[10014] | 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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[10047] | 30 | #include "infos/PlayerInfo.h" |
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[10014] | 31 | #include "core/CoreIncludes.h" |
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[10028] | 32 | #include "worldentities/ControllableEntity.h" |
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[10045] | 33 | #include "core/LuaState.h" |
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[10034] | 34 | #include <cmath> |
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[10014] | 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | RegisterClass(ScriptController); |
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| 39 | |
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[10028] | 40 | ScriptController::ScriptController(Context* context) : ArtificialController(context) |
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[10014] | 41 | { |
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| 42 | RegisterObject(ScriptController); |
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[10065] | 43 | |
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| 44 | /* By default, this controller has ID 0, which means it is not assigned |
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| 45 | * to anything yet. |
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| 46 | */ |
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[10047] | 47 | this->ctrlid_ = 0; |
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[10065] | 48 | |
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| 49 | /* Set default values for all variables */ |
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| 50 | /* - pointers to zero */ |
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| 51 | this->player_ = NULL; |
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| 52 | this->entity_ = NULL; |
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| 53 | |
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| 54 | /* - times */ |
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| 55 | this->scTime = 0.0f; |
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| 56 | this->eventTime = 0.0f; |
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| 57 | |
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| 58 | /* - Points in space */ |
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| 59 | this->startpos = Vector3(0,0,0); |
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[10066] | 60 | //this->lookAtPosition = Vector3(0,0,0); |
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[10065] | 61 | |
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| 62 | /* - Processing flag */ |
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| 63 | this->processing = false; |
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| 64 | |
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| 65 | /* - Counters */ |
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| 66 | this->eventno = 0; |
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| 67 | |
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[10014] | 68 | } |
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| 69 | |
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[10047] | 70 | void ScriptController::takeControl(int ctrlid) |
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[10014] | 71 | { |
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[10065] | 72 | /* Output some debugging information */ |
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[10077] | 73 | orxout(verbose) << "ScriptController: Taking control" << endl; |
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| 74 | orxout(verbose) << "This-pointer: " << this << endl; |
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[10065] | 75 | |
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| 76 | /* Set the controller ID (the argument here should be nonzero) */ |
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[10047] | 77 | this->ctrlid_ = ctrlid; |
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[10065] | 78 | |
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| 79 | /* Store the entity pointer in a private variable */ |
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[10047] | 80 | this->entity_ = this->player_->getControllableEntity(); |
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| 81 | assert(this->entity_); |
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[10065] | 82 | |
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| 83 | /* Add the controller here to this entity. Apparently this still leaves |
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| 84 | * any preexisting human controllers in place. |
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| 85 | */ |
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[10047] | 86 | this->entity_->setDestroyWhenPlayerLeft(false); |
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| 87 | this->player_->pauseControl(); |
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| 88 | this->entity_->setController(this); |
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| 89 | this->setControllableEntity(this->entity_); |
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[10065] | 90 | this->entity_->mouseLook(); |
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| 91 | this->entity_->setVisible(false); |
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[10014] | 92 | } |
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| 93 | |
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[10034] | 94 | const Vector3& ScriptController::getPosition() |
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[10020] | 95 | { |
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[10065] | 96 | return this->entity_->getPosition(); |
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[10028] | 97 | } |
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[10014] | 98 | |
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[10045] | 99 | ScriptController* ScriptController::getScriptController() |
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| 100 | { |
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[10046] | 101 | /* Output a message that confirms this function was called */ |
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[10077] | 102 | orxout(verbose) << "Great success!" << std::endl; |
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[10046] | 103 | |
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[10047] | 104 | /* Debugging: print all the scriptcontroller object pointers */ |
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[10045] | 105 | for(ObjectList<ScriptController>::iterator it = |
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| 106 | ObjectList<ScriptController>::begin(); |
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| 107 | it != ObjectList<ScriptController>::end(); ++it) |
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[10077] | 108 | { orxout(verbose) << "Have object in list: " << *it << endl; } |
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[10047] | 109 | |
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| 110 | /* Find the first one with a nonzero ID */ |
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| 111 | for(ObjectList<ScriptController>::iterator it = |
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| 112 | ObjectList<ScriptController>::begin(); |
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| 113 | it != ObjectList<ScriptController>::end(); ++it) |
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[10045] | 114 | { |
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| 115 | // TODO: do some selection here. Currently just returns the first one |
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[10047] | 116 | if( (*it)->getID() > 0 ) |
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[10077] | 117 | { orxout(verbose) << "Controller to return: " << *it << endl; |
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[10047] | 118 | return *it; |
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[10065] | 119 | } |
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[10045] | 120 | |
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| 121 | } |
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| 122 | return NULL; |
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| 123 | } |
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| 124 | |
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[10048] | 125 | void ScriptController::execute(event ev) |
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| 126 | { |
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[10066] | 127 | /* Debugging output */ |
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| 128 | //orxout() << "Executing event " << ev.fctName |
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| 129 | //<< " with parameters:\n " |
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| 130 | //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n" |
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| 131 | //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n" |
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| 132 | //<< ev.duration << endl; |
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[10057] | 133 | |
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[10066] | 134 | /* Event is starting, hence set the time to 0 */ |
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[10065] | 135 | this->eventTime = 0.0f; |
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| 136 | this->processing = true; |
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| 137 | |
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[10066] | 138 | /* Copy the event into the currentEvent holder */ |
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| 139 | this->currentEvent = ev; |
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| 140 | |
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| 141 | /* Store starting position */ |
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| 142 | this->startpos = this->entity_->getPosition(); |
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[10048] | 143 | } |
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| 144 | |
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| 145 | |
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[10047] | 146 | void ScriptController::tick(float dt) |
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| 147 | { |
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[10065] | 148 | /* Call the tick function of the classes we derive from */ |
