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/*****************************************************************************\
FILE: room.cpp
DESCRIPTION:
BryanSt 12/24/2000 Copyright (C) Microsoft Corp 2000-2001. All rights reserved. \*****************************************************************************/
#include "stdafx.h"
#include "main.h"
#include "room.h"
#include "util.h"
// Ref-counting on the room tree is involved because it's a doubly linked tree with the root node constantly changing, so
// we need this mechanism to make sure we get the ref-count correct and don't leak.
int g_nLeakCheck = 0;
float g_fRoomWidthX = 100.0f; float g_fRoomDepthZ = 200.0f; float g_fRoomHeightY = 40.0f;
float g_fPaintingHeightY = (g_fRoomHeightY * SIZE_MAXPAINTINGSIZE_INWALLPERCENT); // This is how much of the wall we want the painting to take up.
float g_fFudge = 0.1f; // This will cause one object to be above another.
#define MAX_ROOMWALK_PATHS 2
#define NORMAL_NEG_Z D3DXVECTOR3(0, 0, -1)
#define NORMAL_NEG_Y D3DXVECTOR3(0, -1, 0)
#define NORMAL_NEG_X D3DXVECTOR3(-1, 0, 0)
#define NORMAL_Z D3DXVECTOR3(0, 0, 1)
#define NORMAL_Y D3DXVECTOR3(0, 1, 0)
#define NORMAL_X D3DXVECTOR3(1, 0, 0)
#define NORMAL_NEG_Z D3DXVECTOR3(0, 0, -1)
#define NORMAL_NEG_Z D3DXVECTOR3(0, 0, -1)
PAINTING_LAYOUT g_LongRoomPaintings1[6]; // Both doors exist (1 & 2)
PAINTING_LAYOUT g_LongRoomPaintings2[7]; // Doors 0 & 1 exist (Must exit 1)
PAINTING_LAYOUT g_LongRoomPaintings3[7]; // Doors 0 & 1 exist (Must exit 2)
ROOM_FLOORPLANS g_RoomFloorPlans[] = { {0, 1, 0, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1}, {0, 1, 0, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1}, // Duplicate to increase odds
{0, 2, 0, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1}, {0, 2, 0, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1}, // Duplicate to increase odds
{0, 1, 0, TRUE, TRUE, FALSE, ARRAYSIZE(g_LongRoomPaintings2), g_LongRoomPaintings2}, {0, 2, 0, TRUE, FALSE, TRUE, ARRAYSIZE(g_LongRoomPaintings3), g_LongRoomPaintings3},
// These require entering door other than 0
// {1, 2, 1, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1},
// {2, 1, 1, TRUE, TRUE, TRUE, ARRAYSIZE(g_LongRoomPaintings1), g_LongRoomPaintings1},
// This requuires supporting leaving the first door
// {2, 0, TRUE, TRUE, FALSE, ARRAYSIZE(g_LongRoomPaintings2), g_LongRoomPaintings2},
};
ROOM_FLOORPLANS g_RoomFloorPlansLobby[] = { {0, 1, 0, FALSE, TRUE, TRUE, 0, NULL}, {0, 2, 0, FALSE, TRUE, TRUE, 0, NULL} };
void InitLayout(void) { static BOOL fInited = FALSE;
if (!fInited) { int nIndex; fInited = TRUE;
g_LongRoomPaintings1[0].vLocation = D3DXVECTOR3(g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ / 4.0f)); g_LongRoomPaintings1[0].vNormal = NORMAL_X; // Left Wall 1
g_LongRoomPaintings1[1].vLocation = D3DXVECTOR3(g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ * (2.0f / 4.0f))); g_LongRoomPaintings1[1].vNormal = NORMAL_X; // Left Wall 2
g_LongRoomPaintings1[2].vLocation = D3DXVECTOR3((g_fRoomWidthX * (1.0f / 3.0f)), g_fPaintingHeightY, g_fRoomDepthZ-g_fFudge); g_LongRoomPaintings1[2].vNormal = NORMAL_NEG_Z; // Front Wall 1
g_LongRoomPaintings1[3].vLocation = D3DXVECTOR3((g_fRoomWidthX * (2.0f / 3.0f)), g_fPaintingHeightY, g_fRoomDepthZ-g_fFudge); g_LongRoomPaintings1[3].vNormal = NORMAL_NEG_Z; // Front Wall 2
g_LongRoomPaintings1[4].vLocation = D3DXVECTOR3(g_fRoomWidthX-g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ / 4.0f)); g_LongRoomPaintings1[4].vNormal = NORMAL_NEG_X; // Right Wall 1
g_LongRoomPaintings1[5].vLocation = D3DXVECTOR3(g_fRoomWidthX-g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ * (2.0f / 4.0f) )); g_LongRoomPaintings1[5].vNormal = NORMAL_NEG_X; // Right Wall 2
// g_LongRoomPaintings2 is a copy of g_LongRoomPaintings1 plus another painting.
for (nIndex = 0; nIndex < ARRAYSIZE(g_LongRoomPaintings1); nIndex++) { g_LongRoomPaintings2[nIndex].vLocation = g_LongRoomPaintings1[nIndex].vLocation; g_LongRoomPaintings2[nIndex].vNormal = g_LongRoomPaintings1[nIndex].vNormal; } g_LongRoomPaintings2[6].vLocation = D3DXVECTOR3(g_fRoomWidthX-g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ * (3.0f / 4.0f) )); g_LongRoomPaintings2[6].vNormal = NORMAL_NEG_X; // Right Wall 3
// g_LongRoomPaintings3 is a copy of g_LongRoomPaintings1 plus another painting.
for (nIndex = 0; nIndex < ARRAYSIZE(g_LongRoomPaintings1); nIndex++) { g_LongRoomPaintings3[nIndex].vLocation = g_LongRoomPaintings1[nIndex].vLocation; g_LongRoomPaintings3[nIndex].vNormal = g_LongRoomPaintings1[nIndex].vNormal; } g_LongRoomPaintings3[6].vLocation = D3DXVECTOR3(g_fFudge, g_fPaintingHeightY, (g_fRoomDepthZ * (3.0f / 4.0f))); g_LongRoomPaintings3[6].vNormal = NORMAL_X; // Left Wall 3
} }
//-----------------------------------------------------------------------------
// Name: CTheRoom()
// Desc: Constructor
//-----------------------------------------------------------------------------
CTheRoom::CTheRoom(BOOL fLobby, CMSLogoDXScreenSaver * pMain, CTheRoom * pEnterRoom, int nBatch) : m_objWall1(pMain), m_objCeiling(pMain), m_objToeGuard1(pMain), m_objFloor(pMain), m_theRug(pMain), m_thePowerSocket(pMain), m_nBatch(nBatch), m_cRef(1) { InitLayout();
// Initialize member variables
D3DXMatrixIdentity(&m_matIdentity); m_pEnterRoom = NULL; m_pFirstRoom = NULL; m_pLeftRoom = NULL; m_pRightRoom = NULL;
m_fRoomCreated = FALSE; m_fVisible = FALSE; m_fLowPriority = FALSE; m_fLobby = fLobby; m_pMain = pMain; m_fCurrentRoom = FALSE; IUnknown_Set((IUnknown **) &m_pEnterRoom, pEnterRoom);
if (fLobby) { m_pFloorPlan = &g_RoomFloorPlansLobby[GetRandomInt(0, ARRAYSIZE(g_RoomFloorPlansLobby)-1)]; } else { m_pFloorPlan = &g_RoomFloorPlans[GetRandomInt(0, ARRAYSIZE(g_RoomFloorPlans)-1)]; // ARRAYSIZE(g_RoomFloorPlans)-1
}
for (int nIndex = 0; nIndex < ARRAYSIZE(m_pPaintings); nIndex++) { m_pPaintings[nIndex] = NULL; }
g_nLeakCheck++; }
CTheRoom::~CTheRoom() { for (int nIndex = 0; nIndex < ARRAYSIZE(m_pPaintings); nIndex++) { SAFE_DELETE(m_pPaintings[nIndex]); }
FinalCleanup(); // Just in case someone forgot to call FinalCleanup() in an error condition.
