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

487 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/GameStickArea.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.h"
#include "hpl1/penumbra-overture/GlobalInit.h"
//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cAreaLoader_GameStickArea::cAreaLoader_GameStickArea(const tString &asName, cInit *apInit)
: iArea3DLoader(asName) {
mpInit = apInit;
}
cAreaLoader_GameStickArea::~cAreaLoader_GameStickArea() {
}
//-----------------------------------------------------------------------
iEntity3D *cAreaLoader_GameStickArea::Load(const tString &asName, const cVector3f &avSize,
const cMatrixf &a_mtxTransform, cWorld3D *apWorld) {
cGameStickArea *pArea = hplNew(cGameStickArea, (mpInit, asName));
pArea->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(pArea);
pArea->SetBodies(vBodies);
mpInit->mpMapHandler->AddGameEntity(pArea);
mpInit->mpMapHandler->AddStickArea(pArea);
// Return something else later perhaps.
return NULL;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
bool cGameStickArea::mbAllowAttachment = false;
//-----------------------------------------------------------------------
cGameStickArea::cGameStickArea(cInit *apInit, const tString &asName) : iGameEntity(apInit, asName) {
mType = eGameEntityType_StickArea;
mpAttachedBody = NULL;
mpLastAttachedBody = NULL;
msAttachFunction = "";
msDetachFunction = "";
msAttachSound = "";
msDetachFunction = "";
msAttachSound = "";
msDetachSound = "";
mbMoveBody = true;
mbRotateBody = true;
mbCheckCenterInArea = true;
mfPoseTime = 0.2f;
mbCanDeatch = true;
mfSetMtxTime = 1.0f;
}
//-----------------------------------------------------------------------
cGameStickArea::~cGameStickArea(void) {
mpInit->mpMapHandler->RemoveStickArea(this);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameStickArea::OnPlayerPick() {
}
//-----------------------------------------------------------------------
void cGameStickArea::Update(float afTimeStep) {
iPhysicsBody *pAreaBody = mvBodies[0];
cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
if (mpAttachedBody && mfSetMtxTime < 1) {
if (mbMoveBody && mbRotateBody) {
if (mfPoseTime == 0)
mfSetMtxTime = 1.0f;
else
mfSetMtxTime += afTimeStep / mfPoseTime;
cMatrixf mtxGoal = pAreaBody->GetWorldMatrix();
mtxGoal.SetTranslation(pAreaBody->GetWorldPosition() - mpAttachedBody->GetMassCentre());
cMatrixf mtxNew = cMath::MatrixSlerp(mfSetMtxTime, mtxAttachedStart, mtxGoal, true);
mpAttachedBody->SetMatrix(mtxNew);
} else if (mbMoveBody && !mbRotateBody) {
if (mfPoseTime == 0)
mfSetMtxTime = 1.0f;
else
mfSetMtxTime += afTimeStep / mfPoseTime;
cVector3f vGoal = pAreaBody->GetWorldPosition() - mpAttachedBody->GetMassCentre();
cVector3f vNew = mtxAttachedStart.GetTranslation() * (1 - mfSetMtxTime) +
vGoal * mfSetMtxTime;
mpAttachedBody->SetPosition(vNew);
} else if (!mbMoveBody && mbRotateBody) {
if (mfPoseTime == 0)
mfSetMtxTime = 1.0f;
else
mfSetMtxTime += afTimeStep / mfPoseTime;
cMatrixf mtxGoal = pAreaBody->GetWorldMatrix();
cMatrixf mtxNew = cMath::MatrixSlerp(mfSetMtxTime, mtxAttachedStart, mtxGoal, true);
mtxNew.SetTranslation(mpAttachedBody->GetWorldPosition());
mpAttachedBody->SetMatrix(mtxNew);
} else {
mfSetMtxTime = 1.0f;
}
if (mfSetMtxTime >= 1) {
// Sound
if (msAttachSound != "") {
cSoundEntity *pSound = pWorld->CreateSoundEntity("AttachSound", msAttachSound, true);
if (pSound)
pSound->SetPosition(pAreaBody->GetWorldPosition());
}
// Particle System
if (msAttachPS != "") {
pWorld->CreateParticleSystem("AttachPS", msAttachPS, 1, pAreaBody->GetWorldMatrix());
}
}
}
if (mpAttachedBody)
return;
iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
iPhysicsBody *pAttachBody = NULL;
////////////////////////////////////////////////////////
// Iterate all bodies in world and check for intersection
cPhysicsBodyIterator bodyIt = pPhysicsWorld->GetBodyIterator();
while (bodyIt.HasNext()) {
iPhysicsBody *pBody = bodyIt.Next();
/*if( mpInit->mpPlayer->GetPickedBody() == pBody &&
( mpInit->mpPlayer->GetState() == ePlayerState_Grab ||
mpInit->mpPlayer->GetState() == ePlayerState_Move ||
mpInit->mpPlayer->GetState() == ePlayerState_Push)
)
{
continue;
}*/
if (pBody->IsActive() && pBody->GetCollide() && pBody->GetMass() > 0 &&
pBody->IsCharacter() == false) {
// Bounding volume check
// if(cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV())==false) continue;
bool bCheck = false;
if (mbCheckCenterInArea) {
cVector3f vPos = pBody->GetLocalPosition() +
cMath::MatrixMul(pBody->GetLocalMatrix().GetRotation(),
pBody->GetMassCentre());
bCheck = cMath::PointBVCollision(vPos, *pAreaBody->GetBV());
} else {
bCheck = cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV());
}
if (bCheck == false) {
if (pBody == mpLastAttachedBody) {
mpLastAttachedBody = NULL;
}
continue;
}
if (pBody == mpLastAttachedBody)
continue;
// Shape collision check.
