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source: orxonox.OLD/trunk/src/world_entities/npcs/mover.cc @ 10668

Last change on this file since 10668 was 10643, checked in by bknecht, 18 years ago

improvements by landauf on bsp, rotor and wireframe (does build, should work)

File size: 7.8 KB
Line 
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 "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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