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. }
  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. if (mFlags & fEnableHopping)
  59. return hop;
  60. return -1;
  61. }
  62. int World::getAdjoiningRoom(int index,
  63. float x, float y, float z,
  64. float x2, float y2, float z2)
  65. {
  66. room_mesh_t *room = mRooms[index];
  67. portal_t * portal;
  68. vec3_t intersect, p1, p2;
  69. p1[0] = x; p1[1] = y; p1[2] = z;
  70. p2[0] = x2; p2[1] = y2; p2[2] = z2;
  71. if (room)
  72. {
  73. for(std::vector<int>::size_type i = 0; i != room->portals.size(); i++)
  74. {
  75. portal = room->portals[i];
  76. if (!portal)
  77. continue;
  78. if (intersectionLinePolygon(intersect, p1, p2, // 4,
  79. portal->vertices))
  80. {
  81. return portal->adjoining_room;
  82. }
  83. }
  84. }
  85. return -1;
  86. }
  87. int World::getSector(int room, float x, float z, float *floor, float *ceiling)
  88. {
  89. room_mesh_t *r;
  90. sector_t * s;
  91. int sector;
  92. r = mRooms[room];
  93. if (!r)
  94. return -1;
  95. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  96. (((int)z - (int)r->pos[2]) / 1024));
  97. if (sector > -1)
  98. {
  99. s = r->sectors[sector];
  100. if (!s)
  101. return -1;
  102. *floor = s->floor;
  103. *ceiling = s->ceiling;
  104. }
  105. return sector;
  106. }
  107. int World::getSector(int room, float x, float z)
  108. {
  109. int sector;
  110. room_mesh_t *r;
  111. r = mRooms[room];
  112. if (!r)
  113. {
  114. return -1;
  115. }
  116. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  117. (((int)z - (int)r->pos[2]) / 1024));
  118. if (sector < 0)
  119. {
  120. return -1;
  121. }
  122. return sector;
  123. }
  124. unsigned int World::getRoomInfo(int room)
  125. {
  126. room_mesh_t *r;
  127. r = mRooms[room];
  128. if (!r)
  129. {
  130. return 0;
  131. }
  132. return r->flags;
  133. }
  134. bool World::isWall(int room, int sector)
  135. {
  136. room_mesh_t *r;
  137. sector_t *sect;
  138. r = mRooms[room];
  139. if (!r)
  140. {
  141. return true;
  142. }
  143. sect = r->sectors[sector];
  144. if (!sect)
  145. {
  146. return true;
  147. }
  148. return (sector > 0 && sect->wall);
  149. }
  150. bool World::getHeightAtPosition(int index, float x, float *y, float z)
  151. {
  152. room_mesh_t *room = mRooms[index];
  153. #ifdef OBSOLETE_USING_BOXES
  154. unsigned int i;
  155. float zmax, xmax, zmin, xmin;
  156. if (!room)
  157. {
  158. return false;
  159. }
  160. // Mongoose 2002.08.14, It's 0302 - give me a fucking break --
  161. // this works albeit poorly =)
  162. for (i = 0; (int)i < room->num_boxes; ++i)
  163. {
  164. xmax = room->boxes[i].c.pos[0];
  165. xmin = room->boxes[i].a.pos[0];
  166. zmax = room->boxes[i].c.pos[2];
  167. zmin = room->boxes[i].a.pos[2];
  168. if (x < xmax && x > xmin && z < zmax && z > zmin)
  169. {
  170. //printf("%f %f %f %f\n", xmax, xmin, zmax, zmin);
  171. *y = room->boxes[i].a.pos[1]; // hhmm...room->pos[1] +
  172. return true;
  173. }
  174. }
  175. return false;
  176. #else
  177. int sector;
  178. sector_t *sect;
  179. if (!room)
  180. {
  181. return false;
  182. }
  183. // Mongoose 2002.08.14, Remember sector_z is width of sector array
  184. sector = getSector(index, x, z);
  185. sect = room->sectors[sector];
  186. if (!sect)
  187. {
  188. return true;
  189. }
  190. *y = sect->floor;
  191. return true;
  192. #endif
  193. }
  194. // Temp methods for rendering use until more refactoring is done
  195. #ifdef BAD_BLOOD
  196. model_mesh_t *World::getMesh(int index)
  197. {
