Open Source Tomb Raider Engine
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World.cpp 17KB

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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 "World.h"
  9. ////////////////////////////////////////////////////////////
  10. // Constructors
  11. ////////////////////////////////////////////////////////////
  12. World::World()
  13. {
  14. mClearLock = false;
  15. mFlags = 0;
  16. mEntities.setError(0x0);
  17. mRooms.setError(0x0);
  18. mMeshes.setError(0x0);
  19. mSprites.setError(0x0);
  20. mModels.setError(0x0);
  21. }
  22. World::~World()
  23. {
  24. destroy();
  25. }
  26. ////////////////////////////////////////////////////////////
  27. // Public Accessors
  28. ////////////////////////////////////////////////////////////
  29. int World::getRoomByLocation(int index, float x, float y, float z)
  30. {
  31. room_mesh_t *room = mRooms[index];
  32. if (room)
  33. {
  34. if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
  35. z > room->bbox_min[2] && z < room->bbox_max[2])
  36. {
  37. if (y > room->bbox_min[1] && y < room->bbox_max[1])
  38. return index;
  39. }
  40. }
  41. return getRoomByLocation(x, y, z);
  42. }
  43. int World::getRoomByLocation(float x, float y, float z)
  44. {
  45. room_mesh_t *room;
  46. int hop = -1;
  47. for (mRooms.start(); mRooms.forward(); mRooms.next())
  48. {
  49. room = mRooms.current();
  50. if (!room)
  51. continue;
  52. if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
  53. z > room->bbox_min[2] && z < room->bbox_max[2])
  54. {
  55. // This room contains current position
  56. if (y > room->bbox_min[1] && y < room->bbox_max[1])
  57. return mRooms.getCurrentIndex();
  58. // This room is above or below current position
  59. hop = mRooms.getCurrentIndex();
  60. }
  61. }
  62. // Room is -1? Must be in void, try to hop to room with same X,Z
  63. if (mFlags & fEnableHopping)
  64. return hop;
  65. return -1;
  66. }
  67. int World::getAdjoiningRoom(int index,
  68. float x, float y, float z,
  69. float x2, float y2, float z2)
  70. {
  71. room_mesh_t *room = mRooms[index];
  72. portal_t * portal;
  73. vec3_t intersect, p1, p2;
  74. p1[0] = x; p1[1] = y; p1[2] = z;
  75. p2[0] = x2; p2[1] = y2; p2[2] = z2;
  76. if (room)
  77. {
  78. for (room->portals.start(); room->portals.forward();
  79. room->portals.next())
  80. {
  81. portal = room->portals.current();
  82. if (!portal)
  83. continue;
  84. if (helIntersectionLineAndPolygon(intersect, p1, p2, // 4,
  85. portal->vertices))
  86. {
  87. return portal->adjoining_room;
  88. }
  89. }
  90. }
  91. return -1;
  92. }
  93. int World::getSector(int room, float x, float z, float *floor, float *ceiling)
  94. {
  95. room_mesh_t *r;
  96. sector_t * s;
  97. int sector;
  98. r = mRooms[room];
  99. if (!r)
  100. return -1;
  101. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  102. (((int)z - (int)r->pos[2]) / 1024));
  103. if (sector > -1)
  104. {
  105. s = r->sectors[sector];
  106. if (!s)
  107. return -1;
  108. *floor = s->floor;
  109. *ceiling = s->ceiling;
  110. }
  111. return sector;
  112. }
  113. int World::getSector(int room, float x, float z)
  114. {
  115. int sector;
  116. room_mesh_t *r;
  117. r = mRooms[room];
  118. if (!r)
  119. {
  120. return -1;
  121. }
  122. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  123. (((int)z - (int)r->pos[2]) / 1024));
  124. if (sector < 0)
  125. {
  126. return -1;
  127. }
  128. return sector;
  129. }
  130. unsigned int World::getRoomInfo(int room)
  131. {
  132. room_mesh_t *r;
  133. r = mRooms[room];
  134. if (!r)
  135. {
  136. return 0;
  137. }
  138. return r->flags;
  139. }
  140. bool World::isWall(int room, int sector)
  141. {
  142. room_mesh_t *r;
  143. sector_t *sect;
  144. r = mRooms[room];
  145. if (!r)
  146. {
  147. return true;
  148. }
  149. sect = r->sectors[sector];
  150. if (!sect)
  151. {
  152. return true;
  153. }
  154. return (sector > 0 && sect->wall);
  155. }
  156. bool World::getHeightAtPosition(int index, float x, float *y, float z)
  157. {
  158. room_mesh_t *room = mRooms[index];
  159. #ifdef OBSOLETE_USING_BOXES
  160. unsigned int i;
  161. float zmax, xmax, zmin, xmin;
  162. if (!room)
  163. {
  164. return false;
  165. }
  166. // Mongoose 2002.08.14, It's 0302 - give me a fucking break --
  167. // this works albeit poorly =)
  168. for (i = 0; (int)i < room->num_boxes; ++i)
  169. {
