323 lines
9.8 KiB
C
323 lines
9.8 KiB
C
/****************************************************************************
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* apps/graphics/traveler/src/trv_doors.c
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* This file contains the logic which manages world door logic.
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*
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* Copyright (C) 2014 Gregory Nutt. All rights reserved.
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* Author: Gregory Nutt <gnutt@nuttx.org>
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name NuttX nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/****************************************************************************
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* Included Files
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****************************************************************************/
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#include "trv_types.h"
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#include "trv_input.h"
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#include "trv_pov.h"
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#include "trv_plane.h"
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#include "trv_world.h"
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#include "trv_rayavoid.h"
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#include "trv_doors.h"
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/****************************************************************************
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* Pre-processor Definitions
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****************************************************************************/
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/* This is the door opening rate */
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#define DOOR_ZSTEP 15
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#define DOOR_OPEN_WAIT 30
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/****************************************************************************
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* Private Type Declarations
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****************************************************************************/
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/* These are possible values for the g_opendoor state variable */
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enum trv_door_state_e
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{
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DOOR_IDLE = 0, /* No door action in progress */
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DOOR_OPENING, /* A door is opening */
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DOOR_OPEN, /* A door is open */
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DOOR_CLOSING, /* A door is closing */
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};
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/****************************************************************************
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* Private Function Prototypes
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****************************************************************************/
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static void trv_door_startopen(void);
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static void trv_door_animation(void);
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/****************************************************************************
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* Public Data
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****************************************************************************/
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/* Variables to track status of a door */
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struct trv_opendoor_s g_opendoor;
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/****************************************************************************
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* Private Data
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****************************************************************************/
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/****************************************************************************
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* Private Functions
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****************************************************************************/
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/****************************************************************************
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* Name: trv_door_startopen
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*
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* Description:
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*
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****************************************************************************/
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static void trv_door_startopen (void)
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{
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FAR struct trv_rect_data_s *rect;
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/* Check if a door is already opening */
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if (g_opendoor.state == DOOR_IDLE)
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{
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/* Test if there is a door within three steps in front of the player */
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/* Try the X planes first */
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rect = trv_ray_test_xplane(&g_player, 3*STEP_DISTANCE,
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g_player.yaw, g_player_height);
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/* If there is no X door in front of the player, then try the Y Planes
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* (it is assumed that there would not be doors this close in both
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* planes!)
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*/
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if (!rect || !IS_DOOR(rect))
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{
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rect = trv_ray_test_yplane(&g_player, 3*STEP_DISTANCE,
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g_player.yaw, g_player_height);
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}
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/* Check if we found a door in either the X or Y plane. */
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if (rect && IS_DOOR(rect))
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{
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/* We now have found a door to open. Set the door open sequence
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* in motion
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*/
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g_opendoor.rect = rect;
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g_opendoor.state = DOOR_OPENING;
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g_opendoor.zbottom = rect->vstart;
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g_opendoor.zdist = 0;
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/* Mark the door's attribute to indicate that it is in motion */
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rect->attribute |= MOVING_DOOR_PLANE;
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}
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}
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}
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/****************************************************************************
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* Name: trv_door_animation
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* Description:
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* This function is called every frame when a door is in motion.
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****************************************************************************/
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static void trv_door_animation(void)
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{
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/* What we do next depends upon the state of the door state machine */
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switch (g_opendoor.state)
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{
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/* A door is opening */
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case DOOR_OPENING :
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/* Raise the door a little */
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g_opendoor.zbottom += DOOR_ZSTEP;
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g_opendoor.zdist += DOOR_ZSTEP;
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/* When the bottom of the door is above the player's head, we will
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* say that the door is open
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*/
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if (g_opendoor.zbottom > g_player.z)
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{
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g_opendoor.rect->attribute |= OPEN_DOOR_PLANE;
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}
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/* Check if the door is fully open */
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if (g_opendoor.zbottom >= g_opendoor.rect->vend)
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{
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/* Make sure that the door does not open wider than it is tall */
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g_opendoor.zbottom = g_opendoor.rect->vend;
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g_opendoor.zdist = g_opendoor.rect->vend - g_opendoor.rect->vstart;
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/* The door is done opening, the next state is the DOOR_OPEN state
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* where we will hold the door open a while
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*/
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g_opendoor.state = DOOR_OPEN;
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/* Initialize the countdown timer which will determine how long
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* the door is held open
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*/
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g_opendoor.clock = DOOR_OPEN_WAIT;
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}
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break;
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/* The door is open */
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case DOOR_OPEN :
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/* Decrement the door open clock. When it goes to zero, it is time
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* to begin closing the door
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*/
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if (--g_opendoor.clock <= 0)
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{
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/* The door is done opening, the next state is the DOOR_CLOSING
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* states
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*/
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g_opendoor.state = DOOR_CLOSING;
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/* Lower the door a little */
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g_opendoor.zbottom -= DOOR_ZSTEP;
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g_opendoor.zdist -= DOOR_ZSTEP;
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/* When the bottom of the door is below the player's head, we
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* will say that the door is closed
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*/
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if (g_opendoor.zbottom <= g_player.z)
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{
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g_opendoor.rect->attribute &= ~OPEN_DOOR_PLANE;
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}
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}
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break;
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/* The door is closing */
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case DOOR_CLOSING :
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/* Lower the door a little */
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g_opendoor.zbottom -= DOOR_ZSTEP;
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g_opendoor.zdist -= DOOR_ZSTEP;
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/* When the bottom of the door is below the player's head, we will
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* say that the door is closed
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*/
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if (g_opendoor.zbottom <= g_player.z)
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{
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g_opendoor.rect->attribute &= ~OPEN_DOOR_PLANE;
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}
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/* Check if the door is fully closed */
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if (g_opendoor.zdist <= 0)
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{
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/* Indicate that the door is no longer in motion */
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g_opendoor.rect->attribute &= ~(OPEN_DOOR_PLANE|MOVING_DOOR_PLANE);
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/* Indicate that the entire door movement sequence is done */
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g_opendoor.rect = NULL;
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g_opendoor.state = DOOR_IDLE;
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}
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break;
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/* There is nothing going on! */
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case DOOR_IDLE :
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default :
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break;
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}
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}
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/****************************************************************************
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* Public Functions
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****************************************************************************/
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/****************************************************************************
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* Name: trv_door_initialize
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*
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* Description:
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* This function performs initialization of the door animation logic
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*
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****************************************************************************/
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void trv_door_initialize(void)
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{
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/* Initialize the g_opendoor structure */
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g_opendoor.rect = NULL;
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g_opendoor.state = DOOR_IDLE;
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}
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/****************************************************************************
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* Name: trv_door_animate
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*
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* Description:
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* This function must be called on each cycle. It checks if the player
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* is attempting to open a door. If so, the appropriate door animation
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* is started. This function then calls trv_door_animation which must be
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* called on each cycle to perform the door movement.
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*
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****************************************************************************/
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void trv_door_animate(void)
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{
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/* Check if the user is trying to open a door. */
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if (g_trv_input.dooropen && g_opendoor.state == DOOR_IDLE)
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{
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/* Start the door opening action */
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trv_door_startopen();
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}
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/* Process any necessary door movement animation on this cycle */
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if (g_opendoor.state != DOOR_IDLE)
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{
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/* Perform the animation */
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trv_door_animation();
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}
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}
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