1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Fabian 'x3n' Landau |
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13 | co-programmer: |
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14 | */ |
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15 | #include "util/loading/load_param.h" |
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16 | #include "util/loading/factory.h" |
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17 | #include "debug.h" |
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18 | |
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19 | #include "mover.h" |
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20 | |
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21 | |
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22 | ObjectListDefinition(Mover); |
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23 | CREATE_FACTORY(Mover); |
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24 | |
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25 | /** |
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26 | * initializes the Mover from a XmlElement |
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27 | */ |
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28 | Mover::Mover(const TiXmlElement* root) |
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29 | { |
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30 | this->registerObject(this, Mover::_objectList); |
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31 | this->toList(OM_GROUP_00); |
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32 | |
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33 | this->targetCoordinates = Vector(0, 0, 0); |
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34 | this->originCoordinates = Vector(0, 87, -256); |
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35 | this->actionRadius = 40.0; |
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36 | this->actionTime = 1.0; |
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37 | |
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38 | if (root != NULL) |
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39 | this->loadParams(root); |
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40 | |
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41 | this->updateNode(0.001); |
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42 | this->originCoordinates = this->getAbsCoor(); |
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43 | this->state = Closed; |
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44 | } |
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45 | |
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46 | Mover::~Mover() |
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47 | { |
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48 | } |
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49 | |
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50 | /** |
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51 | * loads the Settings of the Mover from an XML-element. |
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52 | * @param root the XML-element to load the Movers's properties from |
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53 | */ |
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54 | void Mover::loadParams(const TiXmlElement* root) |
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55 | { |
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56 | WorldEntity::loadParams(root); |
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57 | |
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58 | LoadParam(root, "rel-target-coor", this, Mover, setTargetCoordinates) |
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59 | .describe("sets the relative target coordinates of the door"); |
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60 | LoadParam(root, "action-radius", this, Mover, setActionRadius) |
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61 | .describe("sets the action radius of the door") |
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62 | .defaultValues(40.0); |
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63 | LoadParam(root, "action-time", this, Mover, setActionTime) |
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64 | .describe("sets the action time of the door") |
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65 | .defaultValues(1.0); |
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66 | } |
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67 | |
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68 | /** |
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69 | * tick function |
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70 | */ |
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71 | void Mover::tick(float dt) |
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72 | { |
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73 | if (this->state == Closed) |
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74 | { |
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75 | if (this->checkPlayerInActionRadius()) |
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76 | { |
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77 | this->state = Opening; |
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78 | } |
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79 | } |
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80 | else if (this->state == Opening) |
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81 | { |
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82 | if (this->checkOpen(dt)) |
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83 | { |
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84 | this->state = Open; |
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85 | this->setAbsCoor(this->originCoordinates + this->targetCoordinates); |
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86 | } |
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87 | } |
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88 | else if (this->state == Open) |
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89 | { |
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90 | if (!this->checkPlayerInActionRadius()) |
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91 | { |
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92 | this->state = Closing; |
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93 | } |
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94 | } |
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95 | else if (this->state == Closing) |
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96 | { |
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97 | if (this->checkClosed(dt)) |
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98 | { |
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99 | this->state = Closed; |
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100 | this->setAbsCoor(this->originCoordinates); |
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101 | } |
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102 | if (this->checkPlayerInActionRadius()) |
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103 | { |
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104 | this->state = Opening; |
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105 | } |
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106 | } |
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107 | |
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108 | if (this->state == Opening) |
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109 | { |
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110 | this->shiftCoor(this->targetCoordinates / this->actionTime * dt); |
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111 | } |
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112 | else if (this->state == Closing) |
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113 | { |
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114 | this->shiftCoor(this->targetCoordinates * (-1) / this->actionTime * dt); |
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115 | } |
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116 | } |
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117 | |
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118 | /** |
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119 | * checks if the door is open |
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120 | */ |
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121 | bool Mover::checkOpen(float dt) |
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122 | { |
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123 | if (fabs((this->originCoordinates - (this->getAbsCoor() - this->targetCoordinates)).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len())) |
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124 | return true; |
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125 | |
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126 | return false; |
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127 | } |
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128 | |
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129 | /** |
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130 | * checks if the door is closed |
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131 | */ |
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132 | bool Mover::checkClosed(float dt) |
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133 | { |
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134 | if (fabs((this->getAbsCoor() - this->originCoordinates).len()) < fabs(2 * (this->targetCoordinates / this->actionTime * dt).len())) |
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135 | return true; |
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136 | |
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137 | return false; |
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138 | } |
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139 | |
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140 | #include "playable.h" |
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141 | #include "generic_npc.h" |
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142 | /** |
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143 | * checks if the player is within the action radius |
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144 | */ |
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145 | bool Mover::checkPlayerInActionRadius() |
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146 | { |
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147 | |
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148 | WorldEntity* entity; |
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149 | Vector vDistance; |
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150 | float powerDistance; |
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151 | |
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152 | for (ObjectList<Playable>::const_iterator it = Playable::objectList().begin(); |
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153 | it != Playable::objectList().end(); |
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154 | ++it) |
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155 | // for all players |
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156 | { |
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157 | entity = (*it); |
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158 | |
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159 | vDistance = this->originCoordinates - entity->getAbsCoor(); |
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160 | powerDistance = vDistance.x * vDistance.x + vDistance.z * vDistance.z; |
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161 | |
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162 | if( powerDistance < (this->actionRadius * this->actionRadius)) |
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163 | return true; |
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164 | } |
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165 | |
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166 | |
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167 | |
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168 | for (ObjectList<GenericNPC>::const_iterator it = GenericNPC::objectList().begin(); |
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169 | it != GenericNPC::objectList().end(); |
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170 | ++it) |
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171 | { |
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172 | entity = (*it); |
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173 | |
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174 | vDistance = this->originCoordinates - entity->getAbsCoor(); |
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175 | powerDistance = vDistance.x * vDistance.x + vDistance.z * vDistance.z; |
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176 | |
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177 | if( powerDistance < (this->actionRadius * this->actionRadius)) |
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178 | return true; |
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179 | } |
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180 | |
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181 | return false; |
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182 | } |
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