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 <cstdio>
  8. #include <math.h>
  9. #include <assert.h>
  10. #include "World.h"
  11. World::~World()
  12. {
  13. destroy();
  14. }
  15. // Temp methods for rendering use until more refactoring is done
  16. #ifdef BAD_BLOOD
  17. model_mesh_t *World::getMesh(int index)
  18. {
  19. return mMeshes[index];
  20. }
  21. skeletal_model_t *World::getModel(int index)
  22. {
  23. return mModels[index];
  24. }
  25. room_mesh_t *World::getRoom(int index)
  26. {
  27. return mRooms[index];
  28. }
  29. std::vector<entity_t *> *World::getEntities()
  30. {
  31. return &mEntities;
  32. }
  33. std::vector<sprite_seq_t *> *World::getSprites()
  34. {
  35. return &mSprites;
  36. }
  37. std::vector<room_mesh_t *> *World::getRooms()
  38. {
  39. return &mRooms;
  40. }
  41. void World::addRoom(room_mesh_t *room)
  42. {
  43. mRooms.push_back(room);
  44. }
  45. void World::addMesh(model_mesh_t *mesh)
  46. {
  47. if (mesh)
  48. mMeshes.push_back(mesh);
  49. }
  50. void World::addEntity(entity_t *e)
  51. {
  52. if (e)
  53. {
  54. e->master = 0x0;
  55. e->moveType = worldMoveType_walk; // Walk
  56. e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
  57. mEntities.push_back(e);
  58. }
  59. }
  60. int World::addModel(skeletal_model_t *model)
  61. {
  62. if (model)
  63. {
  64. mModels.push_back(model);
  65. return mModels.size() - 1;
  66. }
  67. return -1;
  68. }
  69. void World::addSprite(sprite_seq_t *sprite)
  70. {
  71. if (sprite)
  72. mSprites.push_back(sprite);
  73. }
  74. void World::moveEntity(entity_t *e, char movement)
  75. {
  76. const float moved = 180.0f;
  77. const float testd = 220.0f;
  78. const float camHeight = 8.0f;
  79. float x, y, z, pitch, h, floor, ceiling;
  80. int room, sector;
  81. bool wall;
  82. unsigned int roomFlags;
  83. if (!e)
  84. {
  85. return;
  86. }
  87. switch (e->moveType)
  88. {
  89. case worldMoveType_walkNoSwim:
  90. case worldMoveType_walk:
  91. pitch = 0.0f; // in the future pitch could control jump up blocks here
  92. break;
  93. case worldMoveType_noClipping:
  94. case worldMoveType_fly:
  95. case worldMoveType_swim:
  96. pitch = e->angles[2];
  97. break;
  98. }
  99. switch (movement)
  100. {
  101. case 'f':
  102. x = e->pos[0] + (testd * sinf(e->angles[1]));
  103. y = e->pos[1] + (testd * sinf(pitch));
  104. z = e->pos[2] + (testd * cosf(e->angles[1]));
  105. break;
  106. case 'b':
  107. x = e->pos[0] - (testd * sinf(e->angles[1]));
  108. y = e->pos[1] - (testd * sinf(pitch));
  109. z = e->pos[2] - (testd * cosf(e->angles[1]));
  110. break;
  111. case 'l':
  112. x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
  113. y = e->pos[1];
  114. z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
  115. break;
  116. case 'r':
  117. x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
  118. y = e->pos[1];
  119. z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
  120. break;
  121. default:
  122. return;
  123. }
  124. //room = getRoomByLocation(x, y, z);
  125. room = getRoomByLocation(e->room, x, y, z);
  126. if (room == -1) // Will we hit a portal?
