Files
2026-02-02 04:50:13 +01:00

437 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#include "hpl1/penumbra-overture/GameItem.h"
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameItemType.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/Inventory.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/GlobalInit.h"
//////////////////////////////////////////////////////////////////////////
// RAY CAST
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameItem_InViewRay::SetUp(iPhysicsBody *apSkipBody) {
mpSkipBody = apSkipBody;
mbIntersected = false;
}
bool cGameItem_InViewRay::OnIntersect(iPhysicsBody *apBody, cPhysicsRayParams *apParams) {
// float &fDist = apParams->mfDist;
// Must be positive
if (apParams->mfT < 0 || apParams->mfT > 1)
return true;
// No characters or skip body allowed
if (apBody->IsCharacter() || apBody == mpSkipBody)
return true;
if (apBody->GetCollide() == false || apBody->IsActive() == false)
return true;
mbIntersected = true;
return false;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEntityLoader_GameItem::cEntityLoader_GameItem(const tString &asName, cInit *apInit)
: cEntityLoader_Object(asName) {
mpInit = apInit;
}
cEntityLoader_GameItem::~cEntityLoader_GameItem() {
}
//-----------------------------------------------------------------------
void cEntityLoader_GameItem::BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
cWorld3D *apWorld) {
}
//-----------------------------------------------------------------------
void cEntityLoader_GameItem::AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
cWorld3D *apWorld) {
cGameItem *pObject = hplNew(cGameItem, (mpInit, mpEntity->GetName()));
pObject->msSubType = msSubType;
pObject->msFileName = msFileName;
pObject->m_mtxOnLoadTransform = a_mtxTransform;
// Set the engine objects to the object
pObject->SetBodies(mvBodies);
pObject->SetMeshEntity(mpEntity);
///////////////////////////////////
// Add a the object as user data to the body, to get the obejct later on.
for (size_t i = 0; i < mvBodies.size(); ++i) {
mvBodies[i]->SetUserData((void *)pObject);
}
///////////////////////////////////
// Load game properties
TiXmlElement *pGameElem = apRootElem->FirstChildElement("GAME");
if (pGameElem) {
pObject->mfEnterFlashDist = cString::ToFloat(pGameElem->Attribute("EnterFlashDist"), 3);
pObject->mfExitFlashDist = cString::ToFloat(pGameElem->Attribute("ExitFlashDistt"), 6);
pObject->mbSkipRayCheck = cString::ToBool(pGameElem->Attribute("SkipRayCheck"), false);
pObject->msImageFile = cString::ToString(pGameElem->Attribute("ImageFile"), "");
pObject->mbCanBeDropped = cString::ToBool(pGameElem->Attribute("CanBeDropped"), true);
pObject->mbHasCount = cString::ToBool(pGameElem->Attribute("HasCount"), false);
pObject->mlCount = cString::ToInt(pGameElem->Attribute("Count"), 1);
pObject->msPickUpSound = cString::ToString(pGameElem->Attribute("PickUpSound"), "player_pickup_generic");
tString sNameCat = cString::ToString(pGameElem->Attribute("NameCat"), "");
tString sNameEntry = cString::ToString(pGameElem->Attribute("NameEntry"), "");
tString sDescCat = cString::ToString(pGameElem->Attribute("DescCat"), "");
tString sDescEntry = cString::ToString(pGameElem->Attribute("DescEntry"), "");
pObject->mItemType = ToItemType(pGameElem->Attribute("ItemType"));
pObject->msHudModelFile = cString::ToString(pGameElem->Attribute("HudModelFile"), "");
pObject->msHudModelName = cString::ToString(pGameElem->Attribute("HudModelName"), "");
pObject->SetGameName(kTranslate(sNameCat, sNameEntry));
pObject->SetDescription(kTranslate(sDescCat, sDescEntry));
} else {
Error("Couldn't find game element for entity '%s'\n", mpEntity->GetName().c_str());
}
/////////////////////////////////
// Add to map handler
mpInit->mpMapHandler->AddGameEntity(pObject);
mpInit->mpMapHandler->AddGameItem(pObject);
}
//-----------------------------------------------------------------------
eGameItemType cEntityLoader_GameItem::ToItemType(const char *apString) {
if (apString == NULL)
return eGameItemType_Normal;
tString asType = cString::ToLowerCase(apString);
