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 | * ... |
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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=y, 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 | * "rotate round X crd"| rotX | anchor coordinate | angle(rad)| - | | | | Duration |
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41 | * "Idle (Do nothing)" | idle | Duration |
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42 | */ |
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43 | |
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44 | #include "ScriptController.h" |
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45 | #include "infos/PlayerInfo.h" |
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46 | #include "core/CoreIncludes.h" |
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47 | #include "worldentities/ControllableEntity.h" |
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48 | #include "core/LuaState.h" |
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49 | #include "core/LuaState.h" |
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50 | #include "util/Math.h" |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | RegisterClass(ScriptController); |
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55 | |
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56 | ScriptController::ScriptController(Context* context) : ArtificialController(context) |
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57 | { |
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58 | RegisterObject(ScriptController); |
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59 | |
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60 | /* By default, this controller has ID 0, which means it is not assigned |
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61 | * to anything yet. |
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62 | */ |
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63 | this->ctrlid_ = 0; |
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64 | |
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65 | /* Set default values for all variables */ |
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66 | /* - pointers to zero */ |
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67 | this->player_ = nullptr; |
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68 | this->entity_ = nullptr; |
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69 | |
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70 | /* - times */ |
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71 | this->scTime = 0.0f; |
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72 | this->eventTime = 0.0f; |
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73 | |
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74 | /* - Points in space */ |
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75 | this->startpos = Vector3(0,0,0); |
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76 | //this->lookAtPosition = Vector3(0,0,0); |
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77 | |
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78 | /* - Processing flag */ |
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79 | this->processing = false; |
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80 | |
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81 | /* - Counters */ |
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82 | this->eventno = 0; |
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83 | |
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84 | /* - First "previous event" scheduled at t=0 */ |
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85 | /* - Needed for automatically updating event times */ |
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86 | this->prevEventTime = 0; |
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87 | } |
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88 | |
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89 | void ScriptController::takeControl(int ctrlid) |
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90 | { |
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91 | /* Output some debugging information */ |
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92 | orxout(verbose) << "ScriptController: Taking control" << endl; |
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93 | orxout(verbose) << "This-pointer: " << this << endl; |
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94 | |
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95 | /* Set the controller ID (the argument here should be nonzero) */ |
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96 | this->ctrlid_ = ctrlid; |
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97 | |
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98 | /* Store the entity pointer in a private variable */ |
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99 | this->entity_ = this->player_->getControllableEntity(); |
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100 | assert(this->entity_); |
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101 | |
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102 | /* Add the controller here to this entity. Apparently this still leaves |
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103 | * any preexisting human controllers in place. |
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104 | */ |
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105 | this->entity_->setDestroyWhenPlayerLeft(false); |
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106 | this->player_->stopTemporaryControl(); |
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107 | this->entity_->setController(this); |
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108 | this->setControllableEntity(this->entity_); |
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109 | //this->entity_->mouseLook(); |
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110 | //this->entity_->setVisible(false); |
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111 | |
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112 | // TODO take the human Controllers control dont forget to give it back in the destructor |
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113 | } |
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114 | |
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115 | const Vector3& ScriptController::getPosition() |
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116 | { |
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117 | return this->entity_->getPosition(); |
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118 | } |
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119 | |
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120 | ScriptController* ScriptController::getScriptController() |
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121 | { |
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122 | /* Output a message that confirms this function was called */ |
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123 | orxout(verbose) << "Great success!" << std::endl; |
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124 | |
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125 | /* Debugging: print all the scriptcontroller object pointers */ |
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126 | for(ScriptController* controller : ObjectList<ScriptController>()) |
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127 | { orxout(verbose) << "Have object in list: " << controller << endl; } |
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128 | |
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129 | /* Find the first one with a nonzero ID */ |
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130 | for(ScriptController* controller : ObjectList<ScriptController>()) |
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131 | { |
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132 | // TODO: do some selection here. Currently just returns the first one |
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133 | if( controller->getID() > 0 ) |
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134 | { orxout(verbose) << "Controller to return: " << controller << endl; |
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135 | return controller; |
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136 | } |
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137 | |
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138 | } |
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139 | return nullptr; |
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140 | } |
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141 | |
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142 | void ScriptController::execute(event ev) |
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143 | { |
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144 | /* Debugging output */ |
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145 | //orxout() << "Executing event " << ev.fctName |
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146 | //<< " with parameters:\n " |
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147 | //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n" |
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148 | //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n" |
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149 | //<< ev.duration << endl; |
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150 | |
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151 | /* Event is starting, hence set the time to 0 */ |
