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source: code/trunk/src/modules/objects/triggers/DistanceMultiTrigger.cc @ 6874

Last change on this file since 6874 was 6864, checked in by dafrick, 15 years ago

Created a new MutliTrigger: EventMultiTrigger, which essentially does the same as EventTrigger but for every object that is a target as specified by teh EventMultiTrigger an Event is fired with information as being triggered by the target object.
This allows, e.g. to use the EventMultiTrigger to trigger QuestEffectBeacons.
I've also added a fireEvent() to Pawn such that an Event is fired when the Pawn is destroyed (forcebly). With EventMultiTrigger (but also with EventTrigger) one can now find out whether a Pawn died.
Here a little piece of example XML code to illustrate the usage:
<EventMutliTrigger name="trigger1">

<events>

<trigger>

<Spaceship />

</trigger>

</events>

</EventMultiTrigger>
To be able to implement this another feature was added to MultiTrigger, which is called broadcast. If enabled the MultiTrigger sends all Events triggered by NULL as to have come by all possible triggerers.

Additionally I've fixed a bug:
In DistanceMultiTrigger, an infinite loop occured under some circumstances. Not any more.

And did some niceifying (aka. documenting, renaming and code restructuring).

File size: 4.9 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 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27*/
28
29/**
30    @file DistanceMultiTrigger.cc
31    @brief Implementation of the DistanceMultiTrigger class.
32*/
33
34#include "DistanceMultiTrigger.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39namespace orxonox
40{
41   
42    CreateFactory(DistanceMultiTrigger);
43
44    /**
45    @brief
46        Default Constructor. Registers the object and initializes default values.
47    */
48    DistanceMultiTrigger::DistanceMultiTrigger(BaseObject* creator) : MultiTrigger(creator)
49    {
50        RegisterObject(DistanceMultiTrigger);
51       
52        this->distance_ = 100.0f;
53    }
54
55    /**
56    @brief
57        Destructor.
58    */
59    DistanceMultiTrigger::~DistanceMultiTrigger()
60    {
61    }
62
63    /**
64    @brief
65        Method for creating a DistanceMultiTrigger object through XML.
66    */
67    void DistanceMultiTrigger::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(DistanceMultiTrigger, XMLPort, xmlelement, mode);
70
71        XMLPortParam(DistanceMultiTrigger, "distance", setDistance, getDistance, xmlelement, mode);
72    }
73
74    /**
75    @brief
76        This method is called by the MultiTrigger to get information about new trigger events that need to be looked at.
77
78        In this implementation we iterate through all possible objects and check whether the fact that they are in range or not has changed and fire and hand a state ofer to the MultiTrigger if so.
79    */
80    std::queue<MultiTriggerState*>* DistanceMultiTrigger::letTrigger(void)
81    {
82
83        std::queue<MultiTriggerState*>* queue = NULL;
84
85        // Check for objects that were in range but no longer are. Iterate through all objects, that are in range.
86        for(std::map<WorldEntity*, WeakPtr<WorldEntity>* >::iterator it = this->range_.begin(); it != this->range_.end(); )
87        {
88            WorldEntity* entity = it->second->get();
89            WorldEntity* key = it->first;
90            if(entity == NULL)
91            {
92                ++it;
93                this->removeFromRange(key);
94                continue;
95            }
96           
97            Vector3 distanceVec = entity->getWorldPosition() - this->getWorldPosition();
98            // If the object is no longer in range.
99            if (distanceVec.length() > this->distance_)
100            {
101                if(!this->removeFromRange(key))
102                {
103                    ++it;
104                    continue;
105                }
106
107                // If no queue has been created, yet.
108                if(queue == NULL)
109                    queue = new std::queue<MultiTriggerState*>();
110
111                // Create a state and append it to the queue.
112                MultiTriggerState* state = new MultiTriggerState;
113                state->bTriggered = false;
114                state->originator = entity;
115                queue->push(state);
116            }
117            else
118                ++it;
119        }
120
121        ClassTreeMask& targetMask = this->getTargetMask();
122
123        // Check for new objects that are in range
124        for(ClassTreeMaskObjectIterator it = targetMask.begin(); it != targetMask.end(); ++it)
125        {
126            WorldEntity* entity = static_cast<WorldEntity*>(*it);
127            if (entity == NULL) //If the object is no WorldEntity or is already in range.
128                continue;
129
130            Vector3 distanceVec = entity->getWorldPosition() - this->getWorldPosition();
131            // If the object is in range.
132            if (distanceVec.length() <= this->distance_)
133            {
134                // Add the object to the objects that are in range.
135                if(!this->addToRange(entity))
136                    continue;
137
138                // If no queue has been created, yet.
139                if(queue == NULL)
140                    queue = new std::queue<MultiTriggerState*>();
141
142                // Create a state and append it to the queue.
143                MultiTriggerState* state = new MultiTriggerState;
144                state->bTriggered = true;
145                state->originator = entity;
146                queue->push(state);
147            }
148        }
149       
150        return queue;
151    }
152   
153}
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