cCollideData collideData;
collideData.SetMaxSize(1);
bool bCollide = pPhysicsWorld->CheckShapeCollision(pAreaBody->GetShape(),
pAreaBody->GetLocalMatrix(),
pBody->GetShape(),
pBody->GetLocalMatrix(),
collideData, 1);
if (bCollide) {
if (msAttachFunction != "") {
mbAllowAttachment = false;
tString sCommand = GetCallbackFunc(msAttachFunction, pBody);
mpInit->RunScriptCommand(sCommand);
if (mbAllowAttachment == false)
continue;
}
pAttachBody = pBody;
}
}
}
////////////////////////////////////////////////////////
// Do some stuff with the body to be attached.
if (pAttachBody) {
// Log("Attaching body %s\n", pAttachBody->GetName().c_str());
/////////////////////////
// If in an interact state, set the previous state
if (mpInit->mpPlayer->GetPushBody() == pAttachBody &&
(mpInit->mpPlayer->GetState() == ePlayerState_Grab ||
mpInit->mpPlayer->GetState() == ePlayerState_Move ||
mpInit->mpPlayer->GetState() == ePlayerState_Push)) {
// Log(" Setting a prev state\n");
ePlayerState state = mpInit->mpPlayer->GetState();
ePlayerState prev = mpInit->mpPlayer->GetStateData(state)->mPreviuosState;
if (prev == ePlayerState_InteractMode)
mpInit->mpPlayer->ChangeState(ePlayerState_InteractMode);
else
mpInit->mpPlayer->ChangeState(ePlayerState_Normal);
}
/////////////////////////
// Snap it into place.
// pAttachBody->SetMatrix(pAreaBody->GetWorldMatrix());
// pAttachBody->SetPosition(pAreaBody->GetWorldPosition() - pAttachBody->GetMassCentre());
mtxAttachedStart = pAttachBody->GetLocalMatrix();
mfSetMtxTime = 0;
pAttachBody->SetLinearVelocity(0);
pAttachBody->SetAngularVelocity(0);
mbBodyGravity = pAttachBody->GetGravity();
pAttachBody->SetGravity(false);
mfBodyMass = pAttachBody->GetMass();
pAttachBody->SetMass(0);
mpAttachedBody = pAttachBody;
mpLastAttachedBody = mpAttachedBody;
// Log("Attaching body!\n");
}
}
//-----------------------------------------------------------------------
void cGameStickArea::DetachBody() {
if (mpAttachedBody) {
// Log("Dettached body %s\n", mpAttachedBody->GetName().c_str());
cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
iPhysicsBody *pAreaBody = mvBodies[0];
// Callback function
if (msDetachFunction != "") {
tString sCommand = GetCallbackFunc(msDetachFunction, mpAttachedBody);
mpInit->RunScriptCommand(sCommand);
}
// Sound
if (msDetachSound != "") {
cSoundEntity *pSound = pWorld->CreateSoundEntity("DetachSound", msDetachSound, true);
if (pSound)
pSound->SetPosition(pAreaBody->GetWorldPosition());
}
// Particle System
if (msDetachPS != "") {
pWorld->CreateParticleSystem("DetachPS", msDetachPS, 1, pAreaBody->GetWorldMatrix());
}
mpAttachedBody->SetGravity(true);
mpAttachedBody->SetMass(mfBodyMass);
mpAttachedBody->SetEnabled(true);
// Log("Body mass: %f\n",mpAttachedBody->GetMass());
mpAttachedBody = NULL;
}
}
//-----------------------------------------------------------------------
bool cGameStickArea::GetCanDeatch() {
if (mfSetMtxTime < 1)
return false;
return mbCanDeatch;
}
//-----------------------------------------------------------------------
tString cGameStickArea::GetCallbackFunc(const tString &asFunc, iPhysicsBody *apBody) {
return asFunc + "(\"" + msName + "\",\"" + apBody->GetName() + "\")";
}