g_nLeakCheck--; }
HRESULT CTheRoom::_InitPaintings(void) { HRESULT hr = S_OK;
if (!g_pPictureMgr || !m_pFloorPlan) { return E_FAIL; }
if (m_pPaintings[0]) { return S_OK; }
#define FRAMESIZE_X 0.062696f // This is the frame size for frame.bmp
#define FRAMESIZE_Y 0.087336f // This is the frame size for frame.bmp
float fMaxPaintingWH = (g_fRoomHeightY * 0.4f); // The picture can not be more than one half the size of the wall.
float fScale = 1.0f;
for (int nIndex = 0; (nIndex < ARRAYSIZE(m_pPaintings)) && (nIndex < m_pFloorPlan->nPaintings) && SUCCEEDED(hr); nIndex++) { m_pPaintings[nIndex] = new CPainting(m_pMain);
if (m_pPaintings[nIndex]) { DWORD dwMaxPixelSize = ((3 * g_dwHeight) / 4); CTexture * pPaintingTexture = NULL;
hr = g_pPictureMgr->GetPainting(m_nBatch, nIndex, 0, &pPaintingTexture); if (SUCCEEDED(hr)) { D3DXVECTOR3 vPaintingLoc = m_pFloorPlan->pPaintingsLayout[nIndex].vLocation; D3DXVECTOR3 vPaintingNormal = m_pFloorPlan->pPaintingsLayout[nIndex].vNormal;
m_pPaintings[nIndex]->OneTimeSceneInit(); hr = m_pPaintings[nIndex]->SetPainting(m_pMain->GetGlobalTexture(ITEM_FRAME, &fScale), pPaintingTexture, vPaintingLoc, fMaxPaintingWH, FRAMESIZE_X, FRAMESIZE_Y, vPaintingNormal, dwMaxPixelSize); pPaintingTexture->Release(); } else { // This will fail if we can't load our pictures. This will cause us to come back later when
// the background thread may have an image.
SAFE_DELETE(m_pPaintings[nIndex]); } } else { hr = E_OUTOFMEMORY; } }
return hr; }
HRESULT CTheRoom::_AddWall(BOOL fWithDoor, D3DXVECTOR3 vLocation, D3DXVECTOR3 vWidth, D3DXVECTOR3 vHeight, D3DXVECTOR3 vNormal, float fTotalHeight, float fDoorHeight, float fTotalWidth, float fDoorWidth, float fDoorStart) { HRESULT hr = S_OK;
C3DObject * pobjNextWall = new C3DObject(m_pMain); C3DObject * pobjNextToeGuard = new C3DObject(m_pMain); if (pobjNextWall && pobjNextToeGuard && m_pMain) { if (fWithDoor) { hr = _AddWallWithDoor(pobjNextWall, pobjNextToeGuard, &m_objFloor, vLocation, vWidth, vHeight, vNormal, fTotalHeight, fDoorHeight, fTotalWidth, fDoorWidth, fDoorStart); } else { // Texture Coords
float fScale = 1.0f; CTexture * pTexture = m_pMain->GetGlobalTexture(ITEM_WALLPAPER, &fScale); float fTSWallpaperX = (TEXTURESCALE_WALLPAPER * fScale); // How many repeats per 1 unit.
float fTSWallpaperY = fTSWallpaperX * pTexture->GetSurfaceRatio();
D3DXVECTOR3 vSizeNoDoor = ((vWidth * fTotalWidth) + (vHeight * fTotalHeight)); hr = pobjNextWall->InitPlane(pTexture, m_pMain->GetD3DDevice(), vLocation, vSizeNoDoor, vNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { CTexture * pToeGuardTexture = m_pMain->GetGlobalTexture(ITEM_TOEGUARD, &fScale); float fTSToeGuardX = (TEXTURESCALE_TOEGUARD * fScale); // How many repeats per 1 unit.
float fTSToeGuardY = fTSToeGuardX * pToeGuardTexture->GetSurfaceRatio();
// Draw ToeGuard
vLocation += (g_fFudge * vNormal); vSizeNoDoor = D3DXVECTOR3(vSizeNoDoor.x, TOEGUARD_HEIGHT, vSizeNoDoor.z); hr = pobjNextToeGuard->InitPlane(pToeGuardTexture, m_pMain->GetD3DDevice(), vLocation, vSizeNoDoor, vNormal, 2, 2, fTSToeGuardX, fTSToeGuardY, 0, 0); } }
if (SUCCEEDED(hr)) { hr = m_objWall1.CombineObject(m_pMain->GetD3DDevice(), pobjNextWall); hr = m_objToeGuard1.CombineObject(m_pMain->GetD3DDevice(), pobjNextToeGuard); } } SAFE_DELETE(pobjNextWall); SAFE_DELETE(pobjNextToeGuard);
return hr; }
HRESULT CTheRoom::_AddWallWithDoor(C3DObject * pobjWall, C3DObject * pobjToeGuard, C3DObject * pobjFloor, D3DXVECTOR3 vLocation, D3DXVECTOR3 vWidth, D3DXVECTOR3 vHeight, D3DXVECTOR3 vNormal, float fTotalHeight, float fDoorHeight, float fTotalWidth, float fDoorWidth, float fDoorStart) { HRESULT hr = S_OK; float fScale = 1.0f; float fYToeGuard = TOEGUARD_HEIGHT;
CTexture * pToeTexture = m_pMain->GetGlobalTexture(ITEM_TOEGUARD, &fScale); float fTSToeGuardX = (TEXTURESCALE_TOEGUARD * fScale); // How many repeats per 1 unit.
