You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
172 lines
6.3 KiB
172 lines
6.3 KiB
#include "door.h"
|
|
#include "entity.h"
|
|
#include "scene.h"
|
|
#include "game.h"
|
|
#include "transform.h"
|
|
#include "trigger.h"
|
|
#include "event.h"
|
|
#include "gui_game.h"
|
|
#include "sound_source.h"
|
|
#include "../common/log.h"
|
|
#include "../common/parser.h"
|
|
#include "../common/hashmap.h"
|
|
|
|
static void door_on_scene_loaded(struct Event* event, void* door_ptr);
|
|
|
|
vec4 KEY_INDICATOR_COLOR_RED = { 0.87, 0.32, 0.40, 1.0f };
|
|
vec4 KEY_INDICATOR_COLOR_GREEN = { 0.53, 0.67, 0.28, 1.0f };
|
|
vec4 KEY_INDICATOR_COLOR_BLUE = { 0.47, 0.67, 0.89, 1.0f };
|
|
vec4 KEY_INDICATOR_COLOR_DISABLED = { 0.1, 0.1, 0.1, 1.0f };
|
|
|
|
void door_init(struct Door* door, int mask)
|
|
{
|
|
struct Game_State* game_state = game_state_get();
|
|
struct Event_Manager* event_manager = game_state->event_manager;
|
|
|
|
door->base.type = ET_DOOR;
|
|
door->mask = mask;
|
|
door->speed = 20.f;
|
|
door->open_position = -5.f;
|
|
door->close_position = 0.f;
|
|
door->state = DOOR_CLOSED;
|
|
|
|
event_manager_subscribe_with_subscriber(event_manager, EVT_SCENE_LOADED, &door_on_scene_loaded, (void*)door);
|
|
}
|
|
|
|
void door_reset(struct Door* door)
|
|
{
|
|
door->state = -1;
|
|
door->speed = 0.f;
|
|
|
|
struct Event_Manager* event_manager = game_state_get()->event_manager;
|
|
event_manager_unsubscribe_with_subscriber(event_manager, EVT_SCENE_LOADED, &door_on_scene_loaded, (void*)door);
|
|
}
|
|
|
|
struct Door* door_read(struct Parser_Object* object, const char* name, struct Entity* parent_entity)
|
|
{
|
|
struct Door* new_door = NULL;
|
|
struct Scene* scene = game_state_get()->scene;
|
|
|
|
new_door = scene_door_create(scene, name, parent_entity, DOOR_KEY_MASK_NONE);
|
|
if(hashmap_value_exists(object->data, "door_speed")) new_door->speed = hashmap_float_get(object->data, "door_speed");
|
|
if(hashmap_value_exists(object->data, "door_state")) new_door->state = hashmap_int_get(object->data, "door_state");
|
|
if(hashmap_value_exists(object->data, "door_mask")) new_door->mask = hashmap_int_get(object->data, "door_mask");
|
|
if(hashmap_value_exists(object->data, "door_open_position")) new_door->open_position = hashmap_float_get(object->data, "door_open_position");
|
|
if(hashmap_value_exists(object->data, "door_close_position")) new_door->close_position = hashmap_float_get(object->data, "door_close_position");
|
|
|
|
return new_door;
|
|
|
|
}
|
|
|
|
void door_write(struct Door* door, struct Hashmap* entity_data)
|
|
{
|
|
hashmap_int_set(entity_data, "door_state", door->state);
|
|
hashmap_int_set(entity_data, "door_mask", door->mask);
|
|
hashmap_float_set(entity_data, "door_speed", door->speed);
|
|
hashmap_float_set(entity_data, "door_open_position", door->open_position);
|
|
hashmap_float_set(entity_data, "door_close_position", door->close_position);
|
|
}
|
|
|
|
void door_update(struct Door* door, struct Scene* scene, float dt)
|
|
{
|
|
struct Game_State* game_state = game_state_get();
|
|
struct Player* player = &game_state->scene->player;
|
|
|
|
switch(door->state)
|
|
{
|
|
case DOOR_CLOSED:
|
|
if(door->trigger->triggered)
|
|
{
|
|
if((door->mask & player->key_mask) == door->mask)
|
|
{
|
|
door->state = DOOR_OPENING;
|
|
sound_source_buffer_set(game_state->sound, door->sound, "sounds/door_open.wav", ST_WAV);