  127. {
  128. room = getAdjoiningRoom(e->room,
  129. e->pos[0], e->pos[1], e->pos[2],
  130. x, y, z);
  131. if (room > -1)
  132. {
  133. printf("Crossing from room %i to %i\n", e->room, room);
  134. } else {
  135. //! \fixme mRooms, sectors, ... are now std::vector, but often upper bound checks are missing
  136. return;
  137. }
  138. }
  139. roomFlags = getRoomInfo(room);
  140. sector = getSector(room, x, z, &floor, &ceiling);
  141. wall = isWall(room, sector);
  142. // If you're underwater you may want to swim =)
  143. // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
  144. if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
  145. {
  146. e->moveType = worldMoveType_swim;
  147. }
  148. // Don't swim on land
  149. if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
  150. {
  151. e->moveType = worldMoveType_walk;
  152. }
  153. // Mongoose 2002.09.02, Add check for room -> room transition
  154. // ( Only allow by movement between rooms by using portals )
  155. if (((e->moveType == worldMoveType_noClipping) ||
  156. (e->moveType == worldMoveType_fly) ||
  157. (e->moveType == worldMoveType_swim)) ||
  158. ((room > -1) && (!wall)))
  159. {
  160. e->room = room;
  161. switch (movement)
  162. {
  163. case 'f':
  164. x = e->pos[0] + (moved * sinf(e->angles[1]));
  165. y = e->pos[1] + (moved * sinf(pitch));
  166. z = e->pos[2] + (moved * cosf(e->angles[1]));
  167. break;
  168. case 'b':
  169. x = e->pos[0] - (moved * sinf(e->angles[1]));
  170. y = e->pos[1] - (moved * sinf(pitch));
  171. z = e->pos[2] - (moved * cosf(e->angles[1]));
  172. break;
  173. case 'l':
  174. x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
  175. z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
  176. break;
  177. case 'r':
  178. x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
  179. z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
  180. break;
  181. }
  182. /*! \fixme Test for vector (move vector) / plane (portal) collision here
  183. * to see if we need to switch rooms... man...
  184. */
  185. h = y;
  186. getHeightAtPosition(room, x, &h, z);
  187. switch (e->moveType)
  188. {
  189. case worldMoveType_fly:
  190. case worldMoveType_swim:
  191. // Don't fall out of world, avoid a movement that does
  192. if (h > y - camHeight)
  193. {
  194. e->pos[0] = x;
  195. e->pos[1] = y;
  196. e->pos[2] = z;
  197. }
  198. break;
  199. case worldMoveType_walk:
  200. case worldMoveType_walkNoSwim:
  201. y = e->pos[1]; // Override vector movement walking ( er, not pretty )
  202. // Now fake gravity
  203. // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
  204. //ddist = h - e->pos[1];
  205. // This is to force false gravity, by making camera stay on ground
  206. e->pos[1] = h; //roomFloor->bbox_min[1];
  207. // Check for camera below terrian and correct
  208. if (e->pos[1] < h - camHeight)
  209. {
  210. e->pos[1] = h - camHeight;
  211. }
  212. e->pos[0] = x;
  213. e->pos[2] = z;
  214. break;
  215. case worldMoveType_noClipping:
  216. e->pos[0] = x;
  217. e->pos[1] = y;
  218. e->pos[2] = z;
  219. }
  220. }
  221. else
  222. {
  223. e->moving = false;
  224. return;
  225. }
  226. e->room = room;
  227. e->moving = true;
  228. }
  229. #else
  230. void World::addRoom(Room &room) {
  231. mRooms.push_back(&room);
  232. }
  233. void World::addSprite(SpriteSequence &sprite) {
  234. mSprites.push_back(&sprite);
  235. }
  236. #endif