if (asType == "normal")
return eGameItemType_Normal;
else if (asType == "food")
return eGameItemType_Food;
else if (asType == "note")
return eGameItemType_Note;
else if (asType == "map")
return eGameItemType_Map;
else if (asType == "flashlight")
return eGameItemType_Flashlight;
else if (asType == "notebook")
return eGameItemType_Notebook;
else if (asType == "battery")
return eGameItemType_Battery;
else if (asType == "glowstick")
return eGameItemType_GlowStick;
else if (asType == "flare")
return eGameItemType_Flare;
else if (asType == "painkillers")
return eGameItemType_Painkillers;
else if (asType == "weaponmelee")
return eGameItemType_WeaponMelee;
else if (asType == "throw")
return eGameItemType_Throw;
return eGameItemType_Normal;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameItem::cGameItem(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
mType = eGameEntityType_Item;
mbHasInteraction = true;
mfMaxInteractDist = 2.0f;
mfMaxExamineDist = 4.0f;
mfCheckFlashCount = 0;
mfCheckFlashMax = 1.0f / 20.0f;
mfStartFlashCount = 0;
mfFlashAlpha = 0;
mfFlashAlphaAdd = -1;
mbHasBeenFlashed = false;
mfEnterFlashDist = 2;
mfExitFlashDist = 5;
}
//-----------------------------------------------------------------------
cGameItem::~cGameItem(void) {
mpInit->mpMapHandler->RemoveGameItem(this);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameItem::OnWorldLoad() {
}
//-----------------------------------------------------------------------
void cGameItem::OnPlayerPick() {
if (mpInit->mpPlayer->GetPickedDist() <= mfMaxInteractDist) {
mpInit->mpPlayer->SetCrossHairState(eCrossHairState_PickUp);
}
}
//-----------------------------------------------------------------------
void cGameItem::OnPlayerInteract() {
if (mpInit->mpPlayer->GetPickedDist() <= mfMaxInteractDist) {
mpInit->mpInventory->AddItem(this);
mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui(msPickUpSound, false, 1);
mbDestroyMe = true;
}
}
//-----------------------------------------------------------------------
bool cGameItem::IsInView(float afMinDist) {
cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
// Distance
float fDistSqr = cMath::Vector3DistSqr(pCam->GetPosition(),
mvBodies[0]->GetWorldPosition());
if (fDistSqr > afMinDist * afMinDist) {
return false;
}
// Angle
cVector3f vToMesh = mvBodies[0]->GetWorldPosition() - pCam->GetPosition();
vToMesh.Normalise();
float fAngle = cMath::Vector3Angle(pCam->GetForward(), vToMesh);
if (fAngle > cMath::ToRad(43)) {
return false;
}
if (mbSkipRayCheck)
return true;
// Raycast
iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
mRayCallback.SetUp(mvBodies[0]);
pPhysicsWorld->CastRay(&mRayCallback, pCam->GetPosition(),
mpMeshEntity->GetBoundingVolume()->GetWorldCenter(), // mvBodies[0]->GetWorldPosition(),
false, false, false);
if (mRayCallback.mbIntersected) {
return false;
}
return true;
}
//-----------------------------------------------------------------------
void cGameItem::Update(float afTimeStep) {
if (mbActive == false)
return;
if (mpInit->mbFlashItems == false)
return;
//////////////////////////////////////
// Update flash
if (mfFlashAlphaAdd > 0 || mfFlashAlpha > 0) {
if (mfFlashAlphaAdd < 0) {
mfFlashAlpha += mfFlashAlphaAdd * afTimeStep * 0.8f;
if (mfFlashAlpha <= 0) {
mfFlashAlpha = 0;
// mfFlashAlphaAdd = -mfFlashAlphaAdd;
}
} else {
mfFlashAlpha += mfFlashAlphaAdd * afTimeStep * 1.5f;
if (mfFlashAlpha >= 1) {
mfFlashAlpha = 1;
mfFlashAlphaAdd = -mfFlashAlphaAdd;
}
}
}
//////////////////////////////////////
// Check if player is near
else if (mbHasBeenFlashed == false) {
mfCheckFlashCount += afTimeStep;
if (mfCheckFlashCount >= mfCheckFlashMax) {
mfCheckFlashCount = 0;
if (IsInView(mfEnterFlashDist)) {
mfStartFlashCount += mfCheckFlashMax;
} else {
mfStartFlashCount -= mfCheckFlashMax;
if (mfStartFlashCount < 0)
mfStartFlashCount = 0;
}
}
if (mfStartFlashCount >= 0.1f) {
mfStartFlashCount = 0;
mbHasBeenFlashed = true;
mfFlashAlpha = 0;
mfFlashAlphaAdd = 1;
}
}
//////////////////////////////////////
// Check if player is out of flash area.