float fTSToeGuardY = fTSToeGuardX * pToeTexture->GetSurfaceRatio();
CTexture * pTexture = m_pMain->GetGlobalTexture(ITEM_WALLPAPER, &fScale); float fTSWallpaperX = (TEXTURESCALE_WALLPAPER * fScale); // How many repeats per 1 unit.
float fTSWallpaperY = fTSWallpaperX * pTexture->GetSurfaceRatio();
CTexture * pFloorTexture = m_pMain->GetGlobalTexture(ITEM_FLOOR, &fScale); float fTSFloorX = (TEXTURESCALE_FLOOR * fScale); // How many repeats per 1 unit.
float fTSFloorY = fTSFloorX * pFloorTexture->GetSurfaceRatio();
// Create Main Wall
D3DXVECTOR3 vSize = ((fDoorStart * vWidth) + (fTotalHeight * vHeight));
hr = pobjWall->InitPlane(pTexture, m_pMain->GetD3DDevice(), vLocation, vSize, vNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { D3DXVECTOR3 vToeLocation = (vLocation + (g_fFudge * vNormal)); // Offset the toeguard so it's above the wall.
vSize = D3DXVECTOR3(D3DXVec3Multiply(vSize, vWidth) + (vHeight * fYToeGuard)); // Replace the height component with the ToeGuard height)
hr = pobjToeGuard->InitPlane(pToeTexture, m_pMain->GetD3DDevice(), vToeLocation, vSize, vNormal, 2, 2, fTSToeGuardX, fTSToeGuardY, 0, 0); if (SUCCEEDED(hr)) { int nParts = 9; D3DXVECTOR3 vNextLocation; D3DXVECTOR3 vTempNormal;
while (nParts--) // We have 2 more wall parts and 1 more toeguards to add.
{ C3DObject * pNewObject = new C3DObject(m_pMain);
if (pNewObject) { switch (nParts) { case 8: // Floor at base of door way.
vNextLocation = (vLocation + (fDoorStart * vWidth)); vSize = (((-1.0f * DOORFRAME_DEPTH) * vNormal) + (fDoorWidth * vWidth)); vTempNormal = D3DXVECTOR3(0.0f, 1.0f, 0.0f); // Normal points up
hr = pNewObject->InitPlane(pFloorTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSFloorX, fTSFloorY, 0, 0); if (SUCCEEDED(hr)) { hr = pobjFloor->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 7: // Add the wallguard in the door way #2
vNextLocation = (vLocation + ((fDoorStart + g_fFudge) * vWidth) + (g_fFudge * vNormal)); vSize = (((-1.0f * (DOORFRAME_DEPTH + (2.0f * g_fFudge)) * vNormal)) + (fYToeGuard * vHeight)); vTempNormal = vWidth; hr = pNewObject->InitPlane(pToeTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSToeGuardX, fTSToeGuardY, 0, 0); if (SUCCEEDED(hr)) { hr = pobjToeGuard->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 6: // Add the wallguard in the door way #1
vNextLocation = (vLocation + ((fDoorStart + fDoorWidth - g_fFudge) * vWidth) + (g_fFudge * vNormal)); vSize = (((-1.0f * (DOORFRAME_DEPTH + (2.0f * g_fFudge))) * vNormal) + (fYToeGuard * vHeight)); vTempNormal = (-1.0f * vWidth); hr = pNewObject->InitPlane(pToeTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSToeGuardX, fTSToeGuardY, 0, 0); if (SUCCEEDED(hr)) { hr = pobjToeGuard->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 5: // Add door frame top
vNextLocation = (vLocation + (fDoorStart * vWidth) + (fDoorHeight * vHeight)); vSize = (((-1.0f * DOORFRAME_DEPTH) * vNormal) + (fDoorWidth * vWidth)); vTempNormal = D3DXVECTOR3(0.0f, -1.0f, 0.0f); hr = pNewObject->InitPlane(pTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { hr = pobjWall->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 4: // Add door frame #2
vNextLocation = (vLocation + (fDoorStart * vWidth)); vSize = (((-1.0f * DOORFRAME_DEPTH) * vNormal) + (fTotalHeight * vHeight)); vTempNormal = vWidth; hr = pNewObject->InitPlane(pTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { hr = pobjWall->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 3: // Add door frame #1
vNextLocation = (vLocation + ((fDoorStart + fDoorWidth) * vWidth)); vSize = (((-1.0f * DOORFRAME_DEPTH) * vNormal) + (fTotalHeight * vHeight)); vTempNormal = (-1.0f * vWidth); hr = pNewObject->InitPlane(pToeTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vTempNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { hr = pobjWall->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 2: // Add the second wall part. (Wall over the door)
vNextLocation = (vLocation + (fDoorStart * vWidth) + (fDoorHeight * vHeight)); vSize = ((fDoorWidth * vWidth) + ((fTotalHeight - fDoorHeight) * vHeight)); hr = pNewObject->InitPlane(pTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { hr = pobjWall->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 1: // Add the third wall part
vNextLocation = (vLocation + ((fDoorStart + fDoorWidth) * vWidth)); vSize = (((fTotalWidth - (fDoorStart + fDoorWidth)) * vWidth) + (fTotalHeight * vHeight)); hr = pNewObject->InitPlane(pTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vNormal, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10); if (SUCCEEDED(hr)) { hr = pobjWall->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; case 0: // Add the second Toe Guard
vNextLocation = (vLocation + ((fDoorStart + fDoorWidth) * vWidth) + (g_fFudge * vNormal)); vSize = (((fTotalWidth - (fDoorStart + fDoorWidth)) * vWidth) + (fYToeGuard * vHeight)); hr = pNewObject->InitPlane(pToeTexture, m_pMain->GetD3DDevice(), vNextLocation, vSize, vNormal, 2, 2, fTSToeGuardX, fTSToeGuardY, 0, 0); if (SUCCEEDED(hr)) { hr = pobjToeGuard->CombineObject(m_pMain->GetD3DDevice(), pNewObject); } delete pNewObject; break; } } else { hr = E_OUTOFMEMORY; } } } }
return hr; }
HRESULT CTheRoom::_SetRotationMatrix(void) { HRESULT hr = S_OK; D3DXMATRIX matRotate; D3DXMATRIX matTrans;
// We want to set the matricies to get us to the next room.
