/*! * \file src/World.cpp * \brief The game world (model) * * \author Mongoose */ #include #include #include "global.h" #include "World.h" World::~World() { destroy(); } // Temp methods for rendering use until more refactoring is done model_mesh_t *World::getMesh(int index) { return mMeshes[index]; } void World::addMesh(model_mesh_t *mesh) { if (mesh) mMeshes.push_back(mesh); } void World::addRoom(Room &room) { mRooms.push_back(&room); } unsigned int World::sizeRoom() { return mRooms.size(); } Room &World::getRoom(unsigned int index) { assert(index < mRooms.size()); return *mRooms.at(index); } void World::addSprite(SpriteSequence &sprite) { mSprites.push_back(&sprite); } unsigned int World::sizeSprite() { return mSprites.size(); } SpriteSequence &World::getSprite(unsigned int index) { assert(index < mSprites.size()); return *mSprites.at(index); } void World::addEntity(Entity &entity) { mEntities.push_back(&entity); } unsigned int World::sizeEntity() { return mEntities.size(); } Entity &World::getEntity(unsigned int index) { assert(index < mEntities.size()); return *mEntities.at(index); } void World::addSkeletalModel(SkeletalModel &model) { mModels.push_back(&model); } unsigned int World::sizeSkeletalModel() { return mModels.size(); } SkeletalModel &World::getSkeletalModel(unsigned int index) { assert(index < mModels.size()); return *mModels.at(index); } int World::getRoomByLocation(int index, float x, float y, float z) { assert(index >= 0); assert(index < (int)mRooms.size()); Room &room = *mRooms.at(index); if (room.getBoundingBox().inBox(x, y, z)) return index; else return getRoomByLocation(x, y, z); } int World::getRoomByLocation(float x, float y, float z) { int hop = -1; for (unsigned int i = 0; i < mRooms.size(); i++) { if (mRooms.at(i)->getBoundingBox().inBoxPlane(x, z)) { if (mRooms.at(i)->getBoundingBox().inBox(x, y, z)) return i; else hop = i; // This room is above or below current position } } return hop; } int World::getAdjoiningRoom(int index, float x, float y, float z, float x2, float y2, float z2) { assert(index >= 0); assert(index < (int)mRooms.size()); Room &room = *mRooms.at(index); vec3_t intersect, p1, p2; vec3_t vertices[4]; p1[0] = x; p1[1] = y; p1[2] = z; p2[0] = x2; p2[1] = y2; p2[2] = z2; for (unsigned int i = 0; i < room.sizePortals(); i++) { room.getPortal(i).getVertices(vertices); if (intersectionLinePolygon(intersect, p1, p2, //4, vertices)) return room.getPortal(i).getAdjoiningRoom(); } return -1; } int World::getSector(int room, float x, float z, float *floor, float *ceiling) { assert(room >= 0); assert(room < (int)mRooms.size()); assert(floor != NULL); assert(ceiling != NULL); int sector = getSector(room, x, z); if ((sector >= 0) && (sector < (int)mRooms.at(room)->sizeSectors())) { *floor = mRooms.at(room)->getSector(sector).getFloor(); *ceiling = mRooms.at(room)->getSector(sector).getCeiling(); } return sector; } int World::getSector(int room, float x, float z) { assert(room >= 0); assert(room < (int)mRooms.size()); vec3_t pos; mRooms.at(room)->getPos(pos); int sector = (((((int)x - (int)pos[0]) / 1024) * mRooms.at(room)->getNumZSectors()) + (((int)z - (int)pos[2]) / 1024)); if (sector < 0) return -1; return sector; } unsigned int World::getRoomInfo(int room) { assert(room >= 0); assert(room < (int)mRooms.size()); return mRooms.at(room)->getFlags(); } bool World::isWall(int room, int sector) { assert(room >= 0); assert(room < (int)mRooms.size()); assert(sector >= 0); assert(sector < (int)mRooms.at(room)->sizeSectors()); //! \fixme is (sector > 0) correct?? return ((sector > 0) && mRooms.at(room)->getSector(sector).isWall()); } void World::getHeightAtPosition(int index, float x, float *y, float z) { assert(index >= 0); assert(index < (int)mRooms.size()); int sector = getSector(index, x, z); if ((sector >= 0) && (sector < (int)mRooms.at(index)->sizeSectors())) *y = mRooms.at(index)->getSector(sector).getFloor(); } void World::destroy() { for (unsigned int i = 0; i != mRooms.size(); i++) delete mRooms[i]; mRooms.clear(); for (unsigned int i = 0; i != mSprites.size(); i++) delete mSprites[i]; mSprites.clear(); for (unsigned int i = 0; i != mEntities.size(); i++) delete mEntities[i]; mEntities.clear(); for (unsigned int i = 0; i != mModels.size(); i++) delete mModels[i]; mModels.clear(); for (std::vector::size_type i = 0; i != mMeshes.size(); i++) { model_mesh_t *mesh = mMeshes[i]; if (!mesh) continue; for (std::vector::size_type j = 0; j != mesh->texturedTriangles.size(); j++) { if (mesh->texturedTriangles[j]) delete mesh->texturedTriangles[j]; } for (std::vector::size_type j = 0; j != mesh->coloredTriangles.size(); j++) { if (mesh->coloredTriangles[j]) delete mesh->coloredTriangles[j]; } for (std::vector::size_type j = 0; j != mesh->texturedRectangles.size(); j++) { if (mesh->texturedRectangles[j]) delete mesh->texturedRectangles[j]; } for (std::vector::size_type j = 0; j != mesh->coloredRectangles.size(); j++) { if (mesh->coloredRectangles[j]) delete mesh->coloredRectangles[j]; } if (mesh->vertices) delete [] mesh->vertices; if (mesh->colors) delete [] mesh->colors; if (mesh->normals) delete [] mesh->normals; delete mesh; } mMeshes.clear(); }