  170. xmax = room->boxes[i].c.pos[0];
  171. xmin = room->boxes[i].a.pos[0];
  172. zmax = room->boxes[i].c.pos[2];
  173. zmin = room->boxes[i].a.pos[2];
  174. if (x < xmax && x > xmin && z < zmax && z > zmin)
  175. {
  176. //printf("%f %f %f %f\n", xmax, xmin, zmax, zmin);
  177. *y = room->boxes[i].a.pos[1]; // hhmm...room->pos[1] +
  178. return true;
  179. }
  180. }
  181. return false;
  182. #else
  183. int sector;
  184. sector_t *sect;
  185. if (!room)
  186. {
  187. return false;
  188. }
  189. // Mongoose 2002.08.14, Remember sector_z is width of sector array
  190. sector = getSector(index, x, z);
  191. sect = room->sectors[sector];
  192. if (!sect)
  193. {
  194. return true;
  195. }
  196. *y = sect->floor;
  197. return true;
  198. #endif
  199. }
  200. // Temp methods for rendering use until more refactoring is done
  201. #ifdef BAD_BLOOD
  202. model_mesh_t *World::getMesh(int index)
  203. {
  204. return mMeshes[index];
  205. }
  206. skeletal_model_t *World::getModel(int index)
  207. {
  208. return mModels[index];
  209. }
  210. room_mesh_t *World::getRoom(int index)
  211. {
  212. return mRooms[index];
  213. }
  214. Vector<entity_t *> *World::getEntities()
  215. {
  216. return &mEntities;
  217. }
  218. Vector<sprite_seq_t *> *World::getSprites()
  219. {
  220. return &mSprites;
  221. }
  222. Vector<room_mesh_t *> *World::getRooms()
  223. {
  224. return &mRooms;
  225. }
  226. #endif
  227. ////////////////////////////////////////////////////////////
  228. // Public Mutators
  229. ////////////////////////////////////////////////////////////
  230. void World::setFlag(WorldFlag flag)
  231. {
  232. mFlags |= flag;
  233. }
  234. void World::clearFlag(WorldFlag flag)
  235. {
  236. mFlags |= flag;
  237. mFlags ^= flag;
  238. }
  239. void World::destroy()
  240. {
  241. // Add some locking to check use state first
  242. if (!mClearLock)
  243. {
  244. clear();
  245. }
  246. }
  247. void World::addRoom(room_mesh_t *room)
  248. {
  249. mClearLock = false;
  250. mRooms.pushBack(room);
  251. }
  252. void World::addMesh(model_mesh_t *mesh)
  253. {
  254. if (mesh)
  255. {
  256. mClearLock = false;
  257. mMeshes.pushBack(mesh);
  258. }
  259. }
  260. void World::addEntity(entity_t *e)
  261. {
  262. if (e)
  263. {
  264. mClearLock = false;
  265. e->master = 0x0;
  266. e->moveType = worldMoveType_walk; // Walk
  267. e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
  268. mEntities.pushBack(e);
  269. }
  270. }
  271. int World::addModel(skeletal_model_t *model)
  272. {
  273. if (model)
  274. {
  275. mClearLock = false;
  276. mModels.pushBack(model);
  277. return mModels.end();
  278. }
  279. return -1;
  280. }
  281. void World::addSprite(sprite_seq_t *sprite)
  282. {
  283. if (sprite)
  284. {
  285. mClearLock = false;
  286. mSprites.pushBack(sprite);
  287. }
  288. }
  289. void World::moveEntity(entity_t *e, char movement)
  290. {
  291. const float moved = 180.0f;
  292. const float testd = 220.0f;
  293. const float camHeight = 8.0f;
  294. float x, y, z, pitch, h, floor, ceiling;
  295. int room, sector;
  296. bool wall;
  297. unsigned int roomFlags;
  298. if (!e)
  299. {
  300. return;
  301. }
  302. switch (e->moveType)
  303. {
  304. case worldMoveType_walkNoSwim:
  305. case worldMoveType_walk:
  306. pitch = 0.0f; // in the future pitch could control jump up blocks here
  307. break;
  308. case worldMoveType_noClipping:
  309. case worldMoveType_fly:
  310. case worldMoveType_swim:
  311. pitch = e->angles[2];
  312. break;
  313. }
  314. switch (movement)
  315. {
  316. case 'f':
  317. x = e->pos[0] + (testd * sinf(e->angles[1]));
  318. y = e->pos[1] + (testd * sinf(pitch));
  319. z = e->pos[2] + (testd * cosf(e->angles[1]));
  320. break;
  321. case 'b':
  322. x = e->pos[0] - (testd * sinf(e->angles[1]));
  323. y = e->pos[1] - (testd * sinf(pitch));
  324. z = e->pos[2] - (testd * cosf(e->angles[1]));
  325. break;
  326. case 'l':
  327. x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
  328. y = e->pos[1];
  329. z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
  330. break;
  331. case 'r':
  332. x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
  333. y = e->pos[1];
  334. z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
  335. break;
  336. default:
  337. return;
  338. }
  339. //room = getRoomByLocation(x, y, z);
  340. room = getRoomByLocation(e->room, x, y, z);
  341. if (room == -1) // Will we hit a portal?