  198. return mMeshes[index];
  199. }
  200. skeletal_model_t *World::getModel(int index)
  201. {
  202. return mModels[index];
  203. }
  204. room_mesh_t *World::getRoom(int index)
  205. {
  206. return mRooms[index];
  207. }
  208. std::vector<entity_t *> *World::getEntities()
  209. {
  210. return &mEntities;
  211. }
  212. std::vector<sprite_seq_t *> *World::getSprites()
  213. {
  214. return &mSprites;
  215. }
  216. std::vector<room_mesh_t *> *World::getRooms()
  217. {
  218. return &mRooms;
  219. }
  220. #endif
  221. ////////////////////////////////////////////////////////////
  222. // Public Mutators
  223. ////////////////////////////////////////////////////////////
  224. void World::setFlag(WorldFlag flag)
  225. {
  226. mFlags |= flag;
  227. }
  228. void World::clearFlag(WorldFlag flag)
  229. {
  230. mFlags |= flag;
  231. mFlags ^= flag;
  232. }
  233. void World::destroy()
  234. {
  235. // Add some locking to check use state first
  236. if (!mClearLock)
  237. {
  238. clear();
  239. }
  240. }
  241. void World::addRoom(room_mesh_t *room)
  242. {
  243. mClearLock = false;
  244. mRooms.push_back(room);
  245. }
  246. void World::addMesh(model_mesh_t *mesh)
  247. {
  248. if (mesh)
  249. {
  250. mClearLock = false;
  251. mMeshes.push_back(mesh);
  252. }
  253. }
  254. void World::addEntity(entity_t *e)
  255. {
  256. if (e)
  257. {
  258. mClearLock = false;
  259. e->master = 0x0;
  260. e->moveType = worldMoveType_walk; // Walk
  261. e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
  262. mEntities.push_back(e);
  263. }
  264. }
  265. int World::addModel(skeletal_model_t *model)
  266. {
  267. if (model)
  268. {
  269. mClearLock = false;
  270. mModels.push_back(model);
  271. return mModels.size() - 1;
  272. }
  273. return -1;
  274. }
  275. void World::addSprite(sprite_seq_t *sprite)
  276. {
  277. if (sprite)
  278. {
  279. mClearLock = false;
  280. mSprites.push_back(sprite);
  281. }
  282. }
  283. void World::moveEntity(entity_t *e, char movement)
  284. {
  285. const float moved = 180.0f;
  286. const float testd = 220.0f;
  287. const float camHeight = 8.0f;
  288. float x, y, z, pitch, h, floor, ceiling;
  289. int room, sector;
  290. bool wall;
  291. unsigned int roomFlags;
  292. if (!e)
  293. {
  294. return;
  295. }
  296. switch (e->moveType)
  297. {
  298. case worldMoveType_walkNoSwim:
  299. case worldMoveType_walk:
  300. pitch = 0.0f; // in the future pitch could control jump up blocks here
  301. break;
  302. case worldMoveType_noClipping:
  303. case worldMoveType_fly:
  304. case worldMoveType_swim:
  305. pitch = e->angles[2];
  306. break;
  307. }
  308. switch (movement)
  309. {
  310. case 'f':
  311. x = e->pos[0] + (testd * sinf(e->angles[1]));
  312. y = e->pos[1] + (testd * sinf(pitch));
  313. z = e->pos[2] + (testd * cosf(e->angles[1]));
  314. break;
  315. case 'b':
  316. x = e->pos[0] - (testd * sinf(e->angles[1]));
  317. y = e->pos[1] - (testd * sinf(pitch));
  318. z = e->pos[2] - (testd * cosf(e->angles[1]));
  319. break;
  320. case 'l':
  321. x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
  322. y = e->pos[1];
  323. z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
  324. break;
  325. case 'r':
  326. x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
  327. y = e->pos[1];
  328. z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
  329. break;
  330. default:
  331. return;
  332. }
  333. //room = getRoomByLocation(x, y, z);
  334. room = getRoomByLocation(e->room, x, y, z);
  335. if (room == -1) // Will we hit a portal?