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152 | this->eventTime = 0.0f; |
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153 | this->processing = true; |
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154 | |
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155 | /* Copy the event into the currentEvent holder */ |
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156 | this->currentEvent = ev; |
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157 | |
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158 | /* Store starting position */ |
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159 | this->startpos = this->entity_->getPosition(); |
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160 | } |
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161 | |
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162 | |
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163 | void ScriptController::tick(float dt) |
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164 | { |
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165 | /* Call the tick function of the classes we derive from */ |
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166 | SUPER(ScriptController, tick, dt); |
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167 | |
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168 | /* If this controller has no entity entry, do nothing */ |
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169 | if( !(this->entity_) ) return; |
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170 | |
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171 | /* See if time has come for the next event to be run */ |
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172 | if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime) |
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173 | { /* Execute the next event on the list */ |
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174 | this->execute(this->eventList[0]); |
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175 | this->eventList.erase(this->eventList.begin()); |
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176 | this->eventno -= 1; |
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177 | } |
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178 | |
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179 | /* Update the local timers in this object */ |
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180 | scTime += dt; eventTime += dt; |
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181 | |
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182 | /* If we've arrived at the target, stop processing */ |
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183 | if( eventTime > currentEvent.duration && this->processing == true) |
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184 | { this->processing = false; |
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185 | |
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186 | /* If we reached the last event, also reenable the normal movement |
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187 | * and make the model visible again |
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188 | */ |
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189 | if( this->eventno == 0 ) |
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190 | { |
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191 | this->entity_->mouseLook(); |
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192 | this->entity_->setVisible(true); |
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193 | } |
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194 | } |
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195 | |
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196 | /* Get a variable that specifies how far along the trajectory |
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197 | * we are currently. |
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198 | */ |
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199 | float dl = eventTime / currentEvent.duration; |
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200 | |
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201 | /* Depending on command */ |
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202 | /* Do some moving */ |
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203 | if( this->processing ) |
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204 | { |
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205 | // Abbreviation for "spiral" (rotation + translation) |
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206 | if (this->currentEvent.fctName == "spi") |
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207 | { |
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208 | spi(dl); // call the external function |
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209 | } |
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210 | |
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211 | // Abbreviation for "rotate and look" |
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212 | else if (this->currentEvent.fctName == "ral") |
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213 | { |
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214 | ral(dl); |
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215 | } |
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216 | else if( this->currentEvent.fctName == "mal" ) |
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217 | { |
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218 | mal(dl); |
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219 | } |
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220 | else if( this->currentEvent.fctName == "chl" ) |
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221 | { |
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222 | chl(dl); |
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223 | } |
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224 | |
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225 | |
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226 | /* Force mouse look */ |
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227 | if( this->entity_->isInMouseLook() == false ) |
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228 | this->entity_->mouseLook(); |
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229 | } |
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230 | } |
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231 | |
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232 | void ScriptController::eventScheduler(std::string instruction, |
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233 | float x1, float y1, float z1, |
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234 | float x2, float y2, float z2, |
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235 | float duration, float executionTime) |
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236 | { |
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237 | /* put data (from LUA) into time-sorted eventList*/ |
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238 | /* Nimmt den befehl und die argumente aus luascript und ertellt einen |
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239 | * struct pro event, diese structs werden sortiert nach eventTime |
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240 | */ |
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241 | struct event tmp; |
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242 | |
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243 | /* Fill the structure with all the provided information */ |
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244 | tmp.fctName = instruction; |
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245 | |
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246 | //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1; |
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247 | //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2; |
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248 | tmp.v1 = Vector3(x1,y1,z1); |
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249 | tmp.v2 = Vector3(x2,y2,z2); |
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250 | |
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251 | // the parameters are not required to be vector coordinates! |
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252 | // for convenience they are however stored twice if they have some kind of different meaning |
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253 | tmp.a = x1; |
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254 | tmp.b = y1; |
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255 | tmp.c = z1; |
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256 | tmp.d = x2; |
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257 | tmp.e = y2; |
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258 | tmp.f = z2; |
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259 | |
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260 | tmp.duration = duration; |
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261 | |
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262 | /* This is kind of a hack. If we hit the function idle all we want to do is |
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263 | advance event execution time, not schedule anything */ |
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264 | if (instruction == "idle") { |
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265 | tmp.eventTime = this->prevEventTime; |
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266 | this->prevEventTime += x1; |
