1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /* |
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30 | * Currently available lua commands: |
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31 | * |
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32 | * IMPORTANT: ALL COMMANDS DO REQUIRE 7 PARAMETERS TO BE PROVIDED. FILL UP WITH ZEROES IN UNIMPORTANT PLACES. |
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33 | * |
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34 | * Command | Abbreviation | Parameter 1 | '' 2 | '' 3 | '' 4 | '' 5 | '' 6 | '' 7 |
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35 | * |
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36 | * "Move And Look" | mal | GoTo X Coordinate | '' Y '' | '' Z '' | LookAt X Coordinate | '' Y '' | '' Y '' | Duration |
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37 | * "Rotate And Look" | ral | GoTo X Coordinate | '' Y '' | '' Z '' | Axis (1=x, 2=z, 3=z) | - | - | Duration |
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38 | * "Spiral" | spi | GoTo X Coordinate | '' Y '' | '' Z '' | - | - | - | Duration |
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39 | * "Transition Look" | chl | From X Coordinate | '' Y '' | '' Z '' | To X Coordinate | '' Y '' | '' Y '' | Duration |
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40 | * "Idle (Do nothing)" | idle | Duration |
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41 | / |
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42 | |
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43 | // TODO: Which library can this be found in? |
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44 | #define M_PI 3.14159265358979323846 /* pi */ |
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45 | |
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46 | #include "ScriptController.h" |
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47 | #include "infos/PlayerInfo.h" |
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48 | #include "core/CoreIncludes.h" |
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49 | #include "worldentities/ControllableEntity.h" |
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50 | #include "core/LuaState.h" |
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51 | #include "core/LuaState.h" |
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52 | #include <cmath> |
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53 | |
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54 | |
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55 | namespace orxonox |
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56 | { |
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57 | RegisterClass(ScriptController); |
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58 | |
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59 | ScriptController::ScriptController(Context* context) : ArtificialController(context) |
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60 | { |
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61 | RegisterObject(ScriptController); |
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62 | |
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63 | /* By default, this controller has ID 0, which means it is not assigned |
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64 | * to anything yet. |
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65 | */ |
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66 | this->ctrlid_ = 0; |
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67 | |
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68 | /* Set default values for all variables */ |
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69 | /* - pointers to zero */ |
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70 | this->player_ = NULL; |
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71 | this->entity_ = NULL; |
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72 | |
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73 | /* - times */ |
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74 | this->scTime = 0.0f; |
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75 | this->eventTime = 0.0f; |
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76 | |
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77 | /* - Points in space */ |
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78 | this->startpos = Vector3(0,0,0); |
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79 | //this->lookAtPosition = Vector3(0,0,0); |
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80 | |
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81 | /* - Processing flag */ |
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82 | this->processing = false; |
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83 | |
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84 | /* - Counters */ |
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85 | this->eventno = 0; |
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86 | |
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87 | /* - First "previous event" scheduled at t=0 */ |
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88 | /* - Needed for automatically updating event times */ |
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89 | this->prevEventTime = 0; |
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90 | |
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91 | /* hack */ |
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92 | this->deltat; |
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93 | } |
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94 | |
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95 | void ScriptController::takeControl(int ctrlid) |
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96 | { |
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97 | /* Output some debugging information */ |
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98 | orxout(verbose) << "ScriptController: Taking control" << endl; |
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99 | orxout(verbose) << "This-pointer: " << this << endl; |
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100 | |
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101 | /* Set the controller ID (the argument here should be nonzero) */ |
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102 | this->ctrlid_ = ctrlid; |
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103 | |
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104 | /* Store the entity pointer in a private variable */ |
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105 | this->entity_ = this->player_->getControllableEntity(); |
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106 | assert(this->entity_); |
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107 | |
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108 | /* Add the controller here to this entity. Apparently this still leaves |
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109 | * any preexisting human controllers in place. |
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110 | */ |
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111 | this->entity_->setDestroyWhenPlayerLeft(false); |
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112 | this->player_->pauseControl(); |
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113 | this->entity_->setController(this); |
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114 | this->setControllableEntity(this->entity_); |
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115 | this->entity_->mouseLook(); |
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116 | this->entity_->setVisible(false); |
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117 | } |
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118 | |
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119 | const Vector3& ScriptController::getPosition() |
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120 | { |
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121 | return this->entity_->getPosition(); |
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122 | } |
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123 | |
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124 | ScriptController* ScriptController::getScriptController() |
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125 | { |
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126 | /* Output a message that confirms this function was called */ |
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127 | orxout(verbose) << "Great success!" << std::endl; |
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128 | |
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129 | /* Debugging: print all the scriptcontroller object pointers */ |
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130 | for(ObjectList<ScriptController>::iterator it = |
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131 | ObjectList<ScriptController>::begin(); |
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132 | it != ObjectList<ScriptController>::end(); ++it) |
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133 | { orxout(verbose) << "Have object in list: " << *it << endl; } |
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134 | |
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135 | /* Find the first one with a nonzero ID */ |
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136 | for(ObjectList<ScriptController>::iterator it = |
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137 | ObjectList<ScriptController>::begin(); |
