors;
  260. if (mesh->normals)
  261. delete [] mesh->normals;
  262. delete mesh;
  263. }
  264. mMeshes.clear();
  265. for (std::vector<int>::size_type i = 0; i != mSprites.size(); i++) {
  266. sprite = mSprites[i];
  267. if (!sprite)
  268. continue;
  269. if (sprite->sprite)
  270. delete [] sprite->sprite;
  271. delete sprite;
  272. }
  273. mSprites.clear();
  274. for (std::vector<int>::size_type i = 0; i != mModels.size(); i++) {
  275. model = mModels[i];
  276. if (!model)
  277. continue;
  278. // No smart pointers, so skip if deleted once =)
  279. bool found = false;
  280. for (std::list<skeletal_model_t *>::const_iterator iterator = cache.begin(), end = cache.end(); iterator != end; ++iterator) {
  281. if (model == *iterator) {
  282. found = true;
  283. break;
  284. }
  285. }
  286. if (!found)
  287. cache.push_back(model);
  288. else
  289. continue;
  290. for (std::vector<int>::size_type j = 0; j != model->animation.size(); j++) {
  291. animation = model->animation[j];
  292. if (!animation)
  293. continue;
  294. for (std::vector<int>::size_type k = 0; k != animation->frame.size(); k++) {
  295. boneframe = animation->frame[k];
  296. if (!boneframe)
  297. continue;
  298. for (std::vector<int>::size_type l = 0; l != boneframe->tag.size(); l++) {
  299. tag = boneframe->tag[l];
  300. if (!tag)
  301. continue;
  302. delete tag;
  303. }
  304. delete boneframe;
  305. }
  306. delete animation;
  307. }
  308. delete model;
  309. }
  310. mModels.clear();
  311. }
  312. void World::addRoom(room_mesh_t *room)
  313. {
  314. mRooms.push_back(room);
  315. }
  316. void World::addMesh(model_mesh_t *mesh)
  317. {
  318. if (mesh)
  319. mMeshes.push_back(mesh);
  320. }
  321. void World::addEntity(entity_t *e)
  322. {
  323. if (e)
  324. {
  325. e->master = 0x0;
  326. e->moveType = worldMoveType_walk; // Walk
  327. e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
  328. mEntities.push_back(e);
  329. }
  330. }
  331. int World::addModel(skeletal_model_t *model)
  332. {
  333. if (model)
  334. {
  335. mModels.push_back(model);
  336. return mModels.size() - 1;
  337. }
  338. return -1;
  339. }
  340. void World::addSprite(sprite_seq_t *sprite)
  341. {
  342. if (sprite)
  343. mSprites.push_back(sprite);
  344. }
  345. void World::moveEntity(entity_t *e, char movement)
  346. {
  347. const float moved = 180.0f;
  348. const float testd = 220.0f;
  349. const float camHeight = 8.0f;
  350. float x, y, z, pitch, h, floor, ceiling;
  351. int room, sector;
  352. bool wall;
  353. unsigned int roomFlags;
  354. if (!e)
  355. {
  356. return;
  357. }
  358. switch (e->moveType)
  359. {
  360. case worldMoveType_walkNoSwim:
  361. case worldMoveType_walk:
  362. pitch = 0.0f; // in the future pitch could control jump up blocks here
  363. break;
  364. case worldMoveType_noClipping:
  365. case worldMoveType_fly:
  366. case worldMoveType_swim:
  367. pitch = e->angles[2];
  368. break;
  369. }
  370. switch (movement)
  371. {
  372. case 'f':
  373. x = e->pos[0] + (testd * sinf(e->angles[1]));
  374. y = e->pos[1] + (testd * sinf(pitch));
  375. z = e->pos[2] + (testd * cosf(e->angles[1]));
  376. break;
  377. case 'b':
  378. x = e->pos[0] - (testd * sinf(e->angles[1]));
  379. y = e->pos[1] - (testd * sinf(pitch));
  380. z = e->pos[2] - (testd * cosf(e->angles[1]));
  381. break;
  382. case 'l':
  383. x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
  384. y = e->pos[1];
  385. z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
  386. break;
  387. case 'r':
  388. x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
  389. y = e->pos[1];
  390. z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
  391. break;
  392. default:
  393. return;
  394. }
  395. //room = getRoomByLocation(x, y, z);
  396. room = getRoomByLocation(e->room, x, y, z);
  397. if (room == -1) // Will we hit a portal?
