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

192 lines
5.8 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/HudModel_Throw.h"
#include "hpl1/penumbra-overture/AttackHandler.h"
#include "hpl1/penumbra-overture/GameEnemy.h"
#include "hpl1/penumbra-overture/GameEntity.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/PlayerHelper.h"
/////////////////////////////////////////////////////////////////////////
// HUD MODEL THROW
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cHudModel_Throw::cHudModel_Throw() : iHudModel(ePlayerHandType_Throw) {
mbButtonDown = false;
mfChargeCount = 0;
}
//-----------------------------------------------------------------------
void cHudModel_Throw::LoadData(TiXmlElement *apRootElem) {
////////////////////////////////////////////////
// Load the MAIN element.
TiXmlElement *pMeleeElem = apRootElem->FirstChildElement("THROW");
if (pMeleeElem == NULL) {
Error("Couldn't load THROW element from XML document\n");
return;
}
// mbDrawDebug = cString::ToBool(pMeleeElem->Attribute("DrawDebug"),false);
mChargePose = GetPoseFromElem("ChargePose", pMeleeElem);
mfChargeTime = cString::ToFloat(pMeleeElem->Attribute("ChargeTime"), 0);
mfMinImpulse = cString::ToFloat(pMeleeElem->Attribute("MinImpulse"), 0);
mfMaxImpulse = cString::ToFloat(pMeleeElem->Attribute("MaxImpulse"), 0);
mfReloadTime = cString::ToFloat(pMeleeElem->Attribute("ReloadTime"), 0);
mvTorque = cString::ToVector3f(pMeleeElem->Attribute("Torque"), 0);
msThrowEntity = cString::ToString(pMeleeElem->Attribute("ThrowEntity"), "");
msChargeSound = cString::ToString(pMeleeElem->Attribute("ChargeSound"), "");
msThrowSound = cString::ToString(pMeleeElem->Attribute("ThrowSound"), "");
}
//-----------------------------------------------------------------------
void cHudModel_Throw::OnStart() {
mbButtonDown = false;
mfChargeCount = 0;
}
//-----------------------------------------------------------------------
void cHudModel_Throw::ResetExtraData() {
mbButtonDown = false;
mfChargeCount = 0;
}
//-----------------------------------------------------------------------
bool cHudModel_Throw::UpdatePoseMatrix(cMatrixf &aPoseMtx, float afTimeStep) {
if (mbButtonDown) {
mfChargeCount += afTimeStep / mfChargeTime;
if (mfChargeCount > 1)
mfChargeCount = 1;
} else {
mfChargeCount -= afTimeStep * 4;
if (mfChargeCount < 0)
mfChargeCount = 0;
}
cMatrixf mtxA = mEquipPose.ToMatrix();
cMatrixf mtxB = mChargePose.ToMatrix();
aPoseMtx = cMath::MatrixSlerp(mfChargeCount, mtxA, mtxB, true);
return true;
}
//-----------------------------------------------------------------------
void cHudModel_Throw::OnAttackDown() {
if (mState == eHudModelState_Idle) {
mbButtonDown = true;
if (msChargeSound != "") {
cSoundHandler *pSoundHandler = mpInit->mpGame->GetSound()->GetSoundHandler();
pSoundHandler->PlayGui(msChargeSound, false, 1.0f);
}
}
}
//-----------------------------------------------------------------------
void cHudModel_Throw::OnAttackUp() {
if (mbButtonDown == false)
return;
mbButtonDown = false;
// Play sound
if (msThrowSound != "") {
cSoundHandler *pSoundHandler = mpInit->mpGame->GetSound()->GetSoundHandler();
pSoundHandler->PlayGui(msThrowSound, false, 1.0f);
}
///////////////////////////////
// Create entity
cCamera3D *pCam = mpInit->mpPlayer->GetCamera();
cVector3f vRot = cVector3f(pCam->GetPitch(), pCam->GetYaw(), pCam->GetRoll());
cMatrixf mtxStart = cMath::MatrixRotate(vRot, eEulerRotationOrder_XYZ);
mtxStart.SetTranslation(pCam->GetPosition());
iEntity3D *pEntity = mpInit->mpGame->GetScene()->GetWorld3D()->CreateEntity("Throw", mtxStart,
msThrowEntity, true);
if (pEntity) {
iGameEntity *pEntity2 = mpInit->mpMapHandler->GetLatestEntity();
float fImpulse = mfMinImpulse * (1 - mfChargeCount) + mfMaxImpulse * mfChargeCount;
cVector3f vRot2 = cMath::MatrixMul(mtxStart.GetRotation(), mvTorque);
for (int i = 0; i < pEntity2->GetBodyNum(); ++i) {
iPhysicsBody *pBody = pEntity2->GetBody(i);
pBody->AddImpulse(pCam->GetForward() * fImpulse);
pBody->AddTorque(vRot2);
}
}
mpInit->mpPlayer->GetHidden()->UnHide();
//////////////////////
// Reset animations
mfChargeCount = 0;
mfTime = -mfReloadTime;
mState = eHudModelState_Equip;
//////////////////////
// Decrease item amount
mpItem->AddCount(-1);
if (mpItem->GetCount() <= 0) {
mfTime = 0.0f;
mpInit->mpInventory->RemoveItem(mpItem);
mpInit->mpPlayerHands->SetCurrentModel(1, "");
mpInit->mpPlayer->ChangeState(ePlayerState_Normal);
}
}
//-----------------------------------------------------------------------
bool cHudModel_Throw::OnMouseMove(const cVector2f &avMovement) {
return false;
}
//-----------------------------------------------------------------------