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- /*!
- * \file src/World.cpp
- * \brief The game world (model)
- *
- * \author Mongoose
- */
-
- #include <cstdio>
- #include <math.h>
- #include <assert.h>
-
- #include "World.h"
-
- World::~World()
- {
- destroy();
- }
-
-
- // Temp methods for rendering use until more refactoring is done
- #ifdef BAD_BLOOD
- model_mesh_t *World::getMesh(int index)
- {
- return mMeshes[index];
- }
-
- skeletal_model_t *World::getModel(int index)
- {
- return mModels[index];
- }
-
- room_mesh_t *World::getRoom(int index)
- {
- return mRooms[index];
- }
-
- std::vector<entity_t *> *World::getEntities()
- {
- return &mEntities;
- }
-
- std::vector<sprite_seq_t *> *World::getSprites()
- {
- return &mSprites;
- }
-
- std::vector<room_mesh_t *> *World::getRooms()
- {
- return &mRooms;
- }
-
- void World::addRoom(room_mesh_t *room)
- {
- mRooms.push_back(room);
- }
-
-
- void World::addMesh(model_mesh_t *mesh)
- {
- if (mesh)
- mMeshes.push_back(mesh);
- }
-
-
- void World::addEntity(entity_t *e)
- {
- if (e)
- {
- e->master = 0x0;
- e->moveType = worldMoveType_walk; // Walk
- e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
- mEntities.push_back(e);
- }
- }
-
-
- int World::addModel(skeletal_model_t *model)
- {
- if (model)
- {
- mModels.push_back(model);
- return mModels.size() - 1;
- }
-
- return -1;
- }
-
-
- void World::addSprite(sprite_seq_t *sprite)
- {
- if (sprite)
- mSprites.push_back(sprite);
- }
-
-
- void World::moveEntity(entity_t *e, char movement)
- {
- const float moved = 180.0f;
- const float testd = 220.0f;
- const float camHeight = 8.0f;
- float x, y, z, pitch, h, floor, ceiling;
- int room, sector;
- bool wall;
- unsigned int roomFlags;
-
-
- if (!e)
- {
- return;
- }
-
- switch (e->moveType)
- {
- case worldMoveType_walkNoSwim:
- case worldMoveType_walk:
- pitch = 0.0f; // in the future pitch could control jump up blocks here
- break;
-
- case worldMoveType_noClipping:
- case worldMoveType_fly:
- case worldMoveType_swim:
- pitch = e->angles[2];
- break;
- }
-
- switch (movement)
- {
- case 'f':
- x = e->pos[0] + (testd * sinf(e->angles[1]));
- y = e->pos[1] + (testd * sinf(pitch));
- z = e->pos[2] + (testd * cosf(e->angles[1]));
- break;
- case 'b':
- x = e->pos[0] - (testd * sinf(e->angles[1]));
- y = e->pos[1] - (testd * sinf(pitch));
- z = e->pos[2] - (testd * cosf(e->angles[1]));
- break;
- case 'l':
- x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
- y = e->pos[1];
- z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
- break;
- case 'r':
- x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
- y = e->pos[1];
- z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
- break;
- default:
- return;
- }
-
- //room = getRoomByLocation(x, y, z);
- room = getRoomByLocation(e->room, x, y, z);
-
- if (room == -1) // Will we hit a portal?
- {
- room = getAdjoiningRoom(e->room,
- e->pos[0], e->pos[1], e->pos[2],
- x, y, z);
-
- if (room > -1)
- {
- printf("Crossing from room %i to %i\n", e->room, room);
- } else {
- //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
- return;
- }
- }
-
- roomFlags = getRoomInfo(room);
- sector = getSector(room, x, z, &floor, &ceiling);
- wall = isWall(room, sector);
-
- // If you're underwater you may want to swim =)
- // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
- if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
- {
- e->moveType = worldMoveType_swim;
- }
-
- // Don't swim on land
- if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
- {
- e->moveType = worldMoveType_walk;
- }
-
- // Mongoose 2002.09.02, Add check for room -> room transition
- // ( Only allow by movement between rooms by using portals )
- if (((e->moveType == worldMoveType_noClipping) ||
- (e->moveType == worldMoveType_fly) ||
- (e->moveType == worldMoveType_swim)) ||
- ((room > -1) && (!wall)))
- {
- e->room = room;
-
- switch (movement)
- {
- case 'f':
- x = e->pos[0] + (moved * sinf(e->angles[1]));
- y = e->pos[1] + (moved * sinf(pitch));
- z = e->pos[2] + (moved * cosf(e->angles[1]));
- break;
- case 'b':
- x = e->pos[0] - (moved * sinf(e->angles[1]));
- y = e->pos[1] - (moved * sinf(pitch));
- z = e->pos[2] - (moved * cosf(e->angles[1]));
- break;
- case 'l':
- x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
- z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
- break;
- case 'r':
- x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
- z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
- break;
- }
-
- /*! \fixme Test for vector (move vector) / plane (portal) collision here
- * to see if we need to switch rooms... man...