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138 | it != ObjectList<ScriptController>::end(); ++it) |
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139 | { |
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140 | // TODO: do some selection here. Currently just returns the first one |
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141 | if( (*it)->getID() > 0 ) |
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142 | { orxout(verbose) << "Controller to return: " << *it << endl; |
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143 | return *it; |
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144 | } |
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145 | |
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146 | } |
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147 | return NULL; |
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148 | } |
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149 | |
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150 | void ScriptController::execute(event ev) |
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151 | { |
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152 | /* Debugging output */ |
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153 | //orxout() << "Executing event " << ev.fctName |
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154 | //<< " with parameters:\n " |
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155 | //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n" |
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156 | //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n" |
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157 | //<< ev.duration << endl; |
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158 | |
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159 | /* Event is starting, hence set the time to 0 */ |
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160 | this->eventTime = 0.0f; |
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161 | this->processing = true; |
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162 | |
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163 | /* Copy the event into the currentEvent holder */ |
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164 | this->currentEvent = ev; |
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165 | |
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166 | /* Store starting position */ |
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167 | this->startpos = this->entity_->getPosition(); |
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168 | } |
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169 | |
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170 | |
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171 | void ScriptController::tick(float dt) |
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172 | { |
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173 | /* hack */ |
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174 | this->deltat = dt; |
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175 | |
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176 | /* Call the tick function of the classes we derive from */ |
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177 | SUPER(ScriptController, tick, dt); |
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178 | |
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179 | /* If this controller has no entity entry, do nothing */ |
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180 | if( !(this->entity_) ) return; |
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181 | |
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182 | /* See if time has come for the next event to be run */ |
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183 | if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime) |
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184 | { /* Execute the next event on the list */ |
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185 | this->execute(this->eventList[0]); |
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186 | this->eventList.erase(this->eventList.begin()); |
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187 | this->eventno -= 1; |
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188 | } |
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189 | |
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190 | /* Update the local timers in this object */ |
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191 | scTime += dt; eventTime += dt; |
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192 | |
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193 | /* If we've arrived at the target, stop processing */ |
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194 | if( eventTime > currentEvent.duration && this->processing == true) |
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195 | { this->processing = false; |
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196 | |
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197 | /* If we reached the last event, also reenable the normal movement |
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198 | * and make the model visible again |
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199 | */ |
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200 | if( this->eventno == 0 ) |
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201 | { |
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202 | this->entity_->mouseLook(); |
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203 | this->entity_->setVisible(true); |
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204 | } |
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205 | } |
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206 | |
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207 | /* Get a variable that specifies how far along the trajectory |
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208 | * we are currently. |
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209 | */ |
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210 | float dl = eventTime / currentEvent.duration; |
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211 | |
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212 | /* Depending on command */ |
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213 | /* Do some moving */ |
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214 | if( this->processing ) |
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215 | { |
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216 | // Abbreviation for "spiral" (rotation + translation) |
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217 | if (this->currentEvent.fctName == "spi") { |
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218 | |
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219 | // Need to know a perpendicular basis to the translation vector: |
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220 | // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm |
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221 | // Currently we set a fix rotational radius of 400 |
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222 | // TODO: Add an option to adjust radius of spiral movement |
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223 | Vector3 direction = this->currentEvent.v1 - startpos; |
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224 | |
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225 | Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0); |
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226 | float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x); |
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227 | *ortho1 = 400 * cos(2 * M_PI * dl) * (*ortho1)/absOrtho1; |
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228 | |
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229 | Vector3* ortho2 = new Vector3(0, direction.z, -direction.y); |
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230 | float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z); |
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231 | *ortho2 = 400 * sin(2 * M_PI * dl) * (*ortho2)/absOrtho2; |
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232 | |
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233 | this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2); |
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234 | |
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235 | delete ortho1; |
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236 | delete ortho2; |
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237 | } |
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238 | |
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239 | // Abbreviation for "rotate and look" |
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240 | if (this->currentEvent.fctName == "ral") |
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241 | { |
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242 | // Specify the axis |
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243 | Vector3* a; |
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244 | switch ((int) currentEvent.d) { |
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245 | case 3: |
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246 | a = new Vector3(this->currentEvent.v1.x + 3000*cos(2*M_PI*dl), |
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247 | this->currentEvent.v1.y + 3000*sin(2*M_PI*dl), |
