437 lines
14 KiB
C++
437 lines
14 KiB
C++
/* 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/GameItem.h"
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameItemType.h"
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#include "hpl1/penumbra-overture/Init.h"
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#include "hpl1/penumbra-overture/Inventory.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/GlobalInit.h"
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//////////////////////////////////////////////////////////////////////////
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// RAY CAST
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cGameItem_InViewRay::SetUp(iPhysicsBody *apSkipBody) {
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mpSkipBody = apSkipBody;
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mbIntersected = false;
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}
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bool cGameItem_InViewRay::OnIntersect(iPhysicsBody *apBody, cPhysicsRayParams *apParams) {
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// float &fDist = apParams->mfDist;
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// Must be positive
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if (apParams->mfT < 0 || apParams->mfT > 1)
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return true;
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// No characters or skip body allowed
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if (apBody->IsCharacter() || apBody == mpSkipBody)
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return true;
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if (apBody->GetCollide() == false || apBody->IsActive() == false)
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return true;
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mbIntersected = true;
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return false;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// LOADER
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cEntityLoader_GameItem::cEntityLoader_GameItem(const tString &asName, cInit *apInit)
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: cEntityLoader_Object(asName) {
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mpInit = apInit;
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}
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cEntityLoader_GameItem::~cEntityLoader_GameItem() {
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}
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//-----------------------------------------------------------------------
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void cEntityLoader_GameItem::BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
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cWorld3D *apWorld) {
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}
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//-----------------------------------------------------------------------
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void cEntityLoader_GameItem::AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
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cWorld3D *apWorld) {
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cGameItem *pObject = hplNew(cGameItem, (mpInit, mpEntity->GetName()));
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pObject->msSubType = msSubType;
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pObject->msFileName = msFileName;
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pObject->m_mtxOnLoadTransform = a_mtxTransform;
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// Set the engine objects to the object
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pObject->SetBodies(mvBodies);
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pObject->SetMeshEntity(mpEntity);
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///////////////////////////////////
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// Add a the object as user data to the body, to get the obejct later on.
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for (size_t i = 0; i < mvBodies.size(); ++i) {
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mvBodies[i]->SetUserData((void *)pObject);
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}
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///////////////////////////////////
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// Load game properties
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TiXmlElement *pGameElem = apRootElem->FirstChildElement("GAME");
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if (pGameElem) {
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pObject->mfEnterFlashDist = cString::ToFloat(pGameElem->Attribute("EnterFlashDist"), 3);
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pObject->mfExitFlashDist = cString::ToFloat(pGameElem->Attribute("ExitFlashDistt"), 6);
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pObject->mbSkipRayCheck = cString::ToBool(pGameElem->Attribute("SkipRayCheck"), false);
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pObject->msImageFile = cString::ToString(pGameElem->Attribute("ImageFile"), "");
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pObject->mbCanBeDropped = cString::ToBool(pGameElem->Attribute("CanBeDropped"), true);
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pObject->mbHasCount = cString::ToBool(pGameElem->Attribute("HasCount"), false);
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pObject->mlCount = cString::ToInt(pGameElem->Attribute("Count"), 1);
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pObject->msPickUpSound = cString::ToString(pGameElem->Attribute("PickUpSound"), "player_pickup_generic");
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tString sNameCat = cString::ToString(pGameElem->Attribute("NameCat"), "");
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tString sNameEntry = cString::ToString(pGameElem->Attribute("NameEntry"), "");
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tString sDescCat = cString::ToString(pGameElem->Attribute("DescCat"), "");
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tString sDescEntry = cString::ToString(pGameElem->Attribute("DescEntry"), "");
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pObject->mItemType = ToItemType(pGameElem->Attribute("ItemType"));
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pObject->msHudModelFile = cString::ToString(pGameElem->Attribute("HudModelFile"), "");
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pObject->msHudModelName = cString::ToString(pGameElem->Attribute("HudModelName"), "");
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pObject->SetGameName(kTranslate(sNameCat, sNameEntry));
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pObject->SetDescription(kTranslate(sDescCat, sDescEntry));
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} else {
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Error("Couldn't find game element for entity '%s'\n", mpEntity->GetName().c_str());
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}
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/////////////////////////////////
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// Add to map handler
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mpInit->mpMapHandler->AddGameEntity(pObject);
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mpInit->mpMapHandler->AddGameItem(pObject);
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}
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//-----------------------------------------------------------------------
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eGameItemType cEntityLoader_GameItem::ToItemType(const char *apString) {
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if (apString == NULL)
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return eGameItemType_Normal;
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tString asType = cString::ToLowerCase(apString);
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if (asType == "normal")
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return eGameItemType_Normal;
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else if (asType == "food")
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return eGameItemType_Food;
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else if (asType == "note")
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return eGameItemType_Note;
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else if (asType == "map")
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return eGameItemType_Map;
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else if (asType == "flashlight")
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return eGameItemType_Flashlight;
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else if (asType == "notebook")
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return eGameItemType_Notebook;
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else if (asType == "battery")
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return eGameItemType_Battery;
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else if (asType == "glowstick")
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return eGameItemType_GlowStick;
