/* * 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 "HudModel_Throw.h" #include "Init.h" #include "Player.h" #include "PlayerHelper.h" #include "AttackHandler.h" #include "GameEntity.h" #include "GameEnemy.h" #include "MapHandler.h" #include "Inventory.h" ///////////////////////////////////////////////////////////////////////// // HUD MODEL THROW ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cHudModel_Throw::cHudModel_Throw() : iHudModel(ePlayerHandType_Throw) { mbButtonDown = false; mfChargeCount = 0; } //----------------------------------------------------------------------- void cHudModel_Throw::LoadData(TiXmlElement *apRootElem) { //////////////////////////////////////////////// //Load the MAIN element. TiXmlElement *pMeleeElem = apRootElem->FirstChildElement("THROW"); if(pMeleeElem==NULL){ Error("Couldn't load THROW element from XML document\n"); return; } //mbDrawDebug = cString::ToBool(pMeleeElem->Attribute("DrawDebug"),false); mChargePose = GetPoseFromElem("ChargePose",pMeleeElem); mfChargeTime = cString::ToFloat(pMeleeElem->Attribute("ChargeTime"),0); mfMinImpulse = cString::ToFloat(pMeleeElem->Attribute("MinImpulse"),0); mfMaxImpulse = cString::ToFloat(pMeleeElem->Attribute("MaxImpulse"),0); mfReloadTime = cString::ToFloat(pMeleeElem->Attribute("ReloadTime"),0); mvTorque = cString::ToVector3f(pMeleeElem->Attribute("Torque"),0); msThrowEntity = cString::ToString(pMeleeElem->Attribute("ThrowEntity"),""); msChargeSound = cString::ToString(pMeleeElem->Attribute("ChargeSound"),""); msThrowSound = cString::ToString(pMeleeElem->Attribute("ThrowSound"),""); } //----------------------------------------------------------------------- void cHudModel_Throw::OnStart() { mbButtonDown = false; mfChargeCount = 0; } //----------------------------------------------------------------------- void cHudModel_Throw::ResetExtraData() { mbButtonDown = false; mfChargeCount = 0; } //----------------------------------------------------------------------- bool cHudModel_Throw::UpdatePoseMatrix(cMatrixf& aPoseMtx, float afTimeStep) { if(mbButtonDown) { mfChargeCount += afTimeStep / mfChargeTime; if(mfChargeCount > 1) mfChargeCount = 1; } else { mfChargeCount -= afTimeStep*4; if(mfChargeCount < 0) mfChargeCount = 0; } cMatrixf mtxA = mEquipPose.ToMatrix(); cMatrixf mtxB = mChargePose.ToMatrix(); aPoseMtx = cMath::MatrixSlerp(mfChargeCount,mtxA,mtxB,true); return true; } //----------------------------------------------------------------------- void cHudModel_Throw::OnAttackDown() { if(mState == eHudModelState_Idle) { mbButtonDown = true; if(msChargeSound != "") { cSoundHandler *pSoundHandler = mpInit->mpGame->GetSound()->GetSoundHandler(); pSoundHandler->PlayGui(msChargeSound,false,1.0f); } } } //----------------------------------------------------------------------- void cHudModel_Throw::OnAttackUp() { if(mbButtonDown == false) return; mbButtonDown = false; //Play sound if(msThrowSound != "") { cSoundHandler *pSoundHandler = mpInit->mpGame->GetSound()->GetSoundHandler(); pSoundHandler->PlayGui(msThrowSound,false,1.0f); } /////////////////////////////// //Create entity cCamera3D *pCam = mpInit->mpPlayer->GetCamera(); cVector3f vRot = cVector3f(pCam->GetPitch(),pCam->GetYaw(), pCam->GetRoll()); cMatrixf mtxStart = cMath::MatrixRotate(vRot, eEulerRotationOrder_XYZ); mtxStart.SetTranslation(pCam->GetPosition()); iEntity3D *pEntity = mpInit->mpGame->GetScene()->GetWorld3D()->CreateEntity("Throw",mtxStart, msThrowEntity, true); if(pEntity) { iGameEntity *pEntity = mpInit->mpMapHandler->GetLatestEntity(); float fImpulse = mfMinImpulse * (1 - mfChargeCount) + mfMaxImpulse * mfChargeCount; cVector3f vRot =cMath::MatrixMul(mtxStart.GetRotation(),mvTorque); for(int i=0; i< pEntity->GetBodyNum(); ++i) { iPhysicsBody *pBody = pEntity->GetBody(i); pBody->AddImpulse(pCam->GetForward() * fImpulse); pBody->AddTorque(vRot); } } mpInit->mpPlayer->GetHidden()->UnHide(); ////////////////////// //Reset animations mfChargeCount = 0; mfTime = -mfReloadTime; mState = eHudModelState_Equip; ////////////////////// //Decrease item amount mpItem->AddCount(-1); if(mpItem->GetCount()<=0) { mfTime = 0.0f; mpInit->mpInventory->RemoveItem(mpItem); mpInit->mpPlayerHands->SetCurrentModel(1,""); mpInit->mpPlayer->ChangeState(ePlayerState_Normal); } } //----------------------------------------------------------------------- bool cHudModel_Throw::OnMouseMove(const cVector2f &avMovement) { return false; } //-----------------------------------------------------------------------