/* * 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 "GameLadder.h" #include "Init.h" #include "MapHandler.h" #include "Player.h" #include "PlayerState_Misc.h" #include "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); 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(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(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(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(apSaveData); kCopyFromVar(pData,msAttachSound); kCopyFromVar(pData,msClimbUpSound); kCopyFromVar(pData,msClimbDownSound); } //-----------------------------------------------------------------------