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267 | return; |
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268 | } else { |
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269 | tmp.eventTime = this->prevEventTime; |
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270 | this->prevEventTime += duration; |
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271 | } |
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272 | |
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273 | /* Add the created event to the event list */ |
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274 | if(eventList.size()==0) |
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275 | { /* The list is still empty, just add it */ |
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276 | orxout(verbose) << "eventList empty (01)" << endl; |
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277 | eventList.insert(eventList.begin(), tmp); |
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278 | this->eventno += 1; |
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279 | return; /* Nothing more to do, the event was added */ |
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280 | } |
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281 | |
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282 | /* Event was not added yet since the list was not empty. Walk through |
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283 | * the list of events and add it so that the events are correctly in |
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284 | * order. |
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285 | */ |
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286 | for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++) |
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287 | { if(tmp.eventTime < it->eventTime) |
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288 | { eventList.insert(it,tmp); |
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289 | this->eventno += 1; |
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290 | //orxout()<<"new event added"<<endl; |
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291 | return; |
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292 | } |
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293 | } |
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294 | |
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295 | /* If the event was still not added here, it belongs in the end of the list */ |
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296 | eventList.insert(eventList.end(), tmp); |
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297 | this->eventno += 1; |
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298 | |
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299 | } |
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300 | |
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301 | // Event Functions |
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302 | |
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303 | void ScriptController::spi(float dl) |
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304 | { |
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305 | |
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306 | // Need to know a perpendicular basis to the translation vector: |
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307 | // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm |
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308 | // Currently we set a fix rotational radius of 400 |
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309 | // TODO: Add an option to adjust radius of spiral movement |
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310 | Vector3 direction = this->currentEvent.v1 - startpos; |
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311 | |
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312 | Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0); |
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313 | float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x); |
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314 | *ortho1 = 400 * cos(2 * math::pi * dl) * (*ortho1)/absOrtho1; |
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315 | |
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316 | Vector3* ortho2 = new Vector3(0, direction.z, -direction.y); |
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317 | float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z); |
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318 | *ortho2 = 400 * sin(2 * math::pi * dl) * (*ortho2)/absOrtho2; |
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319 | |
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320 | this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2); |
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321 | |
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322 | delete ortho1; |
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323 | delete ortho2; |
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324 | |
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325 | } |
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326 | |
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327 | void ScriptController::ral(float dl) |
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328 | { |
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329 | // Specify the axis |
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330 | Vector3 a; |
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331 | switch ((int) currentEvent.d) { |
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332 | case 3: |
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333 | a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*cos(2*math::pi*dl), |
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334 | this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl), |
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335 | this->currentEvent.v1.z); |
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336 | break; |
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337 | case 2: |
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338 | a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*sin(2*math::pi*dl), |
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339 | this->currentEvent.v1.y, |
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340 | this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl)); |
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341 | break; |
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342 | case 1: |
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343 | a = Vector3(this->currentEvent.v1.x, |
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344 | this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl), |
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345 | this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl)); |
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346 | break; |
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347 | } |
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348 | |
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349 | this->entity_->setPosition(a); |
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350 | |
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351 | /* Look at the specified position */ |
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352 | this->entity_->lookAt(this->currentEvent.v1); |
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353 | |
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354 | } |
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355 | |
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356 | void ScriptController::mal(float dl) |
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357 | { |
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358 | /* Set the position to the correct place in the trajectory */ |
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359 | this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1); |
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360 | |
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361 | /* Look at the specified position */ |
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362 | this->entity_->lookAt(this->currentEvent.v2); |
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363 | |
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364 | } |
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365 | |
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366 | void ScriptController::chl(float dl) |
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367 | { |
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368 | /* Sweep the look from v1 to v2 */ |
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369 | this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + |
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370 | dl * this->currentEvent.v2 ); |
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371 | |
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372 | } |
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373 | |
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374 | void ScriptController::rotX(float dl) |
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375 | { |
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376 | |
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377 | |
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378 | } |
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379 | } |
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