/* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. * * Penumbra Overture 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. * * Penumbra Overture 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 Penumbra Overture. If not, see . */ #include "StdAfx.h" #include "GameDamageArea.h" #include "Init.h" #include "MapHandler.h" #include "Player.h" #include "PlayerState.h" #include "GameEnemy.h" #include "GlobalInit.h" ////////////////////////////////////////////////////////////////////////// // LOADER ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cAreaLoader_GameDamageArea::cAreaLoader_GameDamageArea(const tString &asName, cInit *apInit) : iArea3DLoader(asName) { mpInit = apInit; } cAreaLoader_GameDamageArea::~cAreaLoader_GameDamageArea() { } //----------------------------------------------------------------------- iEntity3D* cAreaLoader_GameDamageArea::Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform,cWorld3D *apWorld) { cGameDamageArea *pArea = hplNew( cGameDamageArea, (mpInit,asName) ); pArea->m_mtxOnLoadTransform = a_mtxTransform; //Create physics data iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld(); iCollideShape* pShape = pPhysicsWorld->CreateBoxShape(avSize,NULL); std::vector 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); //Return something else later perhaps. return NULL; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// cGameDamageArea::cGameDamageArea(cInit *apInit,const tString& asName) : iGameEntity(apInit,asName) { mType = eGameEntityType_DamageArea; mfDamage = 1; mfUpdatesPerSec = 1; mlStrength = 1; mbDisableObjects = false; mbDisableEnemies = false; mbHasInteraction = false; mfUpdateCount =0; } //----------------------------------------------------------------------- cGameDamageArea::~cGameDamageArea(void) { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cGameDamageArea::OnPlayerPick() { } //----------------------------------------------------------------------- void cGameDamageArea::Update(float afTimeStep) { if(mfUpdateCount <=0) { mfUpdateCount = 1/mfUpdatesPerSec; iPhysicsBody *pAreaBody = mvBodies[0]; cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D(); iPhysicsWorld *pPhysicsWorld = pWorld->GetPhysicsWorld(); cCollideData collideData; collideData.SetMaxSize(1); //Get bodies and add to list, this incase the portal contaniner gets changed. std::list lstBodies; cPortalContainerEntityIterator bodyIt = pWorld->GetPortalContainer()->GetEntityIterator( pAreaBody->GetBoundingVolume()); while(bodyIt.HasNext()) { iPhysicsBody *pBody = static_cast(bodyIt.Next()); lstBodies.push_back(pBody); } //////////////////////////////////////////////////////// //Iterate all bodies in world and check for intersection std::list::iterator it = lstBodies.begin(); for(; it != lstBodies.end(); ++it) { iPhysicsBody *pBody = *it; iGameEntity *pEntity = (iGameEntity*)pBody->GetUserData(); if(pBody->GetCollide() && pBody->IsActive()) { if(pEntity) { if(pEntity->GetHealth() <=0 || pEntity->IsActive()==false) continue; } else if(mpInit->mpPlayer->GetCharacterBody()->GetBody() != pBody) { continue; } ///////////////////////// //Bounding volume check if(cMath::CheckCollisionBV(*pBody->GetBV(), *pAreaBody->GetBV())==false) continue; /////////////////////////////// //Check for collision if(pPhysicsWorld->CheckShapeCollision(pBody->GetShape(),pBody->GetLocalMatrix(), pAreaBody->GetShape(), pAreaBody->GetLocalMatrix(),collideData,1)==false) { continue; } //////////////////// //Player if(mpInit->mpPlayer->GetCharacterBody()->GetBody() == pBody) { mpInit->mpPlayer->Damage(mfDamage,ePlayerDamageType_BloodSplash); } else if(pEntity) { if( (pEntity->GetType() == eGameEntityType_Object && mbDisableObjects) || (pEntity->GetType() == eGameEntityType_Enemy && mbDisableEnemies)) { if( pEntity->GetType() == eGameEntityType_Enemy && pEntity->GetSubType() == "Worm") { return; } pEntity->SetActive(false); } else { pEntity->Damage(mfDamage,mlStrength); } } } } } else { mfUpdateCount -= afTimeStep; } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE OBJECT STUFF ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- kBeginSerialize(cGameDamageArea_SaveData,iGameEntity_SaveData) kSerializeVar(mvSize,eSerializeType_Vector3f) kSerializeVar(mfDamage, eSerializeType_Float32) kSerializeVar(mfUpdatesPerSec, eSerializeType_Float32) kSerializeVar(mlStrength, eSerializeType_Int32) kSerializeVar(mbDisableObjects, eSerializeType_Bool) kSerializeVar(mbDisableEnemies, eSerializeType_Bool) kEndSerialize() //----------------------------------------------------------------------- iGameEntity* cGameDamageArea_SaveData::CreateEntity() { return NULL; } //----------------------------------------------------------------------- iGameEntity_SaveData* cGameDamageArea::CreateSaveData() { return hplNew( cGameDamageArea_SaveData, () ); } //----------------------------------------------------------------------- void cGameDamageArea::SaveToSaveData(iGameEntity_SaveData *apSaveData) { __super::SaveToSaveData(apSaveData); cGameDamageArea_SaveData *pData = static_cast(apSaveData); kCopyToVar(pData, mfDamage); kCopyToVar(pData,mfUpdatesPerSec); kCopyToVar(pData,mlStrength); kCopyToVar(pData,mbDisableObjects); kCopyToVar(pData,mbDisableEnemies); pData->mvSize = mvBodies[0]->GetShape()->GetSize(); } //----------------------------------------------------------------------- void cGameDamageArea::LoadFromSaveData(iGameEntity_SaveData *apSaveData) { __super::LoadFromSaveData(apSaveData); cGameDamageArea_SaveData *pData = static_cast(apSaveData); kCopyFromVar(pData,mfDamage); kCopyFromVar(pData,mfUpdatesPerSec); kCopyFromVar(pData,mlStrength); kCopyFromVar(pData,mbDisableObjects); kCopyFromVar(pData,mbDisableEnemies); } //----------------------------------------------------------------------- void cGameDamageArea::SetupSaveData(iGameEntity_SaveData *apSaveData) { __super::SetupSaveData(apSaveData); cGameDamageArea_SaveData *pData = static_cast(apSaveData); } //-----------------------------------------------------------------------