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259 lines
8.5 KiB
C++
259 lines
8.5 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/GameDamageArea.h"
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEnemy.h"
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#include "hpl1/penumbra-overture/Init.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/PlayerState.h"
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#include "hpl1/penumbra-overture/GlobalInit.h"
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//////////////////////////////////////////////////////////////////////////
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// LOADER
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cAreaLoader_GameDamageArea::cAreaLoader_GameDamageArea(const tString &asName, cInit *apInit)
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: iArea3DLoader(asName) {
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mpInit = apInit;
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}
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cAreaLoader_GameDamageArea::~cAreaLoader_GameDamageArea() {
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}
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//-----------------------------------------------------------------------
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iEntity3D *cAreaLoader_GameDamageArea::Load(const tString &asName, const cVector3f &avSize,
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const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
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cGameDamageArea *pArea = hplNew(cGameDamageArea, (mpInit, asName));
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pArea->m_mtxOnLoadTransform = a_mtxTransform;
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// Create physics data
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iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
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iCollideShape *pShape = pPhysicsWorld->CreateBoxShape(avSize, NULL);
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Common::Array<iPhysicsBody *> vBodies;
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vBodies.push_back(pPhysicsWorld->CreateBody(asName, pShape));
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vBodies[0]->SetCollide(false);
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vBodies[0]->SetCollideCharacter(false);
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vBodies[0]->SetMatrix(a_mtxTransform);
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vBodies[0]->SetUserData(pArea);
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pArea->SetBodies(vBodies);
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mpInit->mpMapHandler->AddGameEntity(pArea);
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// Return something else later perhaps.
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return NULL;
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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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cGameDamageArea::cGameDamageArea(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
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mType = eGameEntityType_DamageArea;
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mfDamage = 1;
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mfUpdatesPerSec = 1;
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mlStrength = 1;
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mbDisableObjects = false;
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mbDisableEnemies = false;
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mbHasInteraction = false;
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mfUpdateCount = 0;
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}
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//-----------------------------------------------------------------------
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cGameDamageArea::~cGameDamageArea(void) {
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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 cGameDamageArea::OnPlayerPick() {
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}
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//-----------------------------------------------------------------------
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void cGameDamageArea::Update(float afTimeStep) {
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if (mfUpdateCount <= 0) {
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mfUpdateCount = 1 / mfUpdatesPerSec;
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iPhysicsBody *pAreaBody = mvBodies[0];
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cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
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iPhysicsWorld *pPhysicsWorld = pWorld->GetPhysicsWorld();
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cCollideData collideData;
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collideData.SetMaxSize(1);
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// Get bodies and add to list, this incase the portal contaniner gets changed.
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Common::List<iPhysicsBody *> lstBodies;
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cPortalContainerEntityIterator bodyIt = pWorld->GetPortalContainer()->GetEntityIterator(
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pAreaBody->GetBoundingVolume());
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while (bodyIt.HasNext()) {
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iPhysicsBody *pBody = static_cast<iPhysicsBody *>(bodyIt.Next());
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lstBodies.push_back(pBody);
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}
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////////////////////////////////////////////////////////
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// Iterate all bodies in world and check for intersection
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Common::List<iPhysicsBody *>::iterator it = lstBodies.begin();
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for (; it != lstBodies.end(); ++it) {
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iPhysicsBody *pBody = *it;
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iGameEntity *pEntity = (iGameEntity *)pBody->GetUserData();
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if (pBody->GetCollide() && pBody->IsActive()) {
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if (pEntity) {
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if (pEntity->GetHealth() <= 0 || pEntity->IsActive() == false)
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continue;
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} else if (mpInit->mpPlayer->GetCharacterBody()->GetBody() != pBody) {
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continue;
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}
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/////////////////////////
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// Bounding volume check
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if (cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV()) == false)
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continue;
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///////////////////////////////
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// Check for collision
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if (pPhysicsWorld->CheckShapeCollision(pBody->GetShape(), pBody->GetLocalMatrix(),
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pAreaBody->GetShape(), pAreaBody->GetLocalMatrix(), collideData, 1) == false) {
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continue;
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}
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////////////////////
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// Player
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if (mpInit->mpPlayer->GetCharacterBody()->GetBody() == pBody) {
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mpInit->mpPlayer->Damage(mfDamage, ePlayerDamageType_BloodSplash);
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} else if (pEntity) {
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if ((pEntity->GetType() == eGameEntityType_Object && mbDisableObjects) ||
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(pEntity->GetType() == eGameEntityType_Enemy && mbDisableEnemies)) {
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if (pEntity->GetType() == eGameEntityType_Enemy &&
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pEntity->GetSubType() == "Worm") {
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return;
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}
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pEntity->SetActive(false);
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} else {
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pEntity->Damage(mfDamage, mlStrength);
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}
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}
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}
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}
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} else {
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mfUpdateCount -= afTimeStep;
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}
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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(cGameDamageArea_SaveData, iGameEntity_SaveData)
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kSerializeVar(mvSize, eSerializeType_Vector3f)
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kSerializeVar(mfDamage, eSerializeType_Float32)
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kSerializeVar(mfUpdatesPerSec, eSerializeType_Float32)
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kSerializeVar(mlStrength, eSerializeType_Int32)
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kSerializeVar(mbDisableObjects, eSerializeType_Bool)
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kSerializeVar(mbDisableEnemies, eSerializeType_Bool)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iGameEntity *cGameDamageArea_SaveData::CreateEntity() {
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return NULL;
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}
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//-----------------------------------------------------------------------
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iGameEntity_SaveData *cGameDamageArea::CreateSaveData() {
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return hplNew(cGameDamageArea_SaveData, ());
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}
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//-----------------------------------------------------------------------
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void cGameDamageArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
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super::SaveToSaveData(apSaveData);
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cGameDamageArea_SaveData *pData = static_cast<cGameDamageArea_SaveData *>(apSaveData);
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kCopyToVar(pData, mfDamage);
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kCopyToVar(pData, mfUpdatesPerSec);
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kCopyToVar(pData, mlStrength);
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kCopyToVar(pData, mbDisableObjects);
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kCopyToVar(pData, mbDisableEnemies);
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pData->mvSize = mvBodies[0]->GetShape()->GetSize();
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}
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//-----------------------------------------------------------------------
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void cGameDamageArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
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super::LoadFromSaveData(apSaveData);
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cGameDamageArea_SaveData *pData = static_cast<cGameDamageArea_SaveData *>(apSaveData);
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kCopyFromVar(pData, mfDamage);
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kCopyFromVar(pData, mfUpdatesPerSec);
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kCopyFromVar(pData, mlStrength);
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kCopyFromVar(pData, mbDisableObjects);
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kCopyFromVar(pData, mbDisableEnemies);
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}
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//-----------------------------------------------------------------------
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void cGameDamageArea::SetupSaveData(iGameEntity_SaveData *apSaveData) {
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super::SetupSaveData(apSaveData);
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}
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//-----------------------------------------------------------------------
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