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engines/hpl1/penumbra-overture/GameLadder.cpp
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278
engines/hpl1/penumbra-overture/GameLadder.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#include "hpl1/penumbra-overture/GameLadder.h"
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/Init.h"
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#include "hpl1/penumbra-overture/MapHandler.h"
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#include "hpl1/penumbra-overture/Player.h"
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#include "hpl1/penumbra-overture/PlayerState_Misc.h"
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#include "hpl1/penumbra-overture/GlobalInit.h"
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//////////////////////////////////////////////////////////////////////////
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// LOADER
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cAreaLoader_GameLadder::cAreaLoader_GameLadder(const tString &asName, cInit *apInit)
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: iArea3DLoader(asName) {
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mpInit = apInit;
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}
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cAreaLoader_GameLadder::~cAreaLoader_GameLadder() {
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}
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//-----------------------------------------------------------------------
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iEntity3D *cAreaLoader_GameLadder::Load(const tString &asName, const cVector3f &avSize,
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const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
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cGameLadder *pLadder = hplNew(cGameLadder, (mpInit, asName));
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pLadder->m_mtxOnLoadTransform = a_mtxTransform;
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// Create physics data
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iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
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iCollideShape *pShape = pPhysicsWorld->CreateBoxShape(avSize, NULL);
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Common::Array<iPhysicsBody *> vBodies;
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vBodies.push_back(pPhysicsWorld->CreateBody(asName, pShape));
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vBodies[0]->SetCollide(false);
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vBodies[0]->SetCollideCharacter(false);
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vBodies[0]->SetMatrix(a_mtxTransform);
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vBodies[0]->SetUserData(pLadder);
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pLadder->SetBodies(vBodies);
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mpInit->mpMapHandler->AddGameEntity(pLadder);
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pLadder->Setup();
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return NULL;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cGameLadder::cGameLadder(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
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mType = eGameEntityType_Ladder;
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msAttachSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultAttachSound", "");
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msClimbUpSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultClimbUpSound", "");
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msClimbDownSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultClimbDownSound", "");
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}
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//-----------------------------------------------------------------------
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cGameLadder::~cGameLadder(void) {
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cGameLadder::OnPlayerPick() {
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float fHeight = GetHeight();
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if (GetDist2D() <= 1.4 && fabs(fHeight) < 1.1f) {
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mpInit->mpPlayer->SetCrossHairState(eCrossHairState_Ladder);
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}
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}
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void cGameLadder::OnPlayerInteract() {
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float fHeight = GetHeight();
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if (GetDist2D() <= 1.4 && fabs(fHeight) < 1.1f) {
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mpInit->mpPlayer->ChangeMoveState(ePlayerMoveState_Walk);
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///////////////////////////////
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// Check if the pos infront of the ladder is free.
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iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
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iPhysicsWorld *pWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
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cMatrixf mtxPos = cMath::MatrixTranslate(GetStartPosition());
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cVector3f vNewPos;
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bool bFound = false;
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do {
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pWorld->CheckShapeWorldCollision(&vNewPos, pCharBody->GetShape(), mtxPos,
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pCharBody->GetBody(), false, true, NULL, true);
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if (vNewPos == mtxPos.GetTranslation()) {
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bFound = true;
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break;
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}
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mtxPos.SetTranslation(mtxPos.GetTranslation() + cVector3f(0, 0.1f, 0));
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} while (mtxPos.GetTranslation().y <= mfMaxY);
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if (bFound == false) {
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// TODO: Message?