|
|
sound_source_play(game_state->sound, door->sound);
|
|
}
|
|
else
|
|
{
|
|
// Player does not have the right keys so the door is locked
|
|
if(!door->lock_sound_played && sound_source_is_paused(game_state->sound, door->sound))
|
|
{
|
|
sound_source_buffer_set(game_state->sound, door->sound, "sounds/door_locked.wav", ST_WAV);
|
|
sound_source_play(game_state->sound, door->sound);
|
|
door->lock_sound_played = true;
|
|
}
|
|
gui_game_show_door_locked_dialog(game_state->gui_game, door);
|
|
}
|
|
}
|
|
break;
|
|
case DOOR_OPEN:
|
|
if(!door->trigger->triggered)
|
|
{
|
|
door->state = DOOR_CLOSING;
|
|
sound_source_buffer_set(game_state->sound, door->sound, "sounds/door_close.wav", ST_WAV);
|
|
sound_source_play(game_state->sound, door->sound);
|
|
}
|
|
break;
|
|
case DOOR_OPENING:
|
|
if(door->mesh->base.transform.position.x >= door->open_position)
|
|
transform_translate(door->mesh, &(vec3) { door->speed* dt * -1.f, 0.f, 0.f }, TS_LOCAL);
|
|
else
|
|
door->state = DOOR_OPEN;
|
|
break;
|
|
case DOOR_CLOSING:
|
|
if(door->mesh->base.transform.position.x <= door->close_position)
|
|
transform_translate(door->mesh, &(vec3) { door->speed* dt * 1.f, 0.f, 0.f }, TS_LOCAL);
|
|
else
|
|
door->state = DOOR_CLOSED;
|
|
break;
|
|
}
|
|
|
|
if(!door->trigger->triggered)
|
|
door->lock_sound_played = false;
|
|
}
|
|
|
|
void door_update_key_indicator_materials(struct Door* door)
|
|
{
|
|
if((door->mask & DOOR_KEY_MASK_RED))
|
|
vec4_assign(&door->key_indicator_red->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_RED);
|
|
else
|
|
vec4_assign(&door->key_indicator_red->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_DISABLED);
|
|
|
|
if((door->mask & DOOR_KEY_MASK_GREEN))
|
|
vec4_assign(&door->key_indicator_green->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_GREEN);
|
|
else
|
|
vec4_assign(&door->key_indicator_green->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_DISABLED);
|
|
|
|
if((door->mask & DOOR_KEY_MASK_BLUE))
|
|
vec4_assign(&door->key_indicator_blue->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_BLUE);
|
|
else
|
|
vec4_assign(&door->key_indicator_blue->model.material_params[MMP_DIFFUSE_COL].val_vec4, &KEY_INDICATOR_COLOR_DISABLED);
|
|
}
|
|
|
|
void door_on_scene_loaded(struct Event* event, void* door_ptr)
|
|
{
|
|
struct Door* door = (struct Door*)door_ptr;
|
|
struct Entity* door_meshes[4] = { NULL };
|
|
struct Entity* door_sound[1] = { NULL };
|
|
struct Entity* door_trigger[1] = { NULL };
|
|
|
|
if(entity_get_num_children_of_type(door, ET_STATIC_MESH, &door_meshes, 4) >= 4)
|
|
{
|
|
door->mesh = door_meshes[0];
|
|
door->key_indicator_red = door_meshes[1];
|
|
door->key_indicator_green = door_meshes[2];
|
|
door->key_indicator_blue = door_meshes[3];
|
|
door_update_key_indicator_materials(door);
|
|
}
|
|
else
|
|
{
|
|
log_error("door:on_scene_load", "Could not find mesh entity for door %s", door->base.name);
|
|
}
|
|
|
|
if(entity_get_num_children_of_type(door, ET_SOUND_SOURCE, &door_sound, 1) == 1)
|
|
door->sound = door_sound[0];
|
|
else
|
|
log_error("door:on_scene_load", "Could not find sound entity for door %s", door->base.name);
|
|
|
|
if(entity_get_num_children_of_type(door, ET_TRIGGER, &door_trigger, 1) == 1)
|
|
door->trigger = door_trigger[0];
|
|
else
|
|
log_error("door:on_scene_load", "Could not find trigger entity for door %s", door->base.name);
|
|
}
|
|
|