/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Benjamin Knecht * Co-authors: * ... * */ /** @file Trigger.cc @brief Implementation of the Trigger class. @ingroup NormalTrigger */ #include "Trigger.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "core/command/ConsoleCommand.h" #include "Scene.h" namespace orxonox { SetConsoleCommand("Trigger", "debugFlares", &Trigger::debugFlares).defaultValues(false); CreateFactory(Trigger); Trigger::Trigger(BaseObject* creator) : TriggerBase(creator) { RegisterObject(Trigger); this->bActive_ = false; this->bTriggered_ = false; this->latestState_ = 0x0; this->remainingTime_ = 0.0f; this->timeSinceLastEvent_ = 0.0f; // this->bUpdating_ = false; if (this->getScene() && GameMode::showsGraphics()) { this->debugBillboard_.setBillboardSet(this->getScene()->getSceneManager(), "Examples/Flare", ColourValue(1.0, 0.0, 0.0), 1); this->debugBillboard_.setVisible(false); if (this->debugBillboard_.getBillboardSet()) this->attachOgreObject(this->debugBillboard_.getBillboardSet()); } this->setSyncMode(0x0); } Trigger::~Trigger() { } void Trigger::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Trigger, XMLPort, xmlelement, mode); } void Trigger::tick(float dt) { if(this->bFirstTick_) { this->bFirstTick_ = false; this->triggered(false); } // Check if the object is active (this is NOT Trigger::isActive()!) if (!this->BaseObject::isActive()) return; SUPER(Trigger, tick, dt); bool newTriggered = this->isTriggered() ^ this->getInvert(); // check if new triggering event is really new if ((this->latestState_ & 0x1) != newTriggered) { // create new state if (newTriggered) { this->latestState_ |= 1; // set trigger bit to 1 this->switchState(); } else { this->latestState_ &= 0xFE; // set trigger bit to 0 if (!this->getSwitch()) this->switchState(); } } if (this->remainingTime_ > 0.0) { this->remainingTime_ -= dt; // only increase when acctually waiting for a state in the queue if (this->timeSinceLastEvent_ >= 0.0) this->timeSinceLastEvent_ += dt; } while (this->remainingTime_ <= 0.0 && this->stateChanges_.size() > 0) { // time ran out, change state to new one char newState = this->stateChanges_.front().second; this->bTriggered_ = (newState & 0x1); this->bActive_ = newState & 2; this->triggered(this->bActive_); this->stateChanges_.pop(); if (this->stateChanges_.size() != 0) this->remainingTime_ = this->stateChanges_.front().first; else this->timeSinceLastEvent_ = this->getDelay(); } if (this->bTriggered_ && this->bActive_) this->setBillboardColour(ColourValue(0.5, 1.0, 0.0)); else if (!this->bTriggered_ && this->bActive_) this->setBillboardColour(ColourValue(0.0, 1.0, 0.0)); else if (this->bTriggered_ && !this->bActive_) this->setBillboardColour(ColourValue(1.0, 0.5, 0.0)); else this->setBillboardColour(ColourValue(1.0, 0.0, 0.0)); } void Trigger::triggered(bool bIsTriggered) { this->fireEvent(bIsTriggered); } bool Trigger::isTriggered(TriggerMode::Value mode) { // if (this->bUpdating_) // return this->bTriggered_; // this->bUpdating_ = true; if (this->children_.size() != 0) { bool returnval = false; switch (mode) { case TriggerMode::EventTriggerAND: returnval = checkAnd(); break; case TriggerMode::EventTriggerOR: returnval = checkOr(); break; case TriggerMode::EventTriggerXOR: returnval = checkXor(); break; default: returnval = false; break; } // this->bUpdating_ = false; return returnval; } return true; } bool Trigger::checkAnd() { std::set::iterator it; for(it = this->children_.begin(); it != this->children_.end(); ++it) { if (!(*it)->isActive()) return false; } return true; } bool Trigger::checkOr() { std::set::iterator it; for(it = this->children_.begin(); it != this->children_.end(); ++it) { if ((*it)->isActive()) return true; } return false; } bool Trigger::checkXor() { std::set::iterator it; bool test = false; for(it = this->children_.begin(); it != this->children_.end(); ++it) { if (test && (*it)->isActive()) return false; if ((*it)->isActive()) test = true; } return test; } bool Trigger::switchState() { if (( (this->latestState_ & 2) && this->getStayActive() && (this->remainingActivations_ <= 0)) || (!(this->latestState_ & 2) && (this->remainingActivations_ == 0))) return false; else { this->latestState_ ^= 2; // toggle state bit // increase activation count if (this->latestState_ & 2 && this->remainingActivations_ > 0) this->remainingActivations_--; this->storeState(); return true; } } void Trigger::storeState() { // put state change into queue this->stateChanges_.push(std::pair(this->timeSinceLastEvent_, this->latestState_)); // reset time since last event this->timeSinceLastEvent_ = 0.0; if (this->stateChanges_.size() == 1) this->remainingTime_ = this->stateChanges_.front().first; } void Trigger::delayChanged(void) { this->timeSinceLastEvent_ = this->getDelay(); } void Trigger::debugFlares(bool bVisible) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->setVisible(bVisible); } void Trigger::setBillboardColour(const ColourValue& colour) { this->debugBillboard_.setColour(colour); } void Trigger::changedVisibility() { SUPER(Trigger, changedVisibility); this->debugBillboard_.setVisible(this->isVisible()); } }