  237. int World::getRoomByLocation(int index, float x, float y, float z)
  238. {
  239. room_mesh_t *room = mRooms[index];
  240. if (room)
  241. {
  242. if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
  243. z > room->bbox_min[2] && z < room->bbox_max[2])
  244. {
  245. if (y > room->bbox_min[1] && y < room->bbox_max[1])
  246. return index;
  247. }
  248. }
  249. return getRoomByLocation(x, y, z);
  250. }
  251. int World::getRoomByLocation(float x, float y, float z)
  252. {
  253. room_mesh_t *room;
  254. int hop = -1;
  255. for(std::vector<int>::size_type i = 0; i < mRooms.size(); i++)
  256. {
  257. room = mRooms[i];
  258. if (!room)
  259. continue;
  260. if ((x > room->bbox_min[0]) && (x < room->bbox_max[0]) &&
  261. (z > room->bbox_min[2]) && (z < room->bbox_max[2]))
  262. {
  263. // This room contains current position
  264. if ((y > room->bbox_min[1]) && (y < room->bbox_max[1]))
  265. return i;
  266. // This room is above or below current position
  267. hop = i;
  268. }
  269. }
  270. // Room is -1? Must be in void, try to hop to room with same X,Z
  271. return hop;
  272. //return -1;
  273. }
  274. int World::getAdjoiningRoom(int index,
  275. float x, float y, float z,
  276. float x2, float y2, float z2)
  277. {
  278. room_mesh_t *room = mRooms[index];
  279. portal_t * portal;
  280. vec3_t intersect, p1, p2;
  281. p1[0] = x; p1[1] = y; p1[2] = z;
  282. p2[0] = x2; p2[1] = y2; p2[2] = z2;
  283. if (room)
  284. {
  285. for(std::vector<int>::size_type i = 0; i != room->portals.size(); i++)
  286. {
  287. portal = room->portals[i];
  288. if (!portal)
  289. continue;
  290. if (intersectionLinePolygon(intersect, p1, p2, // 4,
  291. portal->vertices))
  292. {
  293. return portal->adjoining_room;
  294. }
  295. }
  296. }
  297. return -1;
  298. }
  299. int World::getSector(int room, float x, float z, float *floor, float *ceiling)
  300. {
  301. room_mesh_t *r;
  302. sector_t * s;
  303. int sector;
  304. assert(room >= 0);
  305. assert(floor != NULL);
  306. assert(ceiling != NULL);
  307. r = mRooms[room];
  308. if (!r)
  309. return -1;
  310. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  311. (((int)z - (int)r->pos[2]) / 1024));
  312. if (sector > -1)
  313. {
  314. s = r->sectors[sector];
  315. if (!s)
  316. return -1;
  317. *floor = s->floor;
  318. *ceiling = s->ceiling;
  319. }
  320. return sector;
  321. }
  322. int World::getSector(int room, float x, float z) {
  323. int sector;
  324. room_mesh_t *r;
  325. if ((room < 0) || (room >= (int)mRooms.size()))
  326. return -1;
  327. r = mRooms[room];
  328. if (!r)
  329. return -1;
  330. sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
  331. (((int)z - (int)r->pos[2]) / 1024));
  332. if (sector < 0)
  333. return -1;
  334. return sector;
  335. }
  336. unsigned int World::getRoomInfo(int room) {
  337. room_mesh_t *r;
  338. if ((room >= (int)mRooms.size()) || (room < 0))
  339. return 0;
  340. r = mRooms[room];
  341. if (!r)
  342. return 0;
  343. return r->flags;
  344. }
  345. bool World::isWall(int room, int sector) {
  346. room_mesh_t *r;
  347. sector_t *sect;
  348. if ((room >= (int)mRooms.size()) || (room < 0))
  349. return true;
  350. r = mRooms[room];
  351. if ((!r) || (sector >= (int)r->sectors.size()) || (sector < 0))
  352. return true;
  353. sect = r->sectors[sector];
  354. if (!sect)
  355. return true;
  356. return ((sector > 0) && sect->wall); //! \fixme is (sector > 0) correct??