// Next Room
if (m_pFirstRoom) { D3DXMatrixRotationY(&matRotate, D3DXToRadian(180)); D3DXMatrixTranslation(&matTrans, ((g_fRoomWidthX / 2.0f) + (DOOR_WIDTH / 2.0f) + m_pFirstRoom->GetDoorOffset()), 0.0f, -1.0f); D3DXMatrixMultiply(&m_matFirstRoom, &matRotate, &matTrans); }
if (m_pLeftRoom) { D3DXMatrixRotationY(&matRotate, D3DXToRadian(270)); D3DXMatrixTranslation(&matTrans, -1.0f, 0.0f, WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f) - m_pLeftRoom->GetDoorOffset()); D3DXMatrixMultiply(&m_matLeftRoom, &matRotate, &matTrans); }
// Side Room
if (m_pRightRoom) { D3DXMatrixRotationY(&matRotate, D3DXToRadian(90)); D3DXMatrixTranslation(&matTrans, (g_fRoomWidthX + 1.0f), 0.0f, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f) + m_pRightRoom->GetDoorOffset())); D3DXMatrixMultiply(&m_matRightRoom, &matRotate, &matTrans); }
return hr; }
HRESULT CTheRoom::_CreateLobbySign(void) { TCHAR szLine2[MAX_PATH]; TCHAR szUsername[MAX_PATH]; HRESULT hr = GetCurrentUserCustomName(szUsername, ARRAYSIZE(szUsername));
LoadString(HINST_THISDLL, IDS_LOBBY_TITLE2, szLine2, ARRAYSIZE(szLine2)); if (SUCCEEDED(hr)) { // TODO:
// 1. Create Sign backdrop. (Marble, wood?)
// 2. Render Text. (D3DXCreateTextW, etc.)
}
return hr; }
HRESULT CTheRoom::_CreateRoom(void) { // TODO: For Square room, layout differently
HRESULT hr = S_OK;
D3DXVECTOR3 vNormalWall1(0, 0, -1); D3DXVECTOR3 vNormalWall2(-1, 0, 0); D3DXVECTOR3 vNormalWall3(0, 0, 1); D3DXVECTOR3 vNormalWall4(1, 0, 0); D3DXVECTOR3 vNormalFloor(0, 1, 0); D3DXVECTOR3 vNormalCeiling(0, -1, 0); DWORD dwRugMaxPixelSize = ((3 * g_dwHeight) / 4);
m_fCeiling = m_fToeGuard = m_fPaintings = m_fRug = m_fPower = m_fWalls = m_fFloor = TRUE; m_fCeiling = !g_fOverheadViewTest;
// Locations
float fYToeGuard = TOEGUARD_HEIGHT;
// Rug
float fScale = 1.0f; float fRugWidth = 40.0f; float fRugDepth = (fRugWidth * (m_pMain->GetGlobalTexture(ITEM_RUG, &fScale))->GetSurfaceRatio()); // This will cause one object to be above another.
D3DXVECTOR3 vRugLoc(((g_fRoomWidthX - fRugWidth) / 2.0f), g_fFudge, ((g_fRoomDepthZ - fRugDepth) / 2.0f)); D3DXVECTOR3 vRugSize(fRugWidth, 0, fRugDepth);
// PowerSocket
float fPowerWidth = 2.5f; float fPowerHeight = (fPowerWidth * (m_pMain->GetGlobalTexture(ITEM_POWEROUTLET, &fScale))->GetSurfaceRatio()); // This will cause one object to be above another.
D3DXVECTOR3 vPowerLoc(((g_fRoomWidthX - fPowerWidth) / 2.0f), 5.00f, (g_fRoomDepthZ - g_fFudge)); D3DXVECTOR3 vPowerSize(fPowerWidth, fPowerHeight, 0.0f);
// Texture Coords
CTexture * pTexture = m_pMain->GetGlobalTexture(ITEM_WALLPAPER, &fScale); float fTSWallpaperX = (TEXTURESCALE_WALLPAPER * fScale); // How many repeats per 1 unit.
float fTSWallpaperY = fTSWallpaperX * pTexture->GetSurfaceRatio();
CTexture * pFloorTexture = m_pMain->GetGlobalTexture(ITEM_FLOOR, &fScale); float fTSFloorX = (TEXTURESCALE_FLOOR * fScale); // How many repeats per 1 unit.
float fTSFloorY = fTSFloorX * pFloorTexture->GetSurfaceRatio();
CTexture * pToeGuardTexture = m_pMain->GetGlobalTexture(ITEM_TOEGUARD, &fScale); float fTSToeGuardX = (TEXTURESCALE_TOEGUARD * fScale); // How many repeats per 1 unit.
float fTSToeGuardY = fTSToeGuardX * pToeGuardTexture->GetSurfaceRatio();
CTexture * pCeilingTexture = m_pMain->GetGlobalTexture(ITEM_CEILING, &fScale); float fTSCeilingX = (TEXTURESCALE_CEILING * fScale); // How many repeats per 1 unit.
float fTSCeilingY = fTSCeilingX * pCeilingTexture->GetSurfaceRatio();
// Draw Floor
D3DXVECTOR3 vLocation(0.00f, 0.00f, 0.00f); D3DXVECTOR3 vSize(g_fRoomWidthX, 0.00f, g_fRoomDepthZ); hr = m_objFloor.InitPlane(pFloorTexture, m_pMain->GetD3DDevice(), vLocation, vSize, vNormalFloor, 2, 2, fTSFloorY, fTSFloorX, 0, 10);
// Draw Wall 1 (Facing Wall)
vLocation = D3DXVECTOR3(0.00f, 0.00f, g_fRoomDepthZ); vSize = D3DXVECTOR3(g_fRoomWidthX, g_fRoomHeightY, 0.00f); hr = m_objWall1.InitPlane(pTexture, m_pMain->GetD3DDevice(), vLocation, vSize, vNormalWall1, 2, 2, fTSWallpaperX, fTSWallpaperY, 0, 10);
// Draw ToeGuard 1
vLocation = D3DXVECTOR3(0.00f, 0.00f, g_fRoomDepthZ-g_fFudge); vSize = D3DXVECTOR3(g_fRoomWidthX, fYToeGuard, 0.00f); hr = m_objToeGuard1.InitPlane(pToeGuardTexture, m_pMain->GetD3DDevice(), vLocation, vSize, vNormalWall1, 2, 2, fTSToeGuardY, fTSToeGuardX, 0, 0);
// Draw Wall 2 (Right wall)
vLocation = D3DXVECTOR3(g_fRoomWidthX, 0.00f, 0.00f); hr = _AddWall((NULL != m_pRightRoom), vLocation, D3DXVECTOR3(0.0f, 0.0f, 1.0f), D3DXVECTOR3(0.0f, 1.0f, 0.0f), vNormalWall2, g_fRoomHeightY, DOOR_HEIGHT, g_fRoomDepthZ, DOOR_WIDTH, WALL_WIDTHBEFOREDOOR);
// Draw Wall 3 (Back Wall)
vLocation = D3DXVECTOR3(0.00f, 0.00f, 0.00f); hr = _AddWall(FALSE, vLocation, D3DXVECTOR3(1.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 1.0f, 0.0f), vNormalWall3, g_fRoomHeightY, DOOR_HEIGHT, g_fRoomWidthX, DOOR_WIDTH, ((g_fRoomWidthX - DOOR_WIDTH) / 2.0f));
// Draw Wall 4 (Left Wall)
vLocation = D3DXVECTOR3(0.00f, 0.00f, 0.00f); hr = _AddWall((NULL != m_pLeftRoom), vLocation, D3DXVECTOR3(0.0f, 0.0f, 1.0f), D3DXVECTOR3(0.0f, 1.0f, 0.0f), vNormalWall4, g_fRoomHeightY, DOOR_HEIGHT, g_fRoomDepthZ, DOOR_WIDTH, WALL_WIDTHBEFOREDOOR);
// Draw Ceiling
vLocation = D3DXVECTOR3(0.00f, g_fRoomHeightY, 0.00f); vSize = D3DXVECTOR3(g_fRoomWidthX, 0.00f, g_fRoomDepthZ); hr = m_objCeiling.InitPlane(pCeilingTexture, m_pMain->GetD3DDevice(), vLocation, vSize, vNormalCeiling, 2, 2, fTSCeilingY, fTSCeilingX, 0, 10);
// Room Items (Rug, Power Sockets, Benches)
hr = m_theRug.InitPlaneStretch(m_pMain->GetGlobalTexture(ITEM_RUG, &fScale), m_pMain->GetD3DDevice(), vRugLoc, vRugSize, vNormalFloor, 2, 2, dwRugMaxPixelSize);
if (m_fLobby) { hr = _CreateLobbySign(); } else { // We don't want a powerplug in the lobby.