  342. {
  343. #define ADJ_ROOM_CHECK
  344. #ifdef ADJ_ROOM_CHECK
  345. room = getAdjoiningRoom(e->room,
  346. e->pos[0], e->pos[1], e->pos[2],
  347. x, y, z);
  348. #else
  349. if (!mFlags & fEnableHopping)
  350. {
  351. mFlags |= fEnableHopping;
  352. room = getRoomByLocation(e->room, x, y, z);
  353. printf("Hopped\n");
  354. mFlags ^= fEnableHopping;
  355. }
  356. //room = getRoomByLocation(x, y, z);
  357. #endif
  358. if (room > -1)
  359. {
  360. printf("Crossing from room %i to %i\n", e->room, room);
  361. }
  362. }
  363. roomFlags = getRoomInfo(room);
  364. sector = getSector(room, x, z, &floor, &ceiling);
  365. wall = isWall(room, sector);
  366. // If you're underwater you may want to swim =)
  367. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  368. if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
  369. {
  370. e->moveType = worldMoveType_swim;
  371. }
  372. // Don't swim on land
  373. if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
  374. {
  375. e->moveType = worldMoveType_walk;
  376. }
  377. // Mongoose 2002.09.02, Add check for room -> room transition
  378. // ( Only allow by movement between rooms by using portals )
  379. if (((e->moveType == worldMoveType_noClipping) ||
  380. (e->moveType == worldMoveType_fly) ||
  381. (e->moveType == worldMoveType_swim)) ||
  382. ((room > -1) && (!wall)))
  383. {
  384. e->room = room;
  385. switch (movement)
  386. {
  387. case 'f':
  388. x = e->pos[0] + (moved * sinf(e->angles[1]));
  389. y = e->pos[1] + (moved * sinf(pitch));
  390. z = e->pos[2] + (moved * cosf(e->angles[1]));
  391. break;
  392. case 'b':
  393. x = e->pos[0] - (moved * sinf(e->angles[1]));
  394. y = e->pos[1] - (moved * sinf(pitch));
  395. z = e->pos[2] - (moved * cosf(e->angles[1]));
  396. break;
  397. case 'l':
  398. x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
  399. z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
  400. break;
  401. case 'r':
  402. x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
  403. z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
  404. break;
  405. }
  406. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  407. * to see if we need to switch rooms... man...