  357. }
  358. bool World::getHeightAtPosition(int index, float x, float *y, float z)
  359. {
  360. room_mesh_t *room = mRooms[index];
  361. int sector;
  362. sector_t *sect;
  363. if (!room)
  364. {
  365. return false;
  366. }
  367. // Mongoose 2002.08.14, Remember sector_z is width of sector array
  368. sector = getSector(index, x, z);
  369. sect = room->sectors[sector];
  370. if (!sect)
  371. {
  372. return true;
  373. }
  374. *y = sect->floor;
  375. return true;
  376. }
  377. void World::destroy()
  378. {
  379. room_mesh_t *room;
  380. model_mesh_t *mesh;
  381. sprite_seq_t *sprite;
  382. skeletal_model_t *model;
  383. bone_frame_t *boneframe;
  384. bone_tag_t *tag;
  385. animation_frame_t *animation;
  386. std::list<skeletal_model_t *> cache;
  387. for (std::vector<int>::size_type i = 0; i != mEntities.size(); i++)
  388. delete mEntities[i];
  389. mEntities.clear();
  390. for (std::vector<int>::size_type i = 0; i != mRooms.size(); i++) {
  391. room = mRooms[i];
  392. if (room) {
  393. //! \fixme Causes "freeing already freed pointer" exceptions or EXEC_BAD_ACCESS
  394. //for (std::vector<int>::size_type j = 0; j != room->portals.size(); j++)
  395. // delete room->portals[i];
  396. room->portals.clear();
  397. //for (std::vector<int>::size_type j = 0; j != room->models.size(); j++)
  398. // delete room->models[i];
  399. room->models.clear();
  400. //for (std::vector<int>::size_type j = 0; j != room->sprites.size(); j++)
  401. // delete room->sprites[i];
  402. room->sprites.clear();
  403. //for (std::vector<int>::size_type j = 0; j != room->sectors.size(); j++)
  404. // delete room->sectors[i];
  405. room->sectors.clear();
  406. //for (std::vector<int>::size_type j = 0; j != room->boxes.size(); j++)
  407. // delete room->boxes[i];
  408. room->boxes.clear();
  409. delete room;
  410. }
  411. }
  412. for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
  413. mesh = mMeshes[i];
  414. if (!mesh)
  415. continue;
  416. for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++) {
  417. if (mesh->texturedTriangles[j])
  418. delete mesh->texturedTriangles[j];
  419. }
  420. for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++) {
  421. if (mesh->coloredTriangles[j])
  422. delete mesh->coloredTriangles[j];
  423. }
  424. for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++) {
  425. if (mesh->texturedRectangles[j])
  426. delete mesh->texturedRectangles[j];
  427. }
  428. for (std::vector<int>::size_type j = 0; j != mesh->coloredRectangles.size(); j++) {
  429. if (mesh->coloredRectangles[j])
  430. delete mesh->coloredRectangles[j];
  431. }
  432. if (mesh->vertices)
  433. delete [] mesh->vertices;
  434. if (mesh->colors)
  435. delete [] mesh->colors;
  436. if (mesh->normals)
  437. delete [] mesh->normals;
  438. delete mesh;
  439. }
  440. mMeshes.clear();
  441. for (std::vector<int>::size_type i = 0; i != mSprites.size(); i++) {
  442. sprite = mSprites[i];
  443. if (!sprite)
  444. continue;
  445. if (sprite->sprite)
  446. delete [] sprite->sprite;
  447. delete sprite;
  448. }
  449. mSprites.clear();
  450. for (std::vector<int>::size_type i = 0; i != mModels.size(); i++) {
  451. model = mModels[i];
  452. if (!model)
  453. continue;
  454. // No smart pointers, so skip if deleted once =)
  455. bool found = false;
  456. for (std::list<skeletal_model_t *>::const_iterator iterator = cache.begin(), end = cache.end(); iterator != end; ++iterator) {
  457. if (model == *iterator) {
  458. found = true;
  459. break;
  460. }
  461. }
  462. if (!found)
  463. cache.push_back(model);
  464. else
  465. continue;
  466. for (std::vector<int>::size_type j = 0; j != model->animation.size(); j++) {
  467. animation = model->animation[j];
  468. if (!animation)
  469. continue;
  470. for (std::vector<int>::size_type k = 0; k != animation->frame.size(); k++) {
  471. boneframe = animation->frame[k];
  472. if (!boneframe)
  473. continue;
  474. for (std::vector<int>::size_type l = 0; l != boneframe->tag.size(); l++) {
  475. tag = boneframe->tag[l];
  476. if (!tag)
  477. continue;
  478. delete tag;
  479. }
  480. delete boneframe;
  481. }
  482. delete animation;
  483. }
  484. delete model;
  485. }
  486. mModels.clear();
  487. }