/*
* 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);
}
//-----------------------------------------------------------------------