hr = m_thePowerSocket.InitPlaneStretch(m_pMain->GetGlobalTexture(ITEM_POWEROUTLET, &fScale), m_pMain->GetD3DDevice(), vPowerLoc, vPowerSize, vNormalWall1, 2, 2, 0); }
hr = _SetRotationMatrix();
m_fWalls = TRUE;
return hr; }
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CTheRoom::OneTimeSceneInit(int nFutureRooms, BOOL fLowPriority) { HRESULT hr = S_OK;
m_fLowPriority = fLowPriority; if (!m_fRoomCreated) { // assert(!m_pFirstRoom); // This will cause a leak
// ASSERT(!m_pLeftRoom); //, TEXT("This will cause a leak"));
// ASSERT(!m_pRightRoom); // , TEXT("This will cause a leak"));
if (m_pFloorPlan->nEnterDoor == 0) { IUnknown_Set((IUnknown **) &m_pFirstRoom, m_pEnterRoom); } else { if (m_pFloorPlan->fDoor0) { m_pFirstRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); if (!m_pFirstRoom) { hr = E_OUTOFMEMORY; } } }
if (m_pFloorPlan->nEnterDoor == 1) { IUnknown_Set((IUnknown **) &m_pLeftRoom, m_pEnterRoom); } else { if (m_pFloorPlan->fDoor1) { m_pLeftRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); if (!m_pLeftRoom) { hr = E_OUTOFMEMORY; } } }
if (m_pFloorPlan->nEnterDoor == 2) { IUnknown_Set((IUnknown **) &m_pRightRoom, m_pEnterRoom); } else { if (m_pFloorPlan->fDoor2) { m_pRightRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); if (!m_pRightRoom) { hr = E_OUTOFMEMORY; } } }
if (SUCCEEDED(hr) && (m_pFirstRoom || m_pLeftRoom || m_pRightRoom)) { hr = _CreateRoom(); if (!m_fLobby && !g_fFirstFrame) { _InitPaintings(); }
if (SUCCEEDED(hr)) { m_fVisible = TRUE; // We have children to render.
m_fRoomCreated = TRUE; } } else { hr = E_OUTOFMEMORY; } }
if (SUCCEEDED(hr) && (nFutureRooms > 0)) { if (m_pLeftRoom) { hr = m_pLeftRoom->OneTimeSceneInit(nFutureRooms-1, FALSE); } if (SUCCEEDED(hr) && m_pRightRoom) { hr = m_pRightRoom->OneTimeSceneInit(nFutureRooms-1, FALSE); } // TODO: Need first room?
}
return hr; }
HRESULT CTheRoom::FreePictures(int nMaxBatch) { HRESULT hr = S_OK;
if (-1 == nMaxBatch) { nMaxBatch = m_nBatch; }
if (nMaxBatch >= m_nBatch) { if (g_pPictureMgr) { g_pPictureMgr->ReleaseBatch(m_nBatch); m_nBatch = 0; }
// Free our paintings
for (int nIndex = 0; (nIndex < ARRAYSIZE(m_pPaintings)); nIndex++) { SAFE_DELETE(m_pPaintings[nIndex]); }
if (m_pFloorPlan) { if (m_pFirstRoom && (m_pFirstRoom != m_pEnterRoom) && (!m_fCurrentRoom || (0 != m_pFloorPlan->nExitDoor))) { hr = m_pFirstRoom->FreePictures(nMaxBatch); }
if (m_pLeftRoom && (m_pLeftRoom != m_pEnterRoom) && (!m_fCurrentRoom || (1 != m_pFloorPlan->nExitDoor))) { hr = m_pLeftRoom->FreePictures(nMaxBatch); }
if (m_pRightRoom && (m_pRightRoom != m_pEnterRoom) && (!m_fCurrentRoom || (2 != m_pFloorPlan->nExitDoor))) { hr = m_pRightRoom->FreePictures(nMaxBatch); } } }
return hr; }
HRESULT CTheRoom::SetCurrent(BOOL fCurrent) { HRESULT hr = S_OK;
m_fCurrentRoom = fCurrent; if (fCurrent) { if (m_pFirstRoom) { hr = m_pFirstRoom->OneTimeSceneInit(1, TRUE); }
if (m_pLeftRoom) { hr = m_pLeftRoom->OneTimeSceneInit(1, TRUE); }
if (m_pRightRoom) { hr = m_pRightRoom->OneTimeSceneInit(1, TRUE); }
m_fVisible = TRUE; } else { }
return hr; }
HRESULT CTheRoom::GetNextRoom(CTheRoom ** ppNextRoom) { // This function does two things:
// 1. Gives the caller a pointer to our next room, and
// 2. Changes the order so we free rooms we will no longer need.
// We want to take this opportunity to free our other rooms in case we come back into this room.
// TODO: Regen other rooms. Use Ref-counting with SetSite(NULL) in order to track memory correctly.