  398. {
  399. room = getAdjoiningRoom(e->room,
  400. e->pos[0], e->pos[1], e->pos[2],
  401. x, y, z);
  402. if (room > -1)
  403. {
  404. printf("Crossing from room %i to %i\n", e->room, room);
  405. } else {
  406. //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
  407. return;
  408. }
  409. }
  410. roomFlags = getRoomInfo(room);
  411. sector = getSector(room, x, z, &floor, &ceiling);
  412. wall = isWall(room, sector);
  413. // If you're underwater you may want to swim =)
  414. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  415. if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
  416. {
  417. e->moveType = worldMoveType_swim;
  418. }
  419. // Don't swim on land
  420. if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
  421. {
  422. e->moveType = worldMoveType_walk;
  423. }
  424. // Mongoose 2002.09.02, Add check for room -> room transition
  425. // ( Only allow by movement between rooms by using portals )
  426. if (((e->moveType == worldMoveType_noClipping) ||
  427. (e->moveType == worldMoveType_fly) ||
  428. (e->moveType == worldMoveType_swim)) ||
  429. ((room > -1) && (!wall)))
  430. {
  431. e->room = room;
  432. switch (movement)
  433. {
  434. case 'f':
  435. x = e->pos[0] + (moved * sinf(e->angles[1]));
  436. y = e->pos[1] + (moved * sinf(pitch));
  437. z = e->pos[2] + (moved * cosf(e->angles[1]));
  438. break;
  439. case 'b':
  440. x = e->pos[0] - (moved * sinf(e->angles[1]));
  441. y = e->pos[1] - (moved * sinf(pitch));
  442. z = e->pos[2] - (moved * cosf(e->angles[1]));
  443. break;
  444. case 'l':
  445. x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
  446. z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
  447. break;
  448. case 'r':
  449. x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
  450. z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
  451. break;
  452. }
  453. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  454. * to see if we need to switch rooms... man...
  455. */
  456. h = y;
  457. getHeightAtPosition(room, x, &h, z);
  458. switch (e->moveType)
  459. {
  460. case worldMoveType_fly:
  461. case worldMoveType_swim:
  462. // Don't fall out of world, avoid a movement that does
  463. if (h > y - camHeight)
  464. {
  465. e->pos[0] = x;
  466. e->pos[1] = y;
  467. e->pos[2] = z;
  468. }
  469. break;
  470. case worldMoveType_walk:
  471. case worldMoveType_walkNoSwim:
  472. y = e->pos[1]; // Override vector movement walking ( er, not pretty )
  473. // Now fake gravity
  474. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  475. //ddist = h - e->pos[1];
  476. // This is to force false gravity, by making camera stay on ground
  477. e->pos[1] = h; //roomFloor->bbox_min[1];
  478. // Check for camera below terrian and correct
  479. if (e->pos[1] < h - camHeight)
  480. {
  481. e->pos[1] = h - camHeight;
  482. }
  483. e->pos[0] = x;
  484. e->pos[2] = z;
  485. break;
  486. case worldMoveType_noClipping:
  487. e->pos[0] = x;
  488. e->pos[1] = y;
  489. e->pos[2] = z;
  490. }
  491. }
  492. else
  493. {
  494. e->moving = false;
  495. return;
  496. }
  497. e->room = room;
  498. e->moving = true;
  499. }