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

192 lines
6.5 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/GameLink.h"
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/RadioHandler.h"
#include "hpl1/penumbra-overture/GlobalInit.h"
//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cAreaLoader_GameLink::cAreaLoader_GameLink(const tString &asName, cInit *apInit)
: iArea3DLoader(asName) {
mpInit = apInit;
}
cAreaLoader_GameLink::~cAreaLoader_GameLink() {
}
//-----------------------------------------------------------------------
iEntity3D *cAreaLoader_GameLink::Load(const tString &asName, const cVector3f &avSize,
const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
cGameLink *pLink = hplNew(cGameLink, (mpInit, asName));
pLink->m_mtxOnLoadTransform = a_mtxTransform;
// Create physics data
iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
iCollideShape *pShape = pPhysicsWorld->CreateBoxShape(avSize, NULL);
Common::Array<iPhysicsBody *> vBodies;
vBodies.push_back(pPhysicsWorld->CreateBody(asName, pShape));
vBodies[0]->SetCollide(false);
vBodies[0]->SetCollideCharacter(false);
vBodies[0]->SetMatrix(a_mtxTransform);
vBodies[0]->SetUserData(pLink);
pLink->SetBodies(vBodies);
mpInit->mpMapHandler->AddGameEntity(pLink);
return NULL;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameLink::cGameLink(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
mType = eGameEntityType_Link;
}
//-----------------------------------------------------------------------
cGameLink::~cGameLink(void) {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameLink::OnPlayerPick() {
if (mpInit->mpPlayer->GetPickedDist() <= 1.8) {
mpInit->mpPlayer->SetCrossHairState(eCrossHairState_DoorLink);
}
}
void cGameLink::OnPlayerInteract() {
// if(mpInit->mpRadioHandler->IsActive()) return;
if (mpInit->mpPlayer->GetPickedDist() <= 1.8 && msMapFile != "") {
mpInit->mpMapHandler->ChangeMap(msMapFile, msMapPos, msStartSound, msStopSound, mfFadeOutTime,
mfFadeInTime, msLoadTextCat, msLoadTextEntry);
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cGameLink_SaveData, iGameEntity_SaveData)
kSerializeVar(mvSize, eSerializeType_Vector3f)
kSerializeVar(msMapFile, eSerializeType_String)
kSerializeVar(msMapPos, eSerializeType_String)
kSerializeVar(msStartSound, eSerializeType_String)
kSerializeVar(msStopSound, eSerializeType_String)
kSerializeVar(mfFadeOutTime, eSerializeType_Float32)
kSerializeVar(mfFadeInTime, eSerializeType_Float32)
kSerializeVar(msLoadTextCat, eSerializeType_String)
kSerializeVar(msLoadTextEntry, eSerializeType_String)
kEndSerialize()
//-----------------------------------------------------------------------
iGameEntity *cGameLink_SaveData::CreateEntity() {
return NULL;
}
//-----------------------------------------------------------------------
iGameEntity_SaveData *cGameLink::CreateSaveData() {
return hplNew(cGameLink_SaveData, ());
}
//-----------------------------------------------------------------------
void cGameLink::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
super::SaveToSaveData(apSaveData);
cGameLink_SaveData *pData = static_cast<cGameLink_SaveData *>(apSaveData);
kCopyToVar(pData, msMapFile);
kCopyToVar(pData, msMapPos);
kCopyToVar(pData, msStartSound);
kCopyToVar(pData, msStopSound);
kCopyToVar(pData, mfFadeOutTime);
kCopyToVar(pData, mfFadeInTime);
kCopyToVar(pData, msLoadTextCat);
kCopyToVar(pData, msLoadTextEntry);
pData->mvSize = mvBodies[0]->GetShape()->GetSize();
}
//-----------------------------------------------------------------------
void cGameLink::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
super::LoadFromSaveData(apSaveData);
cGameLink_SaveData *pData = static_cast<cGameLink_SaveData *>(apSaveData);
kCopyFromVar(pData, msMapFile);
kCopyFromVar(pData, msMapPos);
kCopyFromVar(pData, msStartSound);
kCopyFromVar(pData, msStopSound);
kCopyFromVar(pData, mfFadeOutTime);
kCopyFromVar(pData, mfFadeInTime);
kCopyFromVar(pData, msLoadTextCat);
kCopyFromVar(pData, msLoadTextEntry);
}
//-----------------------------------------------------------------------