- */
-
- h = y;
- getHeightAtPosition(room, x, &h, z);
-
- switch (e->moveType)
- {
- case worldMoveType_fly:
- case worldMoveType_swim:
- // Don't fall out of world, avoid a movement that does
- if (h > y - camHeight)
- {
- e->pos[0] = x;
- e->pos[1] = y;
- e->pos[2] = z;
- }
- break;
- case worldMoveType_walk:
- case worldMoveType_walkNoSwim:
- y = e->pos[1]; // Override vector movement walking ( er, not pretty )
-
- // Now fake gravity
- // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
-
- //ddist = h - e->pos[1];
-
- // This is to force false gravity, by making camera stay on ground
- e->pos[1] = h; //roomFloor->bbox_min[1];
-
- // Check for camera below terrian and correct
- if (e->pos[1] < h - camHeight)
- {
- e->pos[1] = h - camHeight;
- }
-
- e->pos[0] = x;
- e->pos[2] = z;
- break;
- case worldMoveType_noClipping:
- e->pos[0] = x;
- e->pos[1] = y;
- e->pos[2] = z;
- }
- }
- else
- {
- e->moving = false;
- return;
- }
-
- e->room = room;
- e->moving = true;
- }
-
- #else
-
- void World::addRoom(Room &room) {
- mRooms.push_back(&room);
- }
-
- void World::addSprite(SpriteSequence &sprite) {
- mSprites.push_back(&sprite);
- }
-
- #endif
-
-
- int World::getRoomByLocation(int index, float x, float y, float z)
- {
- room_mesh_t *room = mRooms[index];
-
- if (room)
- {
- if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
- z > room->bbox_min[2] && z < room->bbox_max[2])
- {
- if (y > room->bbox_min[1] && y < room->bbox_max[1])
- return index;
- }
- }
-
- return getRoomByLocation(x, y, z);
- }
-
-
- int World::getRoomByLocation(float x, float y, float z)
- {
- room_mesh_t *room;
- int hop = -1;
-
-
- for(std::vector<int>::size_type i = 0; i < mRooms.size(); i++)
- {
- room = mRooms[i];
-
- if (!room)
- continue;
-
- if ((x > room->bbox_min[0]) && (x < room->bbox_max[0]) &&
- (z > room->bbox_min[2]) && (z < room->bbox_max[2]))
- {
- // This room contains current position
- if ((y > room->bbox_min[1]) && (y < room->bbox_max[1]))
- return i;
-
- // This room is above or below current position
- hop = i;
- }
- }
-
- // Room is -1? Must be in void, try to hop to room with same X,Z
- return hop;
- //return -1;
- }
-
-
- int World::getAdjoiningRoom(int index,
- float x, float y, float z,
- float x2, float y2, float z2)
- {
- room_mesh_t *room = mRooms[index];
- portal_t * portal;
- vec3_t intersect, p1, p2;
-
-
- p1[0] = x; p1[1] = y; p1[2] = z;
- p2[0] = x2; p2[1] = y2; p2[2] = z2;
-
- if (room)
- {
- for(std::vector<int>::size_type i = 0; i != room->portals.size(); i++)
- {
- portal = room->portals[i];
-
- if (!portal)
- continue;
-
- if (intersectionLinePolygon(intersect, p1, p2, // 4,
- portal->vertices))
- {
- return portal->adjoining_room;
- }
- }
- }
-
- return -1;
- }
-
-
- int World::getSector(int room, float x, float z, float *floor, float *ceiling)
- {
- room_mesh_t *r;
- sector_t * s;
- int sector;
-
- assert(room >= 0);
- assert(floor != NULL);
- assert(ceiling != NULL);
-
- r = mRooms[room];
-
- if (!r)
- return -1;
-
- sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
- (((int)z - (int)r->pos[2]) / 1024));
-
- if (sector > -1)
- {
- s = r->sectors[sector];
-
- if (!s)
- return -1;
-
- *floor = s->floor;
- *ceiling = s->ceiling;
- }
-
- return sector;
- }
-
-
- int World::getSector(int room, float x, float z) {
- int sector;
- room_mesh_t *r;
-
- if ((room < 0) || (room >= (int)mRooms.size()))
- return -1;
-
- r = mRooms[room];
-
- if (!r)
- return -1;
-
- sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
- (((int)z - (int)r->pos[2]) / 1024));
-
- if (sector < 0)
- return -1;
-
- return sector;
- }
-
-
- unsigned int World::getRoomInfo(int room) {
- room_mesh_t *r;
-
- if ((room >= (int)mRooms.size()) || (room < 0))
- return 0;
-
- r = mRooms[room];
-
- if (!r)
- return 0;
-
- return r->flags;
- }
-
-
- bool World::isWall(int room, int sector) {
- room_mesh_t *r;
- sector_t *sect;
-
- if ((room >= (int)mRooms.size()) || (room < 0))
- return true;
-
- r = mRooms[room];
-
- if ((!r) || (sector >= (int)r->sectors.size()) || (sector < 0))
- return true;
-
- sect = r->sectors[sector];
-
- if (!sect)
- return true;
-
- return ((sector > 0) && sect->wall); //! \fixme is (sector > 0) correct??