//-----------------------------------------------------------------------
void cGameStickArea::OnPostSceneDraw() {
// iPhysicsBody *pAreaBody = mvBodies[0];
// pAreaBody->RenderDebugGeometry(mpInit->mpGame->GetGraphics()->GetLowLevel(),cColor(1,1));
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cGameStickArea_SaveData, iGameEntity_SaveData)
kSerializeVar(mvSize, eSerializeType_Vector3f)
kSerializeVar(msAttachFunction, eSerializeType_String)
kSerializeVar(msDetachFunction, eSerializeType_String)
kSerializeVar(msAttachSound, eSerializeType_String)
kSerializeVar(msDetachSound, eSerializeType_String)
kSerializeVar(msAttachPS, eSerializeType_String)
kSerializeVar(msDetachPS, eSerializeType_String)
kSerializeVar(mbCanDeatch, eSerializeType_Bool)
kSerializeVar(msAttachedBody, eSerializeType_String)
kSerializeVar(mfSetMtxTime, eSerializeType_Float32)
kSerializeVar(mbCheckCenterInArea, eSerializeType_Bool)
kSerializeVar(mfPoseTime, eSerializeType_Float32)
kEndSerialize()
//-----------------------------------------------------------------------
iGameEntity *cGameStickArea_SaveData::CreateEntity() {
return NULL;
}
//-----------------------------------------------------------------------
iGameEntity_SaveData *cGameStickArea::CreateSaveData() {
return hplNew(cGameStickArea_SaveData, ());
}
//-----------------------------------------------------------------------
void cGameStickArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
super::SaveToSaveData(apSaveData);
cGameStickArea_SaveData *pData = static_cast<cGameStickArea_SaveData *>(apSaveData);
kCopyToVar(pData, msAttachFunction);
kCopyToVar(pData, msDetachFunction);
kCopyToVar(pData, msAttachSound);
kCopyToVar(pData, msDetachSound);
kCopyToVar(pData, msAttachPS);
kCopyToVar(pData, msDetachPS);
kCopyToVar(pData, mbCanDeatch);
kCopyToVar(pData, mbCheckCenterInArea);
kCopyToVar(pData, mfPoseTime);
kCopyToVar(pData, mfSetMtxTime);
pData->mvSize = mvBodies[0]->GetShape()->GetSize();
if (mpAttachedBody) {
pData->msAttachedBody = mpAttachedBody->GetName();
}
}
//-----------------------------------------------------------------------
void cGameStickArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
super::LoadFromSaveData(apSaveData);
cGameStickArea_SaveData *pData = static_cast<cGameStickArea_SaveData *>(apSaveData);
kCopyFromVar(pData, msAttachFunction);
kCopyFromVar(pData, msDetachFunction);
kCopyFromVar(pData, msAttachSound);
kCopyFromVar(pData, msDetachSound);
kCopyFromVar(pData, msAttachPS);
kCopyFromVar(pData, msDetachPS);
kCopyFromVar(pData, mbCanDeatch);
kCopyFromVar(pData, mbCheckCenterInArea);
kCopyFromVar(pData, mfPoseTime);
kCopyFromVar(pData, mfSetMtxTime);
}
//-----------------------------------------------------------------------
void cGameStickArea::SetupSaveData(iGameEntity_SaveData *apSaveData) {
super::SetupSaveData(apSaveData);
cGameStickArea_SaveData *pData = static_cast<cGameStickArea_SaveData *>(apSaveData);
if (pData->msAttachedBody != "") {
iPhysicsWorld *pWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
mpAttachedBody = pWorld->GetBody(pData->msAttachedBody);
mpLastAttachedBody = mpAttachedBody;
}
}
//-----------------------------------------------------------------------