scummvm/engines/hpl1/penumbra-overture/GameLadder.cpp

279 lines
9.3 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/GameLadder.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/PlayerState_Misc.h"
#include "hpl1/penumbra-overture/GlobalInit.h"
//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cAreaLoader_GameLadder::cAreaLoader_GameLadder(const tString &asName, cInit *apInit)
: iArea3DLoader(asName) {
mpInit = apInit;
}
cAreaLoader_GameLadder::~cAreaLoader_GameLadder() {
}
//-----------------------------------------------------------------------
iEntity3D *cAreaLoader_GameLadder::Load(const tString &asName, const cVector3f &avSize,
const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
cGameLadder *pLadder = hplNew(cGameLadder, (mpInit, asName));
pLadder->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(pLadder);
pLadder->SetBodies(vBodies);
mpInit->mpMapHandler->AddGameEntity(pLadder);
pLadder->Setup();
return NULL;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameLadder::cGameLadder(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
mType = eGameEntityType_Ladder;
msAttachSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultAttachSound", "");
msClimbUpSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultClimbUpSound", "");
msClimbDownSound = mpInit->mpGameConfig->GetString("Movement_Climb", "DefaultClimbDownSound", "");
}
//-----------------------------------------------------------------------
cGameLadder::~cGameLadder(void) {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameLadder::OnPlayerPick() {
float fHeight = GetHeight();
if (GetDist2D() <= 1.4 && fabs(fHeight) < 1.1f) {
mpInit->mpPlayer->SetCrossHairState(eCrossHairState_Ladder);
}
}
void cGameLadder::OnPlayerInteract() {
float fHeight = GetHeight();
if (GetDist2D() <= 1.4 && fabs(fHeight) < 1.1f) {
mpInit->mpPlayer->ChangeMoveState(ePlayerMoveState_Walk);
///////////////////////////////
// Check if the pos infront of the ladder is free.
iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
iPhysicsWorld *pWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
cMatrixf mtxPos = cMath::MatrixTranslate(GetStartPosition());
cVector3f vNewPos;
bool bFound = false;
do {
pWorld->CheckShapeWorldCollision(&vNewPos, pCharBody->GetShape(), mtxPos,
pCharBody->GetBody(), false, true, NULL, true);
if (vNewPos == mtxPos.GetTranslation()) {
bFound = true;
break;
}
mtxPos.SetTranslation(mtxPos.GetTranslation() + cVector3f(0, 0.1f, 0));
} while (mtxPos.GetTranslation().y <= mfMaxY);
if (bFound == false) {
// TODO: Message?
return;
}
///////////////////////////////
// Set state
cPlayerState_Climb *pState = static_cast<cPlayerState_Climb *>(mpInit->mpPlayer->GetStateData(ePlayerState_Climb));
pState->mpLadder = this;
pState->mvStartPosition = mtxPos.GetTranslation();
mpInit->mpPlayer->ChangeState(ePlayerState_Climb);
}
}
//-----------------------------------------------------------------------
void cGameLadder::OnPostSceneDraw() {
// mpInit->mpGame->GetGraphics()->GetLowLevel()->DrawLine(mvBodies[0]->GetWorldPosition(),
// mvBodies[0]->GetWorldPosition()+mvForward,
// cColor(0,1,0,1));
}
//-----------------------------------------------------------------------
void cGameLadder::Setup() {
cMatrixf mtxInv = cMath::MatrixInverse(mvBodies[0]->GetWorldMatrix());
mvForward = mtxInv.GetForward();
mfMaxY = mvBodies[0]->GetWorldPosition().y + mvBodies[0]->GetShape()->GetSize().y / 2.0f;
mfMinY = mvBodies[0]->GetWorldPosition().y - mvBodies[0]->GetShape()->GetSize().y / 2.0f;
}
//-----------------------------------------------------------------------
float cGameLadder::GetDist2D() {
iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
cVector3f vPosA = pCharBody->GetPosition();
vPosA.y = 0;
cVector3f vPosB = mvBodies[0]->GetWorldPosition();
vPosB.y = 0;
return cMath::Vector3Dist(vPosA, vPosB);
}
//-----------------------------------------------------------------------
float cGameLadder::GetHeight() {
iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
cVector3f vPosA = pCharBody->GetPosition();
cVector3f vPosB = mpInit->mpPlayer->GetPickedPos();
return vPosB.y - vPosA.y;
}
//-----------------------------------------------------------------------
cVector3f cGameLadder::GetStartRotation() {
/*iCharacterBody *pCharBody = */mpInit->mpPlayer->GetCharacterBody();
return cMath::GetAngleFromPoints3D(cVector3f(0, 0, 0), GetForward() * -1);
}
cVector3f cGameLadder::GetStartPosition() {
iCharacterBody *pCharBody = mpInit->mpPlayer->GetCharacterBody();
cVector3f vPos = pCharBody->GetPosition();
cVector3f vLadderPos = GetBody(0)->GetWorldPosition() +
GetForward() * pCharBody->GetSize().x * 0.6f;
vLadderPos.y = vPos.y + 0.05f;
if (vLadderPos.y > mfMaxY - pCharBody->GetSize().y * 0.3f)
vLadderPos.y = mfMaxY - pCharBody->GetSize().y * 0.3f;
if (vLadderPos.y - pCharBody->GetSize().y / 2 < mfMinY)
vLadderPos.y = mfMinY + pCharBody->GetSize().y / 2 + 0.1f;
return vLadderPos;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cGameLadder_SaveData, iGameEntity_SaveData)
kSerializeVar(mvSize, eSerializeType_Vector3f)
kSerializeVar(msAttachSound, eSerializeType_String)
kSerializeVar(msClimbUpSound, eSerializeType_String)
kSerializeVar(msClimbDownSound, eSerializeType_String)
kEndSerialize()
//-----------------------------------------------------------------------
iGameEntity *cGameLadder_SaveData::CreateEntity() {
return NULL;
}
//-----------------------------------------------------------------------
iGameEntity_SaveData *cGameLadder::CreateSaveData() {
return hplNew(cGameLadder_SaveData, ());
}
//-----------------------------------------------------------------------
void cGameLadder::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
super::SaveToSaveData(apSaveData);
cGameLadder_SaveData *pData = static_cast<cGameLadder_SaveData *>(apSaveData);
pData->mvSize = mvBodies[0]->GetShape()->GetSize();
kCopyToVar(pData, msAttachSound);
kCopyToVar(pData, msClimbUpSound);
kCopyToVar(pData, msClimbDownSound);
}
//-----------------------------------------------------------------------
void cGameLadder::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
super::LoadFromSaveData(apSaveData);
cGameLadder_SaveData *pData = static_cast<cGameLadder_SaveData *>(apSaveData);
kCopyFromVar(pData, msAttachSound);
kCopyFromVar(pData, msClimbUpSound);
kCopyFromVar(pData, msClimbDownSound);
}
//-----------------------------------------------------------------------