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248 | this->currentEvent.v1.z); |
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249 | break; |
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250 | case 2: |
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251 | a = new Vector3(this->currentEvent.v1.x + 3000*cos(2*M_PI*dl), |
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252 | this->currentEvent.v1.y, |
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253 | this->currentEvent.v1.z + 3000*cos(2*M_PI*dl)); |
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254 | break; |
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255 | case 1: |
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256 | a = new Vector3(this->currentEvent.v1.x, |
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257 | this->currentEvent.v1.y + 3000*sin(2*M_PI*dl), |
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258 | this->currentEvent.v1.z + 3000*cos(2*M_PI*dl)); |
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259 | break; |
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260 | } |
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261 | |
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262 | this->entity_->setPosition(*a); |
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263 | |
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264 | /* Look at the specified position */ |
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265 | this->entity_->lookAt(this->currentEvent.v1); |
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266 | } |
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267 | else if( this->currentEvent.fctName == "mal" ) |
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268 | { |
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269 | /* Set the position to the correct place in the trajectory */ |
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270 | this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1); |
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271 | |
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272 | /* Look at the specified position */ |
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273 | this->entity_->lookAt(this->currentEvent.v2); |
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274 | } |
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275 | else if( this->currentEvent.fctName == "chl" ) |
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276 | { |
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277 | /* Sweep the look from v1 to v2 */ |
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278 | this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + |
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279 | dl * this->currentEvent.v2 ); |
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280 | } |
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281 | |
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282 | |
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283 | /* Force mouse look */ |
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284 | if( this->entity_->isInMouseLook() == false ) |
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285 | this->entity_->mouseLook(); |
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286 | } |
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287 | } |
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288 | |
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289 | void ScriptController::eventScheduler(std::string instruction, |
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290 | float x1, float y1, float z1, |
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291 | float x2, float y2, float z2, |
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292 | float duration, float executionTime) |
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293 | { |
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294 | /* put data (from LUA) into time-sorted eventList*/ |
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295 | /* Nimmt den befehl und die argumente aus luascript und ertellt einen |
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296 | * struct pro event, diese structs werden sortiert nach eventTime |
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297 | */ |
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298 | struct event tmp; |
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299 | |
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300 | /* Fill the structure with all the provided information */ |
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301 | tmp.fctName = instruction; |
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302 | |
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303 | //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1; |
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304 | //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2; |
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305 | tmp.v1 = Vector3(x1,y1,z1); |
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306 | tmp.v2 = Vector3(x2,y2,z2); |
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307 | |
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308 | // the parameters are not required to be vector coordinates! |
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309 | // for convenience they are however stored twice if they have some kind of different meaning |
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310 | tmp.a = x1; |
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311 | tmp.b = y1; |
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312 | tmp.c = z1; |
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313 | tmp.d = x2; |
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314 | tmp.e = y2; |
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315 | tmp.f = z2; |
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316 | |
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317 | tmp.duration = duration; |
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318 | |
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319 | /* This is kind of a hack. If we hit the function idle all we want to do is |
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320 | advance event execution time, not schedule anything */ |
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321 | if (instruction == "idle") { |
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322 | tmp.eventTime = this->prevEventTime; |
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323 | this->prevEventTime += x1; |
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324 | return; |
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325 | } else { |
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326 | tmp.eventTime = this->prevEventTime; |
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327 | this->prevEventTime += duration; |
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328 | } |
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329 | |
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330 | /* Add the created event to the event list */ |
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331 | if(eventList.size()==0) |
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332 | { /* The list is still empty, just add it */ |
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333 | orxout(verbose) << "eventList empty (01)" << endl; |
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334 | eventList.insert(eventList.begin(), tmp); |
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335 | this->eventno += 1; |
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336 | return; /* Nothing more to do, the event was added */ |
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337 | } |
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338 | |
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339 | /* Event was not added yet since the list was not empty. Walk through |
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340 | * the list of events and add it so that the events are correctly in |
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341 | * order. |
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342 | */ |
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343 | for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++) |
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344 | { if(tmp.eventTime < it->eventTime) |
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345 | { eventList.insert(it,tmp); |
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346 | this->eventno += 1; |
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347 | //orxout()<<"new event added"<<endl; |
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348 | return; |
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349 | } |
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350 | } |
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351 | |
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352 | /* If the event was still not added here, it belongs in the end of the list */ |
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353 | eventList.insert(eventList.end(), tmp); |
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354 | this->eventno += 1; |
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355 | |
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356 | } |
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357 | } |
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