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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