  408. */
  409. h = y;
  410. getHeightAtPosition(room, x, &h, z);
  411. switch (e->moveType)
  412. {
  413. case worldMoveType_fly:
  414. case worldMoveType_swim:
  415. #ifdef DIVE_GAP
  416. // Clips to top of water, waiting for DIVE event
  417. if (h < floor)
  418. e->pos[1] = floor;
  419. else if (h > ceiling)
  420. e->pos[1] = ceiling;
  421. else
  422. e->pos[1] = y;
  423. #endif
  424. // Don't fall out of world, avoid a movement that does
  425. if (h > y - camHeight)
  426. {
  427. e->pos[0] = x;
  428. e->pos[1] = y;
  429. e->pos[2] = z;
  430. }
  431. break;
  432. case worldMoveType_walk:
  433. case worldMoveType_walkNoSwim:
  434. y = e->pos[1]; // Override vector movement walking ( er, not pretty )
  435. // Now fake gravity
  436. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  437. //ddist = h - e->pos[1];
  438. // This is to force false gravity, by making camera stay on ground
  439. e->pos[1] = h; //roomFloor->bbox_min[1];
  440. // Check for camera below terrian and correct
  441. if (e->pos[1] < h - camHeight)
  442. {
  443. e->pos[1] = h - camHeight;
  444. }
  445. e->pos[0] = x;
  446. e->pos[2] = z;
  447. break;
  448. case worldMoveType_noClipping:
  449. e->pos[0] = x;
  450. e->pos[1] = y;
  451. e->pos[2] = z;
  452. }
  453. #ifdef OBSOLETE
  454. m_text->SetString(1,"Room %2i Sector %2i %sPos %.0f %.0f %.0f Yaw %.0f",
  455. room, sector,
  456. wall ? " Wall " : " ",
  457. e->pos[0], e->pos[1], e->pos[2], e->angles[1]);
  458. #endif
  459. }
  460. else
  461. {
  462. e->moving = false;
  463. return;
  464. }
  465. e->room = room;
  466. e->moving = true;
  467. }
  468. ////////////////////////////////////////////////////////////
  469. // Private Accessors
  470. ////////////////////////////////////////////////////////////
  471. ////////////////////////////////////////////////////////////
  472. // Private Mutators
  473. ////////////////////////////////////////////////////////////
  474. void World::clear()
  475. {
  476. room_mesh_t *room;
  477. model_mesh_t *mesh;
  478. sprite_seq_t *sprite;
  479. skeletal_model_t *model;
  480. bone_frame_t *boneframe;
  481. bone_tag_t *tag;
  482. animation_frame_t *animation;
  483. List<skeletal_model_t *> cache;
  484. mClearLock = true;
  485. mEntities.erase();
  486. for (mRooms.start(); mRooms.forward(); mRooms.next())
  487. {
  488. room = mRooms.current();
  489. if (room)
  490. {
  491. room->portals.erase();
  492. room->models.erase();
  493. room->sprites.erase();
  494. room->sectors.erase();
  495. room->boxes.erase();
  496. }
  497. }
  498. mRooms.erase();
  499. for (mMeshes.start(); mMeshes.forward(); mMeshes.next())
  500. {
  501. mesh = mMeshes.current();
  502. if (!mesh)
  503. continue;
  504. for (mesh->texturedTriangles.start();
  505. mesh->texturedTriangles.forward();
  506. mesh->texturedTriangles.next())
  507. {
  508. if (mesh->texturedTriangles.current())
  509. delete mesh->texturedTriangles.current();
  510. }
  511. for (mesh->coloredTriangles.start(); mesh->coloredTriangles.forward();
  512. mesh->coloredTriangles.next())
  513. {
  514. if (mesh->coloredTriangles.current())
  515. delete mesh->coloredTriangles.current();
  516. }
  517. for (mesh->texturedRectangles.start();
  518. mesh->texturedRectangles.forward();
  519. mesh->texturedRectangles.next())
  520. {
  521. if (mesh->texturedRectangles.current())
  522. delete mesh->texturedRectangles.current();
  523. }
  524. for (mesh->coloredRectangles.start(); mesh->coloredRectangles.forward();
  525. mesh->coloredRectangles.next())
  526. {
  527. if (mesh->coloredRectangles.current())
  528. delete mesh->coloredRectangles.current();
  529. }
  530. if (mesh->vertices)
  531. delete [] mesh->vertices;
  532. if (mesh->colors)
  533. delete [] mesh->colors;
  534. if (mesh->normals)
  535. delete [] mesh->normals;
  536. delete mesh;
  537. }
  538. mMeshes.clear();
  539. for (mSprites.start(); mSprites.forward(); mSprites.next())
  540. {
  541. sprite = mSprites.current();
  542. if (!sprite)
  543. continue;
  544. if (sprite->sprite)
  545. delete [] sprite->sprite;
  546. delete sprite;
  547. }
  548. mSprites.clear();
  549. for (mModels.start(); mModels.forward(); mModels.next())
  550. {
  551. model = mModels.current();
  552. if (!model)
  553. continue;
  554. // No smart pointers, so skip if deleted once =)
  555. if (!cache.SearchKey(model))
  556. {
  557. cache.Add(model);
  558. }
  559. else
  560. {
  561. continue;
  562. }
  563. for (model->animation.start(); model->animation.forward();
  564. model->animation.next())
  565. {
  566. animation = model->animation.current();
  567. if (!animation)
  568. continue;
  569. for (animation->frame.start(); animation->frame.forward();
  570. animation->frame.next())
  571. {
  572. boneframe = animation->frame.current();
  573. if (!boneframe)
  574. continue;
  575. for (boneframe->tag.start(); boneframe->tag.forward();
  576. boneframe->tag.next())
  577. {
  578. tag = boneframe->tag.current();
  579. if (!tag)
  580. continue;
  581. delete tag;
  582. }
  583. delete boneframe;
  584. }
  585. delete animation;
  586. }
  587. delete model;
  588. }
  589. mModels.clear();
  590. }