  336. {
  337. #define ADJ_ROOM_CHECK
  338. #ifdef ADJ_ROOM_CHECK
  339. room = getAdjoiningRoom(e->room,
  340. e->pos[0], e->pos[1], e->pos[2],
  341. x, y, z);
  342. #else
  343. if (!mFlags & fEnableHopping)
  344. {
  345. mFlags |= fEnableHopping;
  346. room = getRoomByLocation(e->room, x, y, z);
  347. printf("Hopped\n");
  348. mFlags ^= fEnableHopping;
  349. }
  350. //room = getRoomByLocation(x, y, z);
  351. #endif
  352. if (room > -1)
  353. {
  354. printf("Crossing from room %i to %i\n", e->room, room);
  355. }
  356. }
  357. roomFlags = getRoomInfo(room);
  358. sector = getSector(room, x, z, &floor, &ceiling);
  359. wall = isWall(room, sector);
  360. // If you're underwater you may want to swim =)
  361. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  362. if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
  363. {
  364. e->moveType = worldMoveType_swim;
  365. }
  366. // Don't swim on land
  367. if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
  368. {
  369. e->moveType = worldMoveType_walk;
  370. }
  371. // Mongoose 2002.09.02, Add check for room -> room transition
  372. // ( Only allow by movement between rooms by using portals )
  373. if (((e->moveType == worldMoveType_noClipping) ||
  374. (e->moveType == worldMoveType_fly) ||
  375. (e->moveType == worldMoveType_swim)) ||
  376. ((room > -1) && (!wall)))
  377. {
  378. e->room = room;
  379. switch (movement)
  380. {
  381. case 'f':
  382. x = e->pos[0] + (moved * sinf(e->angles[1]));
  383. y = e->pos[1] + (moved * sinf(pitch));
  384. z = e->pos[2] + (moved * cosf(e->angles[1]));
  385. break;
  386. case 'b':
  387. x = e->pos[0] - (moved * sinf(e->angles[1]));
  388. y = e->pos[1] - (moved * sinf(pitch));
  389. z = e->pos[2] - (moved * cosf(e->angles[1]));
  390. break;
  391. case 'l':
  392. x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
  393. z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
  394. break;
  395. case 'r':
  396. x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
  397. z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
  398. break;
  399. }
  400. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  401. * to see if we need to switch rooms... man...
  402. */
  403. h = y;
  404. getHeightAtPosition(room, x, &h, z);
  405. switch (e->moveType)
  406. {
  407. case worldMoveType_fly:
  408. case worldMoveType_swim:
  409. #ifdef DIVE_GAP
  410. // Clips to top of water, waiting for DIVE event
  411. if (h < floor)
  412. e->pos[1] = floor;
  413. else if (h > ceiling)
  414. e->pos[1] = ceiling;
  415. else
  416. e->pos[1] = y;
  417. #endif
  418. // Don't fall out of world, avoid a movement that does
  419. if (h > y - camHeight)
  420. {
  421. e->pos[0] = x;
  422. e->pos[1] = y;
  423. e->pos[2] = z;
  424. }
  425. break;
  426. case worldMoveType_walk:
  427. case worldMoveType_walkNoSwim:
  428. y = e->pos[1]; // Override vector movement walking ( er, not pretty )
  429. // Now fake gravity
  430. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  431. //ddist = h - e->pos[1];
  432. // This is to force false gravity, by making camera stay on ground
  433. e->pos[1] = h; //roomFloor->bbox_min[1];
  434. // Check for camera below terrian and correct
  435. if (e->pos[1] < h - camHeight)
  436. {
  437. e->pos[1] = h - camHeight;
  438. }
  439. e->pos[0] = x;
  440. e->pos[2] = z;
  441. break;
  442. case worldMoveType_noClipping:
  443. e->pos[0] = x;
  444. e->pos[1] = y;
  445. e->pos[2] = z;
  446. }
  447. #ifdef OBSOLETE
  448. m_text->SetString(1,"Room %2i Sector %2i %sPos %.0f %.0f %.0f Yaw %.0f",
  449. room, sector,
  450. wall ? " Wall " : " ",
  451. e->pos[0], e->pos[1], e->pos[2], e->angles[1]);
  452. #endif
  453. }
  454. else
  455. {
  456. e->moving = false;
  457. return;
  458. }
  459. e->room = room;
  460. e->moving = true;
  461. }
  462. ////////////////////////////////////////////////////////////
  463. // Private Accessors