// We would need to re-generate m_pFloorPlan that has the same enter door as our exit door
// with the same floor plan if we want to walk into previous rooms.
switch (m_pFloorPlan->nExitDoor) { case 0: // Enter door
IUnknown_Set((IUnknown **) ppNextRoom, m_pFirstRoom); IUnknown_Set((IUnknown **) &m_pEnterRoom, m_pFirstRoom); break; case 1: // Left door
IUnknown_Set((IUnknown **) ppNextRoom, m_pLeftRoom); IUnknown_Set((IUnknown **) &m_pEnterRoom, m_pLeftRoom); break; case 2: // Right door
IUnknown_Set((IUnknown **) ppNextRoom, m_pRightRoom); IUnknown_Set((IUnknown **) &m_pEnterRoom, m_pRightRoom); break; };
BOOL fReEnter = ((ppNextRoom && *ppNextRoom) ? ((*ppNextRoom)->GetEnterDoor() == (*ppNextRoom)->GetExitDoor()) : FALSE);
if (m_pFirstRoom != m_pEnterRoom) { if (m_pFirstRoom) m_pFirstRoom->FinalCleanup(); SAFE_RELEASE(m_pFirstRoom);
if (fReEnter) { m_pFirstRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); } }
if (m_pLeftRoom != m_pEnterRoom) { if (m_pLeftRoom) m_pLeftRoom->FinalCleanup(); SAFE_RELEASE(m_pLeftRoom);
if (fReEnter) { m_pLeftRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); } }
if (m_pRightRoom != m_pEnterRoom) { if (m_pRightRoom) m_pRightRoom->FinalCleanup(); SAFE_RELEASE(m_pRightRoom);
if (fReEnter) { m_pRightRoom = new CTheRoom(FALSE, m_pMain, this, m_nBatch+1); } }
return (*ppNextRoom ? S_OK : E_FAIL); }
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CTheRoom::FinalCleanup(void) { // This is where we break all the circular ref-counts
if (m_pFirstRoom && (m_pEnterRoom != m_pFirstRoom)) m_pFirstRoom->FinalCleanup(); if (m_pLeftRoom && (m_pEnterRoom != m_pLeftRoom)) m_pLeftRoom->FinalCleanup(); if (m_pRightRoom && (m_pEnterRoom != m_pRightRoom)) m_pRightRoom->FinalCleanup();
SAFE_RELEASE(m_pEnterRoom); SAFE_RELEASE(m_pFirstRoom); SAFE_RELEASE(m_pLeftRoom); SAFE_RELEASE(m_pRightRoom);
m_theRug.FinalCleanup(); m_thePowerSocket.FinalCleanup();
return S_OK; }
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exitting, or the device is being changed,
// this function deletes any device dependant objects.
//-----------------------------------------------------------------------------
HRESULT CTheRoom::DeleteDeviceObjects(void) { m_theRug.DeleteDeviceObjects(); m_thePowerSocket.DeleteDeviceObjects();
return S_OK; }
#define ABS(i) (((i) < 0) ? -(i) : (i))
HRESULT CTheRoom::_RenderThisRoom(IDirect3DDevice8 * pD3DDevice, int nRenderPhase, BOOL fFrontToBack) { HRESULT hr = S_OK; DWORD dwTesting = 0;
switch (nRenderPhase) { case 0: // Wallpaper
if (m_fWalls) { hr = m_objWall1.Render(pD3DDevice); } break;
case 1: if (m_fFloor) { hr = m_objFloor.Render(pD3DDevice); } break;
case 2: if (m_fToeGuard) { // pD3DDevice->SetRenderState(D3DRS_ZBIAS, 12); // Force the ToeGuard to appear above the wallpaper.
hr = m_objToeGuard1.Render(pD3DDevice); } break;
case 3: // Frames
case 4: // Pictures. (Here's where we blow the cache)
if (m_fPaintings) { if (m_fLobby) { // TODO: Paint lobby sign. (user name) Anything created in _CreateLobbySign().
} else { // pD3DDevice->SetRenderState(D3DRS_ZBIAS, 13);
if (!m_pPaintings[0] && m_fVisible && !g_fFirstFrame) // Did the background thread not yet have any pictures for us?
{ hr = _InitPaintings(); // If so, see if they have anything yet?
}
for (int nIndex = ARRAYSIZE(m_pPaintings)-1; m_fVisible && (nIndex >= 0); nIndex--) { if (m_pPaintings[nIndex]) // May be NULL if out of memory or in lobby.
{ // We use fFrontToBack because we always want to render the frame first. This way
// the painting is always painted on top. We don't worry about blowing the texture
// cache on the video card because since we will render so many paintings and change
// the paintings we render so often, the cache will almost be certainly blown anyway.
// We always want 0 rendered first.
if (fFrontToBack) { m_pPaintings[nIndex]->Render(pD3DDevice, nRenderPhase-3); } else { m_pPaintings[nIndex]->Render(pD3DDevice, ((4 == nRenderPhase) ? 0 : 1)); } } } } } break;
case 5: if (m_fPower) { // pD3DDevice->SetRenderState(D3DRS_ZBIAS, 11);
m_thePowerSocket.Render(pD3DDevice); } break;
case 6: if (m_fRug) { // pD3DDevice->SetRenderState(D3DRS_ZBIAS, 10);
m_theRug.Render(pD3DDevice); } break;
case 7: if (m_fCeiling) { hr = m_objCeiling.Render(pD3DDevice); } break; }
return hr; }
//#define COLOR_DOORFRAME_GRAY D3DXCOLOR(0.78f, 0.78f, 0.78f, 1.0f)
#define COLOR_DOORFRAME_GRAY D3DXCOLOR(0.28f, 0.28f, 0.28f, 1.0f)
BOOL CTheRoom::_IsRoomVisible(IDirect3DDevice8 * pD3DDevice, int nRoomNumber) { D3DXVECTOR3 vMin; D3DXVECTOR3 vMax; D3DXMATRIX matWorld; pD3DDevice->GetTransform(D3DTS_WORLD, &matWorld);
switch (nRoomNumber) { case 0: // First Door.
return FALSE; // we never look back at the first door
case 1: // Left Door.
vMin = D3DXVECTOR3( 0, 0, WALL_WIDTHBEFOREDOOR ); vMax = D3DXVECTOR3( 0, DOOR_HEIGHT, WALL_WIDTHBEFOREDOOR + DOOR_WIDTH ); return Is3DRectViewable( m_pMain->PCullInfo(), &matWorld, vMin, vMax );
case 2: // Right Door
vMin = D3DXVECTOR3( g_fRoomWidthX, 0, WALL_WIDTHBEFOREDOOR ); vMax = D3DXVECTOR3( g_fRoomWidthX, DOOR_HEIGHT, WALL_WIDTHBEFOREDOOR + DOOR_WIDTH ); return Is3DRectViewable( m_pMain->PCullInfo(), &matWorld, vMin, vMax );
default: return FALSE; } }
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CTheRoom::Render(IDirect3DDevice8 * pD3DDevice, int nRenderPhase, BOOL fFrontToBack) { HRESULT hr; DWORD dwTesting = 0;
// Draw the obstacles
D3DMATERIAL8 mtrl = {0}; mtrl.Ambient.r = mtrl.Specular.r = mtrl.Diffuse.r = 1.0f; mtrl.Ambient.g = mtrl.Specular.g = mtrl.Diffuse.g = 1.0f; mtrl.Ambient.b = mtrl.Specular.b = mtrl.Diffuse.b = 1.0f; mtrl.Ambient.a = mtrl.Specular.a = mtrl.Diffuse.a = 1.0f;
if (m_fCurrentRoom) { // DXUtil_Trace(TEXT("ROOM: m_nExitDoor=%d, m_pLeftRoom=%d, m_pRightRoom=%d\n"), m_pFloorPlan->nExitDoor, m_pLeftRoom, m_pRightRoom);
}
hr = pD3DDevice->SetMaterial(&mtrl);
if (SUCCEEDED(hr) && m_fVisible && (m_pEnterRoom || m_pLeftRoom || m_pRightRoom)) { // We really want to do hit testing here otherwise we are really wasting our time.
