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