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else if (asType == "flare")
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return eGameItemType_Flare;
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else if (asType == "painkillers")
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return eGameItemType_Painkillers;
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else if (asType == "weaponmelee")
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return eGameItemType_WeaponMelee;
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else if (asType == "throw")
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return eGameItemType_Throw;
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return eGameItemType_Normal;
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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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cGameItem::cGameItem(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
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mType = eGameEntityType_Item;
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mbHasInteraction = true;
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mfMaxInteractDist = 2.0f;
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mfMaxExamineDist = 4.0f;
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mfCheckFlashCount = 0;
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mfCheckFlashMax = 1.0f / 20.0f;
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mfStartFlashCount = 0;
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mfFlashAlpha = 0;
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mfFlashAlphaAdd = -1;
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mbHasBeenFlashed = false;
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mfEnterFlashDist = 2;
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mfExitFlashDist = 5;
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}
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//-----------------------------------------------------------------------
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cGameItem::~cGameItem(void) {
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mpInit->mpMapHandler->RemoveGameItem(this);
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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 cGameItem::OnWorldLoad() {
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}
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//-----------------------------------------------------------------------
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void cGameItem::OnPlayerPick() {
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if (mpInit->mpPlayer->GetPickedDist() <= mfMaxInteractDist) {
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mpInit->mpPlayer->SetCrossHairState(eCrossHairState_PickUp);
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}
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}
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//-----------------------------------------------------------------------
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void cGameItem::OnPlayerInteract() {
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if (mpInit->mpPlayer->GetPickedDist() <= mfMaxInteractDist) {
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mpInit->mpInventory->AddItem(this);
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mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui(msPickUpSound, false, 1);
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mbDestroyMe = true;
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}
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}
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//-----------------------------------------------------------------------
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bool cGameItem::IsInView(float afMinDist) {
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cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
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// Distance
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float fDistSqr = cMath::Vector3DistSqr(pCam->GetPosition(),
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mvBodies[0]->GetWorldPosition());
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if (fDistSqr > afMinDist * afMinDist) {
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return false;
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}
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// Angle
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cVector3f vToMesh = mvBodies[0]->GetWorldPosition() - pCam->GetPosition();
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vToMesh.Normalise();
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float fAngle = cMath::Vector3Angle(pCam->GetForward(), vToMesh);
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if (fAngle > cMath::ToRad(43)) {
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return false;
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}
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if (mbSkipRayCheck)
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return true;
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// Raycast
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iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
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mRayCallback.SetUp(mvBodies[0]);
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pPhysicsWorld->CastRay(&mRayCallback, pCam->GetPosition(),
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mpMeshEntity->GetBoundingVolume()->GetWorldCenter(), // mvBodies[0]->GetWorldPosition(),
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false, false, false);
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if (mRayCallback.mbIntersected) {
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------
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void cGameItem::Update(float afTimeStep) {
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if (mbActive == false)
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return;
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if (mpInit->mbFlashItems == false)
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return;
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//////////////////////////////////////
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// Update flash
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if (mfFlashAlphaAdd > 0 || mfFlashAlpha > 0) {
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if (mfFlashAlphaAdd < 0) {
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mfFlashAlpha += mfFlashAlphaAdd * afTimeStep * 0.8f;
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if (mfFlashAlpha <= 0) {
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mfFlashAlpha = 0;
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// mfFlashAlphaAdd = -mfFlashAlphaAdd;
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}
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} else {
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mfFlashAlpha += mfFlashAlphaAdd * afTimeStep * 1.5f;
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if (mfFlashAlpha >= 1) {
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mfFlashAlpha = 1;
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mfFlashAlphaAdd = -mfFlashAlphaAdd;
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}
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}
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}
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//////////////////////////////////////
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// Check if player is near
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else if (mbHasBeenFlashed == false) {
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mfCheckFlashCount += afTimeStep;
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if (mfCheckFlashCount >= mfCheckFlashMax) {
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mfCheckFlashCount = 0;
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if (IsInView(mfEnterFlashDist)) {
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mfStartFlashCount += mfCheckFlashMax;
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} else {
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mfStartFlashCount -= mfCheckFlashMax;
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if (mfStartFlashCount < 0)
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mfStartFlashCount = 0;
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}
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}
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if (mfStartFlashCount >= 0.1f) {
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mfStartFlashCount = 0;
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mbHasBeenFlashed = true;
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mfFlashAlpha = 0;
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mfFlashAlphaAdd = 1;
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}
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}
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//////////////////////////////////////
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// Check if player is out of flash area.
