| 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 | #include "ScriptController.h" |
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| 30 | #include "infos/PlayerInfo.h" |
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| 31 | #include "core/CoreIncludes.h" |
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| 32 | #include "worldentities/ControllableEntity.h" |
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| 33 | #include "core/LuaState.h" |
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| 34 | #include <cmath> |
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| 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | float scTime=0; /*initialise time, to coordinate eventTime*/ |
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| 39 | |
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| 40 | |
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| 41 | |
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| 42 | std::vector<event> eventList; |
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| 43 | |
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| 44 | |
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| 45 | |
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| 46 | |
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| 47 | |
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| 48 | RegisterClass(ScriptController); |
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| 49 | |
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| 50 | //ScriptController::ScriptController(Context* context, ControllableEntity* CE) : ArtificialController(context) |
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| 51 | ScriptController::ScriptController(Context* context) : ArtificialController(context) |
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| 52 | { |
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| 53 | RegisterObject(ScriptController); |
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| 54 | //set_controlled(CE); |
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| 55 | this->ctrlid_ = 0; |
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| 56 | } |
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| 57 | |
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| 58 | void ScriptController::takeControl(int ctrlid) |
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| 59 | { |
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| 60 | orxout() << "ScriptController: Taking control" << endl; |
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| 61 | orxout() << "This-pointer: " << this << endl; |
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| 62 | this->ctrlid_ = ctrlid; |
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| 63 | this->entity_ = this->player_->getControllableEntity(); |
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| 64 | assert(this->entity_); |
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| 65 | |
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| 66 | this->entity_->setDestroyWhenPlayerLeft(false); |
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| 67 | this->player_->pauseControl(); |
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| 68 | this->entity_->setController(this); |
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| 69 | this->setControllableEntity(this->entity_); |
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| 70 | } |
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| 71 | |
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| 72 | /* Yet to be implemented and tested */ |
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| 73 | //void ScriptController::yieldControl() |
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| 74 | //{ |
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| 75 | //this->player_->startControl(this->entity_); |
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| 76 | //this->setActive(false); |
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| 77 | //this->controllableEntity_ = NULL; |
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| 78 | //} |
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| 79 | |
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| 80 | void ScriptController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 81 | { |
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| 82 | //XMLPortParam(ScriptController, BaseObject, "lsrc", set_luasrc, xmlelement, mode); |
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| 83 | |
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| 84 | } |
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| 85 | |
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| 86 | const Vector3& ScriptController::getPosition() |
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| 87 | { |
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| 88 | return this->entity_->getPosition(); |
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| 89 | } |
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| 90 | |
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| 91 | ScriptController* ScriptController::getScriptController() |
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| 92 | { |
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| 93 | /* Output a message that confirms this function was called */ |
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| 94 | orxout() << "Great success!" << std::endl; |
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| 95 | |
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| 96 | /* Debugging: print all the scriptcontroller object pointers */ |
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| 97 | for(ObjectList<ScriptController>::iterator it = |
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| 98 | ObjectList<ScriptController>::begin(); |
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| 99 | it != ObjectList<ScriptController>::end(); ++it) |
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| 100 | { orxout() << "Have object in list: " << *it << endl; } |
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| 101 | |
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| 102 | /* Find the first one with a nonzero ID */ |
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| 103 | for(ObjectList<ScriptController>::iterator it = |
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| 104 | ObjectList<ScriptController>::begin(); |
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| 105 | it != ObjectList<ScriptController>::end(); ++it) |
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| 106 | { |
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| 107 | // TODO: do some selection here. Currently just returns the first one |
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| 108 | if( (*it)->getID() > 0 ) |
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| 109 | return *it; |
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| 110 | |
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| 111 | } |
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| 112 | return NULL; |
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| 113 | } |
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| 114 | |
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| 115 | void ScriptController::execute(event ev) |
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| 116 | { |
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| 117 | if(ev.fctName=="moveToPosition_beta") |
