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source: data/contentcreation/pps/FabianLandau/mover/environments/Kopie von mover.cc @ 10422

Last change on this file since 10422 was 4844, checked in by landauf, 18 years ago
File size: 7.8 KB
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[4844]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Fabian 'x3n' Landau
13   co-programmer:
14*/
15
16#include "sound/resource_sound_buffer.h"
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19#include "debug.h"
20
21#include "mover.h"
22#include "state.h"
23#include "tools/camera.h"
24
25
26ObjectListDefinition(Mover);
27CREATE_FACTORY(Mover);
28
29/**
30 *  initializes the Mover from a XmlElement
31*/
32Mover::Mover(const TiXmlElement* root)
33{
34    this->registerObject(this, Mover::_objectList);
35    this->toList(OM_ENVIRON);
36
37    this->targetCoordinates = Vector(0, 0, 0);
38    this->originCoordinates = Vector(0, 87, -256);
39    this->actionRadius = 40.0;
40    this->actionTime = 1.0;
41
42    if (root != NULL)
43        this->loadParams(root);
44
45    this->updateNode(0.001);
46    this->originCoordinates = this->getAbsCoor();
47    this->state = Closed;
48
49    this->soundSource_starting.setSourceNode(this);
50    this->soundSource_moving.setSourceNode(this);
51    this->soundSource_ending.setSourceNode(this);
52
53//    this->soundSource_starting.setRolloffFactor(0.0);
54//    this->soundSource_moving.setRolloffFactor(0.0);
55//    this->soundSource_ending.setRolloffFactor(0.0);
56}
57
58Mover::~Mover()
59{
60    if (this->soundSource_starting.isPlaying())
61        this->soundSource_starting.stop();
62    if (this->soundSource_moving.isPlaying())
63        this->soundSource_moving.stop();
64    if (this->soundSource_ending.isPlaying())
65        this->soundSource_ending.stop();
66}
67
68/**
69 * loads the Settings of the Mover from an XML-element.
70 * @param root the XML-element to load the Movers's properties from
71 */
72void Mover::loadParams(const TiXmlElement* root)
73{
74    WorldEntity::loadParams(root);
75
76    LoadParam(root, "rel-target-coor", this, Mover, setTargetCoordinates)
77        .describe("sets the relative target coordinates of the door");
78    LoadParam(root, "action-radius", this, Mover, setActionRadius)
79        .describe("sets the action radius of the door")
80        .defaultValues(40.0);
81    LoadParam(root, "action-time", this, Mover, setActionTime)
82        .describe("sets the action time of the door")
83        .defaultValues(1.0);
84    LoadParam(root, "stay-open-time", this, Mover, setStayOpenTime)
85        .describe("sets the time, the door must stay open")
86        .defaultValues(0.0);
87    LoadParam(root, "opening-sound", this, Mover, setOpeningSoundFile)
88        .describe("Sets the file of the opening sound source");
89    LoadParam(root, "opened-sound", this, Mover, setOpenedSoundFile)
90        .describe("Sets the file of the opened sound source");
91    LoadParam(root, "moving-sound", this, Mover, setMovingSoundFile)
92        .describe("Sets the file of the moving sound source");
93    LoadParam(root, "closing-sound", this, Mover, setClosingSoundFile)
94        .describe("Sets the file of the closing sound source");
95    LoadParam(root, "closed-sound", this, Mover, setClosedSoundFile)
96        .describe("Sets the file of the closed sound source");
97}
98
99void Mover::setOpeningSoundFile(const std::string& fileName)
100{
101    this->soundBuffer_opening = OrxSound::ResourceSoundBuffer(fileName);
102}
103
104void Mover::setOpenedSoundFile(const std::string& fileName)
105{
106    this->soundBuffer_opened = OrxSound::ResourceSoundBuffer(fileName);
107}
108
109void Mover::setMovingSoundFile(const std::string& fileName)
110{
111    this->soundBuffer_moving = OrxSound::ResourceSoundBuffer(fileName);
112}
113
114void Mover::setClosingSoundFile(const std::string& fileName)
115{
116    this->soundBuffer_closing = OrxSound::ResourceSoundBuffer(fileName);
117}
118
119void Mover::setClosedSoundFile(const std::string& fileName)
120{
121    this->soundBuffer_closed = OrxSound::ResourceSoundBuffer(fileName);
122}
123
124/**
125 * tick function
126 */
127void Mover::tick(float dt)
128{
129    if (this->state == Closed)
130    {
131        if (this->checkPlayerInActionRadius())
