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source: orxonox.OLD/branches/blink/src/world_entities/npcs/mover.cc @ 10761

Last change on this file since 10761 was 10423, checked in by patrick, 18 years ago

and the door files

File size: 4.3 KB
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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#include "util/loading/load_param.h"
16#include "util/loading/factory.h"
17#include "debug.h"
18
19#include "mover.h"
20
21
22ObjectListDefinition(Mover);
23CREATE_FACTORY(Mover);
24
25/**
26 *  initializes the Mover from a XmlElement
27*/
28Mover::Mover(const TiXmlElement* root)
29{
30  this->registerObject(this, Mover::_objectList);
31  this->toList(OM_GROUP_00);
32 
33  this->targetCoordinates = Vector(0, 0, 0);
34  this->originCoordinates = Vector(0, 87, -256);
35  this->actionRadius = 40.0;
36  this->actionTime = 1.0;
37
38  if (root != NULL)
39    this->loadParams(root);
40
41  this->updateNode(0.001);
42  this->originCoordinates = this->getAbsCoor();
43  this->state = Closed;
44}
45
46Mover::~Mover()
47{
48}
49
50/**
51 * loads the Settings of the Mover from an XML-element.
52 * @param root the XML-element to load the Movers's properties from
53 */
54void Mover::loadParams(const TiXmlElement* root)
55{
56  WorldEntity::loadParams(root);
57
58  LoadParam(root, "rel-target-coor", this, Mover, setTargetCoordinates)
59      .describe("sets the relative target coordinates of the door");
60  LoadParam(root, "action-radius", this, Mover, setActionRadius)
61      .describe("sets the action radius of the door")
62      .defaultValues(40.0);
63  LoadParam(root, "action-time", this, Mover, setActionTime)
64      .describe("sets the action time of the door")
65      .defaultValues(1.0);
66}
67
68/**
69 * tick function
70 */
71void Mover::tick(float dt)
72{
73    if (this->state == Closed)
74    {
75        if (this->checkPlayerInActionRadius())
76        {
77            this->state = Opening;
78        }
79    }
80    else if (this->state == Opening)
81    {
82        if (this->checkOpen(dt))
83        {
84            this->state = Open;
85            this->setAbsCoor(this->originCoordinates + this->targetCoordinates);
86        }
87    }
88    else if (this->state == Open)
89    {
90        if (!this->checkPlayerInActionRadius())
91        {
92            this->state = Closing;
93        }
94    }
95    else if (this->state == Closing)
96    {
97        if (this->checkClosed(dt))
98        {
99            this->state = Closed;
100            this->setAbsCoor(this->originCoordinates);
101        }
102        if (this->checkPlayerInActionRadius())
103        {
104            this->state = Opening;
105        }
106    }
107
108    if (this->state == Opening)
109    {
110        this->shiftCoor(this->targetCoordinates / this->actionTime * dt);
111    }
112    else if (this->state == Closing)
113    {
114        this->shiftCoor(this->targetCoordinates * (-1) / this->actionTime * dt);
115    }
116}
117
118/**
119 * checks if the door is open
120 */
121bool Mover::checkOpen(float dt)
122{
123    if (fabs((this->originCoordinates - (this->getAbsCoor() - this->targetCoordinates)).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len()))
124        return true;
125   
126    return false;
127}
128
129/**
130 * checks if the door is closed
131 */
132bool Mover::checkClosed(float dt)
133{
134    if (fabs((this->getAbsCoor() - this->originCoordinates).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len()))
135        return true;
136
137    return false;
138}
139
140#include "playable.h"
141#include "generic_npc.h"
142/**
143 * checks if the player is within the action radius
144 */
145bool Mover::checkPlayerInActionRadius()
146{
147
148  WorldEntity* entity;
149  Vector vDistance;
150  float powerDistance;
151
152  for (ObjectList<Playable>::const_iterator it = Playable::objectList().begin();
153       it != Playable::objectList().end();
154       ++it)
155  // for all players
156  {
157    entity = (*it);
158
159    vDistance = this->originCoordinates - entity->getAbsCoor();
160    powerDistance = vDistance.x * vDistance.x + vDistance.z * vDistance.z;
161
162    if( powerDistance < (this->actionRadius * this->actionRadius))
163      return true;
164  }
165
166
167
168  for (ObjectList<GenericNPC>::const_iterator it = GenericNPC::objectList().begin();
169       it != GenericNPC::objectList().end();
170       ++it)
171  {
172    entity = (*it);
173
174    vDistance = this->originCoordinates - entity->getAbsCoor();
175    powerDistance = vDistance.x * vDistance.x + vDistance.z * vDistance.z;
176
177    if( powerDistance < (this->actionRadius * this->actionRadius))
178      return true;
179  }
180
181  return false;
182}
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