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