  464. ////////////////////////////////////////////////////////////
  465. ////////////////////////////////////////////////////////////
  466. // Private Mutators
  467. ////////////////////////////////////////////////////////////
  468. void World::clear()
  469. {
  470. room_mesh_t *room;
  471. model_mesh_t *mesh;
  472. sprite_seq_t *sprite;
  473. skeletal_model_t *model;
  474. bone_frame_t *boneframe;
  475. bone_tag_t *tag;
  476. animation_frame_t *animation;
  477. std::list<skeletal_model_t *> cache;
  478. mClearLock = true;
  479. for (std::vector<int>::size_type i = 0; i != mEntities.size(); i++)
  480. delete mEntities[i];
  481. mEntities.clear();
  482. for (std::vector<int>::size_type i = 0; i != mRooms.size(); i++) {
  483. room = mRooms[i];
  484. if (room) {
  485. for (std::vector<int>::size_type j = 0; j != room->portals.size(); j++)
  486. delete room->portals[i];
  487. room->portals.clear();
  488. for (std::vector<int>::size_type j = 0; j != room->models.size(); j++)
  489. delete room->models[i];
  490. room->models.clear();
  491. for (std::vector<int>::size_type j = 0; j != room->sprites.size(); j++)
  492. delete room->sprites[i];
  493. room->sprites.clear();
  494. for (std::vector<int>::size_type j = 0; j != room->sectors.size(); j++)
  495. delete room->sectors[i];
  496. room->sectors.clear();
  497. for (std::vector<int>::size_type j = 0; j != room->boxes.size(); j++)
  498. delete room->boxes[i];
  499. room->boxes.clear();
  500. delete room;
  501. }
  502. }
  503. for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
  504. mesh = mMeshes[i];
  505. if (!mesh)
  506. continue;
  507. for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++)
  508. {
  509. if (mesh->texturedTriangles[j])
  510. delete mesh->texturedTriangles[j];
  511. }
  512. for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++)
  513. {
  514. if (mesh->coloredTriangles[j])
  515. delete mesh->coloredTriangles[j];
  516. }
  517. for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++)
  518. {
  519. if (mesh->texturedRectangles[j])
  520. delete mesh->texturedRectangles[j];
  521. }
  522. for (std::vector<int>::size_type j = 0; j != mesh->coloredRectangles.size(); j++)
  523. {
  524. if (mesh->coloredRectangles[j])
  525. delete mesh->coloredRectangles[j];
  526. }
  527. if (mesh->vertices)
  528. delete [] mesh->vertices;
  529. if (mesh->colors)
  530. delete [] mesh->colors;
  531. if (mesh->normals)
  532. delete [] mesh->normals;
  533. delete mesh;
  534. }
  535. mMeshes.clear();
  536. for (std::vector<int>::size_type i = 0; i != mSprites.size(); i++)
  537. {
  538. sprite = mSprites[i];
  539. if (!sprite)
  540. continue;
  541. if (sprite->sprite)
  542. delete [] sprite->sprite;
  543. delete sprite;
  544. }
  545. mSprites.clear();
  546. for (std::vector<int>::size_type i = 0; i != mModels.size(); i++)
  547. {
  548. model = mModels[i];
  549. if (!model)
  550. continue;
  551. // No smart pointers, so skip if deleted once =)
  552. bool found = false;
  553. for (std::list<skeletal_model_t *>::const_iterator iterator = cache.begin(), end = cache.end(); iterator != end; ++iterator) {
  554. if (model == *iterator) {
  555. found = true;
  556. break;
  557. }
  558. }
  559. if (!found)
  560. {
  561. cache.push_back(model);
  562. }
  563. else
  564. {
  565. continue;
  566. }
  567. for (std::vector<int>::size_type j = 0; j != model->animation.size(); j++)
  568. {
  569. animation = model->animation[j];
  570. if (!animation)
  571. continue;
  572. for (std::vector<int>::size_type k = 0; k != animation->frame.size(); k++)
  573. {
  574. boneframe = animation->frame[k];
  575. if (!boneframe)
  576. continue;
  577. for (std::vector<int>::size_type l = 0; l != boneframe->tag.size(); l++)
  578. {
  579. tag = boneframe->tag[l];
  580. if (!tag)
  581. continue;
  582. delete tag;
  583. }
  584. delete boneframe;
  585. }
  586. delete animation;
  587. }
  588. delete model;
  589. }
  590. mModels.clear();
  591. }