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return;
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}
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///////////////////////////////
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// Set state
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cPlayerState_Climb *pState = static_cast<cPlayerState_Climb *>(mpInit->mpPlayer->GetStateData(ePlayerState_Climb));
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pState->mpLadder = this;
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pState->mvStartPosition = mtxPos.GetTranslation();
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mpInit->mpPlayer->ChangeState(ePlayerState_Climb);
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}
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}
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//-----------------------------------------------------------------------
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void cGameLadder::OnPostSceneDraw() {
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// mpInit->mpGame->GetGraphics()->GetLowLevel()->DrawLine(mvBodies[0]->GetWorldPosition(),
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// mvBodies[0]->GetWorldPosition()+mvForward,
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// cColor(0,1,0,1));
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}
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//-----------------------------------------------------------------------
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void cGameLadder::Setup() {
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cMatrixf mtxInv = cMath::MatrixInverse(mvBodies[0]->GetWorldMatrix());
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mvForward = mtxInv.GetForward();
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mfMaxY = mvBodies[0]->GetWorldPosition().y + mvBodies[0]->GetShape()->GetSize().y / 2.0f;
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mfMinY = mvBodies[0]->GetWorldPosition().y - mvBodies[0]->GetShape()->GetSize().y / 2.0f;
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}
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//-----------------------------------------------------------------------
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float cGameLadder::GetDist2D() {
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iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
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cVector3f vPosA = pCharBody->GetPosition();
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vPosA.y = 0;
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cVector3f vPosB = mvBodies[0]->GetWorldPosition();
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vPosB.y = 0;
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return cMath::Vector3Dist(vPosA, vPosB);
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}
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//-----------------------------------------------------------------------
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float cGameLadder::GetHeight() {
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iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
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cVector3f vPosA = pCharBody->GetPosition();
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cVector3f vPosB = mpInit->mpPlayer->GetPickedPos();
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return vPosB.y - vPosA.y;
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}
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//-----------------------------------------------------------------------
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cVector3f cGameLadder::GetStartRotation() {
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/*iCharacterBody *pCharBody = */ mpInit->mpPlayer->GetCharacterBody();
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return cMath::GetAngleFromPoints3D(cVector3f(0, 0, 0), GetForward() * -1);
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}
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cVector3f cGameLadder::GetStartPosition() {
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iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
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cVector3f vPos = pCharBody->GetPosition();
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cVector3f vLadderPos = GetBody(0)->GetWorldPosition() +
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GetForward() * pCharBody->GetSize().x * 0.6f;
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vLadderPos.y = vPos.y + 0.05f;
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if (vLadderPos.y > mfMaxY - pCharBody->GetSize().y * 0.3f)
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vLadderPos.y = mfMaxY - pCharBody->GetSize().y * 0.3f;
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if (vLadderPos.y - pCharBody->GetSize().y / 2 < mfMinY)
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vLadderPos.y = mfMinY + pCharBody->GetSize().y / 2 + 0.1f;
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return vLadderPos;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerialize(cGameLadder_SaveData, iGameEntity_SaveData)
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kSerializeVar(mvSize, eSerializeType_Vector3f)
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kSerializeVar(msAttachSound, eSerializeType_String)
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kSerializeVar(msClimbUpSound, eSerializeType_String)
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kSerializeVar(msClimbDownSound, eSerializeType_String)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iGameEntity *cGameLadder_SaveData::CreateEntity() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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iGameEntity_SaveData *cGameLadder::CreateSaveData() {
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return hplNew(cGameLadder_SaveData, ());
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}
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//-----------------------------------------------------------------------
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void cGameLadder::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
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super::SaveToSaveData(apSaveData);
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cGameLadder_SaveData *pData = static_cast<cGameLadder_SaveData *>(apSaveData);
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pData->mvSize = mvBodies[0]->GetShape()->GetSize();
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kCopyToVar(pData, msAttachSound);
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kCopyToVar(pData, msClimbUpSound);
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kCopyToVar(pData, msClimbDownSound);
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}
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//-----------------------------------------------------------------------
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void cGameLadder::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
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super::LoadFromSaveData(apSaveData);
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cGameLadder_SaveData *pData = static_cast<cGameLadder_SaveData *>(apSaveData);
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kCopyFromVar(pData, msAttachSound);
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kCopyFromVar(pData, msClimbUpSound);
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kCopyFromVar(pData, msClimbDownSound);
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}
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//-----------------------------------------------------------------------
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