- }
-
-
- bool World::getHeightAtPosition(int index, float x, float *y, float z)
- {
- room_mesh_t *room = mRooms[index];
- int sector;
- sector_t *sect;
-
- if (!room)
- {
- return false;
- }
-
- // Mongoose 2002.08.14, Remember sector_z is width of sector array
- sector = getSector(index, x, z);
-
- sect = room->sectors[sector];
-
- if (!sect)
- {
- return true;
- }
-
- *y = sect->floor;
-
- return true;
- }
-
-
- void World::destroy()
- {
- room_mesh_t *room;
- model_mesh_t *mesh;
- sprite_seq_t *sprite;
- skeletal_model_t *model;
- bone_frame_t *boneframe;
- bone_tag_t *tag;
- animation_frame_t *animation;
- std::list<skeletal_model_t *> cache;
-
- for (std::vector<int>::size_type i = 0; i != mEntities.size(); i++)
- delete mEntities[i];
- mEntities.clear();
-
- for (std::vector<int>::size_type i = 0; i != mRooms.size(); i++) {
- room = mRooms[i];
-
- if (room) {
- //! \fixme Causes "freeing already freed pointer" exceptions or EXEC_BAD_ACCESS
-
- //for (std::vector<int>::size_type j = 0; j != room->portals.size(); j++)
- // delete room->portals[i];
- room->portals.clear();
-
- //for (std::vector<int>::size_type j = 0; j != room->models.size(); j++)
- // delete room->models[i];
- room->models.clear();
-
- //for (std::vector<int>::size_type j = 0; j != room->sprites.size(); j++)
- // delete room->sprites[i];
- room->sprites.clear();
-
- //for (std::vector<int>::size_type j = 0; j != room->sectors.size(); j++)
- // delete room->sectors[i];
- room->sectors.clear();
-
- //for (std::vector<int>::size_type j = 0; j != room->boxes.size(); j++)
- // delete room->boxes[i];
- room->boxes.clear();
-
- delete room;
- }
- }
-
- for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
- mesh = mMeshes[i];
-
- if (!mesh)
- continue;
-
- for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++) {
- if (mesh->texturedTriangles[j])
- delete mesh->texturedTriangles[j];
- }
-
- for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++) {
- if (mesh->coloredTriangles[j])
- delete mesh->coloredTriangles[j];
- }
-
- for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++) {
- if (mesh->texturedRectangles[j])
- delete mesh->texturedRectangles[j];
- }
-
- for (std::vector<int>::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();
-
- for (std::vector<int>::size_type i = 0; i != mSprites.size(); i++) {
- sprite = mSprites[i];
-
- if (!sprite)
- continue;
-
- if (sprite->sprite)
- delete [] sprite->sprite;
-
- delete sprite;
- }
-
- mSprites.clear();
-
- for (std::vector<int>::size_type i = 0; i != mModels.size(); i++) {
- model = mModels[i];
-
- if (!model)
- continue;
-
- // No smart pointers, so skip if deleted once =)
- bool found = false;
- for (std::list<skeletal_model_t *>::const_iterator iterator = cache.begin(), end = cache.end(); iterator != end; ++iterator) {
- if (model == *iterator) {
- found = true;
- break;
- }
- }
-
- if (!found)
- cache.push_back(model);
- else
- continue;
-
- for (std::vector<int>::size_type j = 0; j != model->animation.size(); j++) {
- animation = model->animation[j];
-
- if (!animation)
- continue;
-
- for (std::vector<int>::size_type k = 0; k != animation->frame.size(); k++) {
- boneframe = animation->frame[k];
-
- if (!boneframe)
- continue;
-
- for (std::vector<int>::size_type l = 0; l != boneframe->tag.size(); l++) {
- tag = boneframe->tag[l];
-
- if (!tag)
- continue;
-
- delete tag;
- }
-
- delete boneframe;
- }
-
- delete animation;
- }
-
- delete model;
- }
-
- mModels.clear();
- }
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