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else {
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mfCheckFlashCount += afTimeStep;
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if (mfCheckFlashCount >= mfCheckFlashMax) {
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mfCheckFlashCount = 0;
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if (IsInView(mfExitFlashDist) == false) {
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mfStartFlashCount += mfCheckFlashMax;
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} else {
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mfStartFlashCount -= mfCheckFlashMax;
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if (mfStartFlashCount < 0)
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mfStartFlashCount = 0;
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}
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}
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if (mfStartFlashCount >= 0.75f) {
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mbHasBeenFlashed = false;
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mfStartFlashCount = 0;
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}
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}
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}
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//-----------------------------------------------------------------------
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void cGameItem::OnPostSceneDraw() {
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/*iLowLevelGraphics *pLowGfx = mpInit->mpGame->GetGraphics()->GetLowLevel();
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cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
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pLowGfx->SetDepthTestActive(true);
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pLowGfx->SetDepthWriteActive(false);
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pLowGfx->SetBlendActive(true);
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pLowGfx->SetBlendFunc(eBlendFunc_One,eBlendFunc_One);
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for(int i=0; i< mpMeshEntity->GetMesh()->GetSubMeshNum(); i++)
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{
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cSubMeshEntity *pSubEntity = mpMeshEntity->GetSubMeshEntity(i);
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cSubMesh *pSubMesh = mpMeshEntity->GetMesh()->GetSubMesh(i);
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iVertexBuffer *pVtxBuffer = pSubEntity->GetVertexBuffer();
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pLowGfx->SetTexture(0,NULL);
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pVtxBuffer->Bind();
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pVtxBuffer->Draw();
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pVtxBuffer->UnBind();
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}
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pLowGfx->SetBlendActive(false);
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pLowGfx->SetDepthTestActive(true);
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pLowGfx->SetDepthWriteActive(true);*/
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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(cGameItem_SaveData, iGameEntity_SaveData)
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kSerializeVar(mbHasBeenFlashed, eSerializeType_Bool)
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kSerializeVar(mfEnterFlashDist, eSerializeType_Float32)
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kSerializeVar(mfExitFlashDist, eSerializeType_Float32)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iGameEntity *cGameItem_SaveData::CreateEntity() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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iGameEntity_SaveData *cGameItem::CreateSaveData() {
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return hplNew(cGameItem_SaveData, ());
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}
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//-----------------------------------------------------------------------
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void cGameItem::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
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super::SaveToSaveData(apSaveData);
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cGameItem_SaveData *pData = static_cast<cGameItem_SaveData *>(apSaveData);
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kCopyToVar(pData, mbHasBeenFlashed);
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kCopyToVar(pData, mfEnterFlashDist);
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kCopyToVar(pData, mfExitFlashDist);
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}
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//-----------------------------------------------------------------------
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void cGameItem::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
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super::LoadFromSaveData(apSaveData);
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cGameItem_SaveData *pData = static_cast<cGameItem_SaveData *>(apSaveData);
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kCopyFromVar(pData, mbHasBeenFlashed);
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kCopyFromVar(pData, mfEnterFlashDist);
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kCopyFromVar(pData, mfExitFlashDist);
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}
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//-----------------------------------------------------------------------
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