D3DXMATRIX matPrevious; D3DXMATRIX matNext;
hr = pD3DDevice->GetTransform(D3DTS_WORLD, &matPrevious);
if (m_pEnterRoom && _IsRoomVisible(pD3DDevice, 0) && (m_pEnterRoom != m_pFirstRoom)) { D3DXMatrixMultiply(&matNext, &m_matFirstRoom, &matPrevious); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matNext); hr = m_pFirstRoom->Render(pD3DDevice, nRenderPhase, fFrontToBack); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matPrevious); }
if (m_pLeftRoom && _IsRoomVisible(pD3DDevice, 1) && (m_pEnterRoom != m_pLeftRoom)) { D3DXMatrixMultiply(&matNext, &m_matLeftRoom, &matPrevious); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matNext); hr = m_pLeftRoom->Render(pD3DDevice, nRenderPhase, fFrontToBack); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matPrevious); }
if (m_pRightRoom && _IsRoomVisible(pD3DDevice, 2) && (m_pEnterRoom != m_pRightRoom)) { D3DXMatrixMultiply(&matNext, &m_matRightRoom, &matPrevious); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matNext); hr = m_pRightRoom->Render(pD3DDevice, nRenderPhase, fFrontToBack); hr = pD3DDevice->SetTransform(D3DTS_WORLD, &matPrevious); } }
hr = _RenderThisRoom(pD3DDevice, nRenderPhase, fFrontToBack);
return hr; }
#define DIST_TO_WALL_ON_ZOOM 10.0f
HRESULT CTheRoom::_AddPaintingToPaintingMovements(CCameraMove * ptheCamera, D3DXVECTOR3 vSourceLocIn, D3DXVECTOR3 vSourceTangentIn, D3DXVECTOR3 vPainting, D3DXVECTOR3 * pvDestDir, float fDest, D3DXVECTOR3 * pvDestTangent, int nBatch) { HRESULT hr = S_OK; float fDistToWall = 30.0f; float fZoomDistToWall = DIST_TO_WALL_ON_ZOOM; float fZoomDelta = (fDistToWall - fZoomDistToWall); BOOL fExitLeft = ((1 == m_pFloorPlan->nExitDoor) ? TRUE : FALSE);
D3DXVECTOR3 vSourceLoc = vSourceLocIn; D3DXVECTOR3 vSourceTangent = vSourceTangentIn; D3DXVECTOR3 vDestLoc; D3DXVECTOR3 vDestTangent;
// Move closer to the first painting so it's full screen
vDestLoc = (vSourceLoc + (vPainting * fZoomDelta)); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Look at painting #1
hr = ptheCamera->CreateNextWait(m_nBatch+3, nBatch);
// Back up some and start moving to the next painting.
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = (vSourceLocIn + (*pvDestDir * (fDest * 0.5f))); vDestTangent = (*pvDestDir * fDest); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Now walk much closer to the next painting
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = (vSourceLocIn + (*pvDestDir * (fDest * 0.90f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Now move close to the painting
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = (vSourceLocIn + (vPainting * fZoomDelta) + (*pvDestDir * fDest)); vDestTangent = (vPainting * 5.0f) * 1000.0f; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Look at painting #2
hr = ptheCamera->CreateNextWait(m_nBatch+3, nBatch);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent = vPainting; vDestLoc = (vSourceLocIn + (*pvDestDir * fDest)); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
*pvDestDir = vDestLoc; *pvDestTangent = vDestTangent;
return hr; }
HRESULT CTheRoom::_LongRoomEnterDoorMovements(CCameraMove * ptheCamera) { HRESULT hr = S_OK;
float fDistant = 5.0f; float fDistToWall = 30.0f; float fWalkHeight = 20.0f;
D3DXVECTOR3 vSourceLoc((g_fRoomWidthX / 2.0f), fWalkHeight, 1.0f); D3DXVECTOR3 vSourceTangent(0.0f, 0.0f, fDistant);
hr = ptheCamera->Init(vSourceLoc, vSourceTangent, D3DXVECTOR3(0.0f, 1.0f, 0.0f)); if (SUCCEEDED(hr)) { BOOL fExitLeft = ((1 == m_pFloorPlan->nExitDoor) ? TRUE : FALSE);
// fExitLeft 1=Left
D3DXVECTOR3 vDestLoc((fExitLeft ? fDistToWall : g_fRoomWidthX-fDistToWall), fWalkHeight, (g_fRoomDepthZ * (1.0f / 4.0f))); D3DXVECTOR3 vDestTangent((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3(0.0f, 0.0f, 1.0f); hr = _AddPaintingToPaintingMovements(ptheCamera, vSourceLoc, vSourceTangent, D3DXVECTOR3((fExitLeft ? -1.0f : 1.0f), 0.0f, 0.0f), &vDestLoc, (g_fRoomDepthZ * (1.0f / 4.0f)), &vDestTangent, 2);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? fDistant : -fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? g_fRoomWidthX-fDistToWall : fDistToWall), fWalkHeight, (g_fRoomDepthZ * (2.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// If we removed this door, then let us look at the painting that took it's place.
if (!m_pLeftRoom || !m_pRightRoom) { vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3(0.0f, 0.0f, 1.0f); hr = _AddPaintingToPaintingMovements(ptheCamera, vSourceLoc, vSourceTangent, D3DXVECTOR3((fExitLeft ? 1.0f : -1.0f), 0.0f, 0.0f), &vDestLoc, (g_fRoomDepthZ * (1.0f / 4.0f)), &vDestTangent, 1); } else { vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? g_fRoomWidthX-DIST_TO_WALL_ON_ZOOM : DIST_TO_WALL_ON_ZOOM), fWalkHeight, (g_fRoomDepthZ * (2.0f / 4.0f))); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Look at painting #3
hr = ptheCamera->CreateNextWait(m_nBatch+3, 1);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? fDistant : -fDistant), 0.0f, fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent); }
// Now, walk from this painting close up to the location of the next painting
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? 2.0f : 1.0f) * (g_fRoomWidthX/3.0f), fWalkHeight, (g_fRoomDepthZ - fDistToWall)); vDestTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? -1.0f : 1.0f), 0.0f, 0.0f); hr = _AddPaintingToPaintingMovements(ptheCamera, vSourceLoc, vSourceTangent, D3DXVECTOR3(0.0f, 0.0f, 1.0f), &vDestLoc, (g_fRoomWidthX * (1.0f / 3.0f)), &vDestTangent, 1);
// Turn toward the door while walking.
vSourceLoc = vDestLoc; vSourceTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); vDestLoc = D3DXVECTOR3((fExitLeft ? 0.0f : g_fRoomWidthX), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); vDestTangent = D3DXVECTOR3((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); #define TURN_RATE 0.30f
D3DXVECTOR3 vTemp; D3DXVec3Lerp(&vTemp, &vSourceLoc, &vDestLoc, TURN_RATE); // We want to do our turn towards the door while walking. We do it while walking 10% towards the door.
hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vTemp, vDestTangent); vSourceLoc = vTemp;
// Finish walking to and thru the exit door.