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| 118 | { |
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| 119 | moveToPosition_beta(ev.xCoord,ev.yCoord,ev.zCoord); |
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| 120 | } |
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| 121 | } |
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| 122 | |
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| 123 | |
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| 124 | void ScriptController::tick(float dt) |
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| 125 | { |
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| 126 | /* If this controller has no entity entry, do nothing */ |
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| 127 | if( !(this->entity_) ) |
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| 128 | return; |
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| 129 | |
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| 130 | //orxout() << "Rotating!" << endl; |
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| 131 | |
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| 132 | //this->entity_->rotateYaw(-1.0f * 100.0f * dt); |
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| 133 | //this->entity_->rotatePitch(0.8f * 100.0f); |
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| 134 | |
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| 135 | if(eventList[0].eventTime<=scTime) |
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| 136 | { |
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| 137 | /*TO DO: execute the function: eventList[0].fctName*/ |
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| 138 | |
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| 139 | |
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| 140 | eventList.erase(eventList.begin()); |
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| 141 | } |
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| 142 | |
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| 143 | SUPER(ScriptController, tick, dt); |
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| 144 | |
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| 145 | scTime=scTime+dt; |
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| 146 | } |
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| 147 | |
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| 148 | |
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| 149 | |
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| 150 | |
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| 151 | void ScriptController::moveToPosition_beta(float x, float y, float z ) |
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| 152 | { |
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| 153 | //const Vector3 local = this->getPosition(); |
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| 154 | const Vector3 target = Vector3(100*x,100*y,100*z); |
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| 155 | //Vector3 way = target-local; |
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| 156 | orxout() << "Moving This-pointer: " << this << endl; |
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| 157 | |
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| 158 | |
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| 159 | this->entity_->lookAt(target); |
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| 160 | this->entity_->moveFrontBack(-1000*target.length()); |
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| 161 | |
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| 162 | |
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| 163 | /* This works fine */ |
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| 164 | orxout()<<x<<" "<<y<<" "<<z<<endl; |
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| 165 | } |
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| 166 | |
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| 167 | void ScriptController::eventScheduler(std::string instruction, float x, float y, float z, float executionTime) |
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| 168 | { |
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| 169 | /*put data (from LUA) into time-sorted eventList*/ |
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| 170 | /*nimmt den befehl und die argumente aus luascript und ertellt einen struct pro event, diese structs werden sortiert nach eventTime*/ |
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| 171 | struct event tmp; |
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| 172 | tmp.fctName=instruction; |
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| 173 | tmp.xCoord=x; |
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| 174 | tmp.yCoord=y; |
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| 175 | tmp.zCoord=z; |
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| 176 | tmp.eventTime=executionTime; |
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| 177 | |
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| 178 | for(unsigned int i=0;i<eventList.size();i++) |
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| 179 | { |
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| 180 | if(tmp.eventTime<eventList[i].eventTime) |
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| 181 | { |
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| 182 | std::vector<event>::iterator it = eventList.begin(); |
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| 183 | |
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| 184 | eventList.insert(it+(i+1),tmp); |
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| 185 | break; |
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| 186 | } |
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| 187 | if(i==eventList.size()-1) |
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| 188 | { |
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| 189 | std::vector<event>::iterator it = eventList.end(); |
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| 190 | |
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| 191 | eventList.insert(it,tmp); |
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| 192 | |
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| 193 | } |
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| 194 | |
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| 195 | } |
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| 196 | |
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| 197 | } |
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| 198 | |
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| 199 | |
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| 200 | |
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| 201 | /* TODO: struct event erweitern um mehr funktionen benutzen zu koennen |
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| 202 | |
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| 203 | mehr funktionen definieren (und dann in execute if(...)) |
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| 204 | NB: viele noetige funktionen sind schon in artificial- bzw formationcontroller vorhanden */ |
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| 205 | |
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| 206 | |
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| 207 | |
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| 208 | } |
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