132        {
133            this->state = Opening;
134            if (this->soundBuffer_opening.loaded())
135                this->soundSource_starting.play(this->soundBuffer_opening);
136            if (this->soundBuffer_moving.loaded())
137                this->soundSource_moving.play(this->soundBuffer_moving, 1.0, true);
138        }
139    }
140    else if (this->state == Opening)
141    {
142        if (this->checkOpen(dt))
143        {
144            this->state = Open;
145            this->setAbsCoor(this->originCoordinates + this->targetCoordinates);
146            if (this->soundBuffer_opened.loaded())
147                this->soundSource_ending.play(this->soundBuffer_opened);
148            if (this->soundBuffer_moving.loaded())
149                this->soundSource_moving.stop();
150        }
151        this->openTime = 0;
152    }
153    else if (this->state == Open)
154    {
155        this->openTime += dt;
156        if (this->openTime >= this->stayOpenTime)
157        {
158            if (!this->checkPlayerInActionRadius())
159            {
160                this->state = Closing;
161                if (this->soundBuffer_closing.loaded())
162                    this->soundSource_starting.play(this->soundBuffer_closing);
163                if (this->soundBuffer_moving.loaded())
164                    this->soundSource_moving.play(this->soundBuffer_moving, 1.0, true);
165            }
166        }
167    }
168    else if (this->state == Closing)
169    {
170        if (this->checkClosed(dt))
171        {
172            this->state = Closed;
173            this->setAbsCoor(this->originCoordinates);
174            if (this->soundBuffer_closed.loaded())
175                this->soundSource_ending.play(this->soundBuffer_closed);
176            if (this->soundBuffer_moving.loaded())
177                this->soundSource_moving.stop();
178        }
179        if (this->checkPlayerInActionRadius())
180        {
181            this->state = Opening;
182        }
183    }
184
185    if (this->state == Opening)
186    {
187        this->shiftCoor(this->targetCoordinates / this->actionTime * dt);
188    }
189    else if (this->state == Closing)
190    {
191        this->shiftCoor(this->targetCoordinates * (-1) / this->actionTime * dt);
192    }
193}
194
195/**
196 * checks if the door is open
197 */
198bool Mover::checkOpen(float dt)
199{
200    if (fabs((this->originCoordinates - (this->getAbsCoor() - this->targetCoordinates)).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len()))
201        return true;
202   
203    return false;
204}
205
206/**
207 * checks if the door is closed
208 */
209bool Mover::checkClosed(float dt)
210{
211    if (fabs((this->getAbsCoor() - this->originCoordinates).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len()))
212        return true;
213
214    return false;
215}
216
217#include "playable.h"
218#include "../npcs/generic_npc.h"
219/**
220 * checks if the player is within the action radius
221 */
222bool Mover::checkPlayerInActionRadius()
223{
224    WorldEntity* entity;
225    float distance;
226
227    for (ObjectList<Playable>::const_iterator it = Playable::objectList().begin();
228        it != Playable::objectList().end();
229        ++it)
230    // for all players
231    {
232        entity = (*it);
233        distance = (this->originCoordinates - entity->getAbsCoor()).len();
234        if (distance < this->actionRadius)
235        {
236            this->soundSource_starting.setSourceNode((PNode*)State::getCamera());   // bad hack!
237            this->soundSource_moving.setSourceNode((PNode*)State::getCamera());     // TODO: make the sound louder without
238            this->soundSource_ending.setSourceNode((PNode*)State::getCamera());     // attaching him to the player
239            return true;
240        }
241    }
242
243    for (ObjectList<GenericNPC>::const_iterator it = GenericNPC::objectList().begin();
244        it != GenericNPC::objectList().end();
245        ++it)
246    {
247        entity = (*it);
248        distance = (this->originCoordinates - entity->getAbsCoor()).len();
249        if (distance < this->actionRadius)
250            return true;
251    }
252
253    return false;
254}
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