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