| [8870] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | */ |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | |
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| 20 | #include "util/loading/factory.h" |
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| 21 | #include "util/loading/load_param.h" |
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| 22 | |
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| [8874] | 23 | #include "interactive_model.h" |
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| [8870] | 24 | |
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| [8880] | 25 | |
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| [8874] | 26 | #include "door.h" |
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| 27 | #include "class_list.h" |
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| [8870] | 28 | |
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| 29 | |
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| 30 | using namespace std; |
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| 31 | |
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| 32 | |
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| 33 | CREATE_FACTORY(Door, CL_DOOR); |
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| 34 | |
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| 35 | |
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| [8880] | 36 | |
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| 37 | //! list of all different animations a std md2model supports |
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| 38 | sAnim Door::animationList[2] = |
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| 39 | { |
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| 40 | // begin, end, fps, interruptable |
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| 41 | { 0, 15, 9, 0 }, //!< OPEN |
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| 42 | { 15, 30, 9, 0 } //!< CLOSE |
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| 43 | }; |
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| 44 | |
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| 45 | |
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| 46 | |
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| [8870] | 47 | Door::Door () |
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| 48 | { |
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| 49 | this->init(); |
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| 50 | } |
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| 51 | |
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| 52 | |
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| 53 | Door::Door(const TiXmlElement* root) |
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| 54 | { |
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| [8883] | 55 | |
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| [8890] | 56 | this->setClassID(CL_DOOR, "Door"); |
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| 57 | this->scale = 1.0f; |
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| 58 | |
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| [8883] | 59 | if( root != NULL) |
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| [8870] | 60 | this->loadParams(root); |
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| [8890] | 61 | |
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| 62 | this->toList(OM_COMMON); |
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| 63 | this->bLocked = false; |
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| 64 | |
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| 65 | this->loadMD2Texture("maps/doors.jpg"); |
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| 66 | this->loadModel("models/creatures/doors.md2", this->scale); |
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| 67 | this->setAnimation(DOOR_CLOSE, MD2_ANIM_ONCE); |
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| [8870] | 68 | } |
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| 69 | |
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| 70 | |
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| 71 | Door::~Door () |
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| 72 | {} |
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| 73 | |
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| 74 | |
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| 75 | |
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| 76 | /** |
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| 77 | * loads the Settings of a MD2Creature from an XML-element. |
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| 78 | * @param root the XML-element to load the MD2Creature's properties from |
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| 79 | */ |
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| 80 | void Door::loadParams(const TiXmlElement* root) |
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| 81 | { |
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| 82 | WorldEntity::loadParams(root); |
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| 83 | |
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| [8890] | 84 | LoadParam(root, "action-radius", this, Door, setActionRadius) |
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| [8876] | 85 | .describe("sets the action radius of the door") |
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| [8883] | 86 | .defaultValues(3.0); |
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| [8890] | 87 | LoadParam(root, "scale", this, Door, setScale) |
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| 88 | .describe("sets the scale of the door") |
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| 89 | .defaultValues(1.0); |
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| [8870] | 90 | } |
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| 91 | |
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| 92 | |
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| [8878] | 93 | /** |
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| 94 | * sets the animatin of this entity |
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| 95 | */ |
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| [8880] | 96 | void Door::setAnimation(int animNum, int playbackMode) |
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| [8870] | 97 | { |
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| 98 | if( likely(this->getModel(0) != NULL)) |
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| [8881] | 99 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationList[animNum].firstFrame, |
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| 100 | animationList[animNum].lastFrame, |
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| 101 | animationList[animNum].fps, |
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| 102 | animationList[animNum].bStoppable, |
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| 103 | playbackMode); |
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| [8870] | 104 | } |
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| 105 | |
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| 106 | |
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| [8878] | 107 | /** |
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| 108 | * ticks the door |
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| 109 | * @param time: time since last tick |
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| 110 | */ |
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| [8870] | 111 | void Door::tick (float time) |
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| 112 | { |
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| 113 | if( likely(this->getModel(0) != NULL)) |
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| 114 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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| 115 | |
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| [8890] | 116 | if( this->checkOpen() && !this->bOpen) |
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| 117 | this->open(); |
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| 118 | else if( bOpen) |
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| 119 | this->close(); |
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| 120 | |
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| [8870] | 121 | } |
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| 122 | |
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| 123 | |
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| [8876] | 124 | /** |
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| 125 | * open the door |
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| 126 | */ |
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| 127 | void Door::open() |
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| 128 | { |
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| 129 | if( this->bLocked) |
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| 130 | return; |
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| [8870] | 131 | |
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| [8880] | 132 | this->setAnimation(DOOR_OPEN, MD2_ANIM_ONCE); |
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| [8890] | 133 | this->bOpen = true; |
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| [8876] | 134 | } |
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| 135 | |
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| 136 | |
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| [8872] | 137 | /** |
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| [8876] | 138 | * close the door |
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| 139 | */ |
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| 140 | void Door::close() |
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| 141 | { |
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| [8890] | 142 | this->setAnimation(DOOR_CLOSE, MD2_ANIM_ONCE); |
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| 143 | this->bOpen = false; |
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| [8876] | 144 | } |
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| 145 | |
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| 146 | |
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| 147 | |
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| 148 | /** |
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| [8872] | 149 | * checks if the door is open |
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| 150 | */ |
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| [8874] | 151 | bool Door::checkOpen() |
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| [8870] | 152 | { |
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| 153 | |
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| [8874] | 154 | std::list<BaseObject*>::const_iterator it; |
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| 155 | const std::list<BaseObject*>* list = ClassList::getList(CL_PLAYABLE); |
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| 156 | WorldEntity* entity; |
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| [8875] | 157 | float distance; |
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| [8870] | 158 | |
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| [8874] | 159 | if( list == NULL) |
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| 160 | return false; |
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| 161 | |
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| 162 | // for all players |
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| 163 | for( it = list->begin(); it != list->end(); it++) |
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| 164 | { |
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| 165 | entity = dynamic_cast<WorldEntity*>(*it); |
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| 166 | |
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| [8875] | 167 | distance = fabs((this->getAbsCoor() - entity->getAbsCoor()).len()); |
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| 168 | if( distance < this->actionRadius) |
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| 169 | return true; |
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| [8874] | 170 | } |
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| 171 | |
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| 172 | |
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| 173 | list = ClassList::getList(CL_GENERIC_NPC); |
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| 174 | if( list == NULL) |
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| 175 | return false; |
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| 176 | for( it = list->begin(); it != list->end(); it++) |
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| 177 | { |
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| [8875] | 178 | entity = dynamic_cast<WorldEntity*>(*it); |
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| [8874] | 179 | |
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| [8875] | 180 | distance = fabs((this->getAbsCoor() - entity->getAbsCoor()).len()); |
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| 181 | if( distance < this->actionRadius) |
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| 182 | return true; |
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| [8874] | 183 | } |
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| 184 | |
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| 185 | return false; |
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| [8870] | 186 | } |
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| 187 | |
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| [8872] | 188 | |
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| 189 | |
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