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? 0.0f : g_fRoomWidthX), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent); }
return hr; }
HRESULT CTheRoom::_LongRoomSideEnterLeaveMovements(CCameraMove * ptheCamera) { HRESULT hr = S_OK; BOOL fExitLeft = ((1 == m_pFloorPlan->nExitDoor) ? TRUE : FALSE);
float fDistant = 5.0f; float fDistToWall = 30.0f; float fWalkHeight = 20.0f;
D3DXVECTOR3 vSourceLoc((fExitLeft ? g_fRoomWidthX : 0.0f), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); D3DXVECTOR3 vSourceTangent((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f);
hr = ptheCamera->Init(vSourceLoc, vSourceTangent, D3DXVECTOR3(0.0f, 1.0f, 0.0f)); if (SUCCEEDED(hr)) { BOOL fExitLeft = ((1 == m_pFloorPlan->nExitDoor) ? TRUE : FALSE);
// fExitLeft 1=Left
D3DXVECTOR3 vDestLoc((fExitLeft ? g_fRoomWidthX-fDistToWall : fDistToWall), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); D3DXVECTOR3 vDestTangent((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, -fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? g_fRoomWidthX-fDistToWall : fDistToWall), fWalkHeight, (g_fRoomDepthZ * (3.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? fDistant : -fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
// Look at painting #1
hr = ptheCamera->CreateNextWait(m_nBatch+3, 2);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, -fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? g_fRoomWidthX-fDistToWall : fDistToWall), fWalkHeight, (g_fRoomDepthZ * (2.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? fDistant : -fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
// Look at painting #2
hr = ptheCamera->CreateNextWait(m_nBatch+3, 2);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, -fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? g_fRoomWidthX-fDistToWall : fDistToWall), fWalkHeight, (g_fRoomDepthZ * (1.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? fDistant : -fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
// Look at painting #3
hr = ptheCamera->CreateNextWait(m_nBatch+3, 1);
// Now do the 180 degree turn around
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, (GetRandomInt(0, 1) ? -fDistant : fDistant)); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? fDistToWall : g_fRoomWidthX-fDistToWall), fWalkHeight, (g_fRoomDepthZ * (1.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Look at painting #4 (Front Wall #1)
hr = ptheCamera->CreateNextWait(m_nBatch+3, 1);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? fDistToWall : g_fRoomWidthX-fDistToWall), fWalkHeight, (g_fRoomDepthZ * (2.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
// Look at painting #5 (Front Wall #2)
hr = ptheCamera->CreateNextWait(m_nBatch+3, 1);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? fDistToWall : g_fRoomWidthX-fDistToWall), fWalkHeight, (g_fRoomDepthZ * (3.0f / 4.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
// Look at painting #6 (Front Wall #2)
hr = ptheCamera->CreateNextWait(m_nBatch+3, 1);
// Walk towards the door
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3(0.0f, 0.0f, fDistant); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? fDistToWall : g_fRoomWidthX-fDistToWall), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Now leave the room.
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent; vDestTangent = D3DXVECTOR3((fExitLeft ? -fDistant : fDistant), 0.0f, 0.0f); hr = ptheCamera->CreateNextRotate(vSourceLoc, vSourceTangent, vDestTangent);
vSourceTangent = vDestTangent; vDestLoc = D3DXVECTOR3((fExitLeft ? 0.0f : g_fRoomWidthX), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); vDestTangent = vSourceTangent; hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent); }
return hr; }
HRESULT CTheRoom::LoadCameraMoves(CCameraMove * ptheCamera) { // TODO: We need to change this based on the room shape and the door entered.
HRESULT hr = S_OK;
if (m_fLobby) { hr = _LoadLobbyPath(ptheCamera); } else { switch (m_pFloorPlan->nMovementPattern) { case 0: hr = _LongRoomEnterDoorMovements(ptheCamera); break; case 1: hr = _LongRoomSideEnterLeaveMovements(ptheCamera); break; } }
return hr; }
HRESULT CTheRoom::_LoadLobbyPath(CCameraMove * ptheCamera) { HRESULT hr = S_OK;
float fDistant = 5.0f; float fDistToWall = 30.0f; float fWalkHeight = 20.0f;
D3DXVECTOR3 vSourceLoc((g_fRoomWidthX / 2.0f), fWalkHeight, 1.0f); D3DXVECTOR3 vSourceTangent(0.0f, 0.0f, fDistant);
hr = ptheCamera->Init(vSourceLoc, vSourceTangent, D3DXVECTOR3(0.0f, 1.0f, 0.0f)); if (SUCCEEDED(hr)) { // Walk down the middle of the room.
D3DXVECTOR3 vDestLoc((g_fRoomWidthX / 2.0f), fWalkHeight, (g_fRoomDepthZ * (2.0f / 4.0f))); D3DXVECTOR3 vDestTangent(0.0f, 0.0f, 1.0f); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent);
// Now start walking toward the door.
vSourceLoc = vDestLoc; vSourceTangent = vDestTangent;
// 1=Left
vDestTangent = D3DXVECTOR3(((1 == m_pFloorPlan->nExitDoor) ? -1.0f : 1.0f), 0.0f, 0.0f); vDestLoc = D3DXVECTOR3(((1 == m_pFloorPlan->nExitDoor) ? 0.0f : g_fRoomWidthX), fWalkHeight, (WALL_WIDTHBEFOREDOOR + (DOOR_WIDTH / 2.0f))); hr = ptheCamera->CreateNextMove(vSourceLoc, vSourceTangent, vDestLoc, vDestTangent); }
return hr; }
//===========================
// *** IUnknown Interface ***
//===========================
ULONG CTheRoom::AddRef() { return InterlockedIncrement(&m_cRef); }
ULONG CTheRoom::Release() { ASSERT( 0 != m_cRef ); ULONG cRef = InterlockedDecrement(&m_cRef); if ( 0 == cRef ) { delete this; } return cRef; }
HRESULT CTheRoom::QueryInterface(REFIID riid, void **ppvObj) { static const QITAB qit[] = { QITABENT(CTheRoom, IUnknown), { 0 }, };
return QISearch(this, qit, riid, ppvObj); }
int CTheRoom::GetEnterDoor(void) { int nDoor = 0;
if (m_pFloorPlan) { nDoor = m_pFloorPlan->nEnterDoor; }
return nDoor; }
int CTheRoom::GetExitDoor(void) { int nDoor = 0;
if (m_pFloorPlan) { nDoor = m_pFloorPlan->nExitDoor; }
return nDoor; }
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