else {
mfCheckFlashCount += afTimeStep;
if (mfCheckFlashCount >= mfCheckFlashMax) {
mfCheckFlashCount = 0;
if (IsInView(mfExitFlashDist) == false) {
mfStartFlashCount += mfCheckFlashMax;
} else {
mfStartFlashCount -= mfCheckFlashMax;
if (mfStartFlashCount < 0)
mfStartFlashCount = 0;
}
}
if (mfStartFlashCount >= 0.75f) {
mbHasBeenFlashed = false;
mfStartFlashCount = 0;
}
}
}
//-----------------------------------------------------------------------
void cGameItem::OnPostSceneDraw() {
/*iLowLevelGraphics *pLowGfx = mpInit->mpGame->GetGraphics()->GetLowLevel();
cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
pLowGfx->SetDepthTestActive(true);
pLowGfx->SetDepthWriteActive(false);
pLowGfx->SetBlendActive(true);
pLowGfx->SetBlendFunc(eBlendFunc_One,eBlendFunc_One);
for(int i=0; i< mpMeshEntity->GetMesh()->GetSubMeshNum(); i++)
{
cSubMeshEntity *pSubEntity = mpMeshEntity->GetSubMeshEntity(i);
cSubMesh *pSubMesh = mpMeshEntity->GetMesh()->GetSubMesh(i);
iVertexBuffer *pVtxBuffer = pSubEntity->GetVertexBuffer();
pLowGfx->SetTexture(0,NULL);
pVtxBuffer->Bind();
pVtxBuffer->Draw();
pVtxBuffer->UnBind();
}
pLowGfx->SetBlendActive(false);
pLowGfx->SetDepthTestActive(true);
pLowGfx->SetDepthWriteActive(true);*/
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cGameItem_SaveData, iGameEntity_SaveData)
kSerializeVar(mbHasBeenFlashed, eSerializeType_Bool)
kSerializeVar(mfEnterFlashDist, eSerializeType_Float32)
kSerializeVar(mfExitFlashDist, eSerializeType_Float32)
kEndSerialize()
//-----------------------------------------------------------------------
iGameEntity *cGameItem_SaveData::CreateEntity() {
return NULL;
}
//-----------------------------------------------------------------------
iGameEntity_SaveData *cGameItem::CreateSaveData() {
return hplNew(cGameItem_SaveData, ());
}
//-----------------------------------------------------------------------
void cGameItem::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
super::SaveToSaveData(apSaveData);
cGameItem_SaveData *pData = static_cast<cGameItem_SaveData *>(apSaveData);
kCopyToVar(pData, mbHasBeenFlashed);
kCopyToVar(pData, mfEnterFlashDist);
kCopyToVar(pData, mfExitFlashDist);
}
//-----------------------------------------------------------------------
void cGameItem::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
super::LoadFromSaveData(apSaveData);
cGameItem_SaveData *pData = static_cast<cGameItem_SaveData *>(apSaveData);
kCopyFromVar(pData, mbHasBeenFlashed);
kCopyFromVar(pData, mfEnterFlashDist);
kCopyFromVar(pData, mfExitFlashDist);
}
//-----------------------------------------------------------------------