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| 149 | SUPER(ScriptController, tick, dt); |
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[10059] | 150 | |
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[10047] | 151 | /* If this controller has no entity entry, do nothing */ |
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[10066] | 152 | if( !(this->entity_) ) return; |
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[10045] | 153 | |
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[10065] | 154 | /* See if time has come for the next event to be run */ |
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| 155 | if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime) |
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[10066] | 156 | { /* Execute the next event on the list */ |
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[10065] | 157 | this->execute(this->eventList[0]); |
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| 158 | this->eventList.erase(this->eventList.begin()); |
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| 159 | this->eventno -= 1; |
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| 160 | } |
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[10048] | 161 | |
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[10065] | 162 | /* Update the local timers in this object */ |
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[10066] | 163 | scTime += dt; eventTime += dt; |
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[10065] | 164 | |
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| 165 | /* If we've arrived at the target, stop processing */ |
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[10066] | 166 | if( eventTime > currentEvent.duration && this->processing == true) |
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[10065] | 167 | { this->processing = false; |
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| 168 | |
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[10066] | 169 | /* If we reached the last event, also reenable the normal movement |
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| 170 | * and make the model visible again |
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| 171 | */ |
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[10065] | 172 | if( this->eventno == 0 ) |
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| 173 | { |
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| 174 | this->entity_->mouseLook(); |
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| 175 | this->entity_->setVisible(true); |
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| 176 | } |
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[10048] | 177 | } |
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| 178 | |
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[10065] | 179 | /* Get a variable that specifies how far along the trajectory |
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| 180 | * we are |
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| 181 | */ |
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[10066] | 182 | float dl = eventTime / currentEvent.duration; |
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[10048] | 183 | |
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[10066] | 184 | /* Depending */ |
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[10065] | 185 | /* Do some moving */ |
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| 186 | if( this->processing ) |
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| 187 | { |
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[10066] | 188 | if( this->currentEvent.fctName == "mal" ) |
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| 189 | { |
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| 190 | /* Set the position to the correct place in the trajectory */ |
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| 191 | this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1); |
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[10047] | 192 | |
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[10066] | 193 | /* Look at the specified position */ |
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| 194 | this->entity_->lookAt(this->currentEvent.v2); |
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[10047] | 195 | |
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[10066] | 196 | /* Update look at position */ |
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| 197 | //this->lookAtPosition = this->currentEvent.v2; |
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| 198 | } |
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| 199 | else if( this->currentEvent.fctName == "chl" ) |
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| 200 | { |
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| 201 | /* Sweep the look from v1 to v2 */ |
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| 202 | this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + |
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| 203 | dl * this->currentEvent.v2 ); |
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| 204 | } |
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| 205 | |
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| 206 | |
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[10065] | 207 | /* Force mouse look */ |
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| 208 | if( this->entity_->isInMouseLook() == false ) |
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| 209 | this->entity_->mouseLook(); |
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| 210 | } |
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| 211 | } |
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[10048] | 212 | |
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[10065] | 213 | void ScriptController::eventScheduler(std::string instruction, |
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| 214 | float x1, float y1, float z1, |
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| 215 | float x2, float y2, float z2, |
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| 216 | float duration, float executionTime) |
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[10048] | 217 | { |
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[10065] | 218 | /* put data (from LUA) into time-sorted eventList*/ |
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| 219 | /* Nimmt den befehl und die argumente aus luascript und ertellt einen |
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| 220 | * struct pro event, diese structs werden sortiert nach eventTime |
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| 221 | */ |
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| 222 | struct event tmp; |
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[10057] | 223 | |
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[10065] | 224 | /* Fill the structure with all the provided information */ |
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| 225 | tmp.fctName = instruction; |
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[10066] | 226 | //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1; |
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| 227 | //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2; |
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| 228 | tmp.v1 = Vector3(x1,y1,z1); |
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| 229 | tmp.v2 = Vector3(x2,y2,z2); |
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[10065] | 230 | tmp.duration = duration; |
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| 231 | tmp.eventTime = executionTime; |
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[10059] | 232 | |
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[10077] | 233 | orxout(verbose) << tmp.fctName << endl; |
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[10047] | 234 | |
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[10065] | 235 | /* Add the created event to the event list */ |
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| 236 | if(eventList.size()==0) |
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| 237 | { /* The list is still empty, just add it */ |
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[10077] | 238 | orxout(verbose) << "eventList empty (01)" << endl; |
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[10065] | 239 | eventList.insert(eventList.begin(), tmp); |
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| 240 | this->eventno += 1; |
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| 241 | return; /* Nothing more to do, the event was added */ |
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| 242 | } |
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[10059] | 243 | |
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[10065] | 244 | /* Event was not added yet since the list was not empty. Walk through |
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| 245 | * the list of events and add it so that the events are correctly in |
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| 246 | * order. |
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| 247 | */ |
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| 248 | for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++) |
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| 249 | { if(tmp.eventTime < it->eventTime) |
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| 250 | { eventList.insert(it,tmp); |
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| 251 | this->eventno += 1; |
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[10076] | 252 | //orxout()<<"new event added"<<endl; |
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[10065] | 253 | return; |
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[10059] | 254 | } |
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[10065] | 255 | } |
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[10034] | 256 | |
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[10065] | 257 | /* If the event was still not added here, it belongs in the end of the list */ |
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| 258 | eventList.insert(eventList.end(), tmp); |
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| 259 | this->eventno += 1; |
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[10059] | 260 | |
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[10048] | 261 | } |
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[10014] | 262 | } |
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