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source: code/branches/pickups2/src/orxonox/objects/pickup/PickupSpawner.cc @ 3063

Last change on this file since 3063 was 3063, checked in by danielh, 16 years ago
  • Moved pickups to a seperate directory
  • Added two pickups: HealthImmediate, HealthUsable
  • Property svn:eol-style set to native
File size: 6.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Daniel 'Huty' Haggenmueller
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief Implementation of PickupSpawner.
32*/
33
34#include "PickupSpawner.h"
35#include "BaseItem.h"
36#include "PickupInventory.h"    // HACK; Only for hack, remove later
37#include "gui/GUIManager.h"     // HACK; see above
38
39#include "core/CoreIncludes.h"
40#include "core/XMLPort.h"
41#include "core/Template.h"
42
43#include "objects/worldentities/pawns/Pawn.h"
44#include "objects/worldentities/triggers/DistanceTrigger.h"
45
46namespace orxonox
47{
48    const float PickupSpawner::bounceSpeed_s = 6.0f;
49    const float PickupSpawner::rotationSpeed_s = 1.0f;
50    const float PickupSpawner::bounceDistance_s = 4.0f;
51
52    CreateFactory(PickupSpawner);
53
54    /**
55        @brief Constructor. Registers the PickupSpawner.
56        @param creator Pointer to the object which created this item.
57    */
58    PickupSpawner::PickupSpawner(BaseObject* creator) : StaticEntity(creator)
59    {
60        RegisterObject(PickupSpawner);
61
62        this->itemTemplate_ = 0;
63        this->triggerDistance_ = 20;
64        this->respawnTime_ = 0.0f;
65        this->tickSum_ = 0.0f;
66    }
67    //! Deconstructor.
68    PickupSpawner::~PickupSpawner()
69    {
70    }
71    /**
72        @brief Method for creating a PickupSpawner through XML.
73        @param xmlelement XML element which contains the PickupSpawner.
74        @param mode XMLPort mode.
75    */
76    void PickupSpawner::XMLPort(Element& xmlelement, XMLPort::Mode mode)
77    {
78        SUPER(PickupSpawner, XMLPort, xmlelement, mode);
79
80        XMLPortParam(PickupSpawner, "item", setItemTemplateName, getItemTemplateName, xmlelement, mode);
81        XMLPortParam(PickupSpawner, "triggerDistance", setTriggerDistance, getTriggerDistance, xmlelement, mode);
82        XMLPortParam(PickupSpawner, "respawnTime", setRespawnTime, getRespawnTime, xmlelement, mode);
83
84        // HACKs
85        // Load the GUI image as soon as the PickupSpawner gets loaded
86        //  = less delays while running
87        BaseObject* newObject = this->itemTemplate_->getBaseclassIdentifier()->fabricate(this);
88        BaseItem* asItem = dynamic_cast<BaseItem*>(newObject);
89        if (asItem)
90        {
91            asItem->addTemplate(this->itemTemplate_);
92            PickupInventory::getImageForItem(asItem);
93            delete newObject;
94        }
95
96        //  & load the GUI itself too, along with some empty windows
97        //   = even less delays
98        GUIManager::getInstancePtr()->showGUI("PickupInventory");
99        GUIManager::getInstancePtr()->executeCode("hideGUI(\"PickupInventory\")");
100        PickupInventory::getSingleton();
101    }
102    /**
103        @brief Invoked when the activity has changed. Sets visibility of attached objects.
104    */
105    void PickupSpawner::changedActivity()
106    {
107        SUPER(PickupSpawner, changedActivity);
108
109        for (std::set<WorldEntity*>::const_iterator it = this->getAttachedObjects().begin(); it != this->getAttachedObjects().end(); it++)
110            (*it)->setVisible(this->isActive());
111    }
112    /**
113        @brief Set the template name of the item to spawn, also loads the template.
114        @param name Name of the new template.
115    */
116    void PickupSpawner::setItemTemplateName(const std::string& name)
117    {
118        this->itemTemplateName_ = name;
119        this->itemTemplate_ = Template::getTemplate(name);
120    }
121    /**
122        @brief Tick, checks if any Pawn is close enough to trigger.
123        @param dt Time since last tick.
124    */
125    void PickupSpawner::tick(float dt)
126    {
127        if (this->isActive())
128        {
129            for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it != ObjectList<Pawn>::end(); it++)
130            {
131                Vector3 distance = it->getWorldPosition() - this->getWorldPosition();
132                if (distance.length() < this->triggerDistance_)
133                    this->trigger(*it);
134            }
135            this->yaw(Radian(rotationSpeed_s*dt));
136            this->tickSum_ += bounceSpeed_s*dt;
137            this->translate(Vector3(0,bounceDistance_s*dt*sin(this->tickSum_),0));
138            if (this->tickSum_ > 2*Ogre::Math::PI)
139                this->tickSum_ -= 2*Ogre::Math::PI;
140        }
141    }
142    /**
143        @brief
144            Trigger the PickupSpawner.
145
146            Adds the pickup to the Pawn that triggered,
147            sets the timer to re-activate and deactives the PickupSpawner.
148
149        @param pawn Pawn which triggered the PickupSpawner.
150    */
151    void PickupSpawner::trigger(Pawn* pawn)
152    {
153        if (this->isActive() && this->itemTemplate_ && this->itemTemplate_->getBaseclassIdentifier())
154        {
155            BaseObject* newObject = this->itemTemplate_->getBaseclassIdentifier()->fabricate(this);
156            BaseItem* asItem = dynamic_cast<BaseItem*>(newObject);
157            if (asItem)
158            {
159                asItem->setPickupIdentifier(this->itemTemplateName_);
160                asItem->addTemplate(this->itemTemplate_);
161
162                if (asItem->pickedUp(pawn))
163                {
164                    COUT(3) << this->itemTemplateName_ << " got picked up." << std::endl;
165
166                    if (this->respawnTime_ > 0.0f)
167                    {
168                        ExecutorMember<PickupSpawner>* executor = createExecutor(createFunctor(&PickupSpawner::respawnTimerCallback));
169                        this->respawnTimer_.setTimer(this->respawnTime_, false, this, executor);
170
171                        this->setActive(false);
172                        this->fireEvent();
173                    }
174                }
175                else
176                    delete newObject;
177            }
178        }
179    }
180    /**
181        @brief Invoked by the timer, re-activates the PickupSpawner.
182    */
183    void PickupSpawner::respawnTimerCallback()
184    {
185        COUT(3) << "PickupSpawner reactivated." << std::endl;
186
187        this->setActive(true);
188    }
189}
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