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source: code/branches/ScriptableController/src/orxonox/controllers/ScriptController.cc @ 10047

Last change on this file since 10047 was 10047, checked in by smerkli, 11 years ago

Controller switching works now, however lua script
execution is blocking, which means we can only schedule
stuff in them, not leave them running in realtime

File size: 4.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "ScriptController.h"
30#include "infos/PlayerInfo.h"
31#include "core/CoreIncludes.h"
32#include "worldentities/ControllableEntity.h"
33#include "core/LuaState.h"
34#include <cmath>
35
36namespace orxonox
37{
38    RegisterClass(ScriptController);
39
40    //ScriptController::ScriptController(Context* context, ControllableEntity* CE) : ArtificialController(context)
41    ScriptController::ScriptController(Context* context) : ArtificialController(context)
42    {
43        RegisterObject(ScriptController);
44        //set_controlled(CE);
45        this->ctrlid_ = 0;
46    }
47
48    void ScriptController::takeControl(int ctrlid)
49    {
50        orxout() << "ScriptController: Taking control" << endl;
51        orxout() << "This-pointer: " << this << endl;
52        this->ctrlid_ = ctrlid;
53        this->entity_ = this->player_->getControllableEntity();
54        assert(this->entity_);
55
56        this->entity_->setDestroyWhenPlayerLeft(false);
57        this->player_->pauseControl();
58        this->entity_->setController(this);
59        this->setControllableEntity(this->entity_);
60    }
61
62    /* Yet to be implemented and tested */
63    //void ScriptController::yieldControl()
64    //{
65        //this->player_->startControl(this->entity_);
66        //this->setActive(false);
67        //this->controllableEntity_ = NULL;
68    //}
69
70    void ScriptController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        //XMLPortParam(ScriptController, BaseObject, "lsrc", set_luasrc, xmlelement, mode);
73
74    }
75
76    const Vector3& ScriptController::getPosition()
77    {
78        return this->entity_->getPosition();
79    }
80
81    ScriptController* ScriptController::getScriptController()
82    {
83      /* Output a message that confirms this function was called */
84      orxout() << "Great success!" << std::endl;
85
86      /* Debugging: print all the scriptcontroller object pointers */
87      for(ObjectList<ScriptController>::iterator it = 
88        ObjectList<ScriptController>::begin(); 
89        it != ObjectList<ScriptController>::end(); ++it)
90      { orxout() << "Have object in list: " << *it << endl; }
91
92      /* Find the first one with a nonzero ID */
93      for(ObjectList<ScriptController>::iterator it = 
94        ObjectList<ScriptController>::begin(); 
95        it != ObjectList<ScriptController>::end(); ++it)
96      { 
97        // TODO: do some selection here. Currently just returns the first one
98        if( (*it)->getID() > 0 )
99          return *it; 
100     
101      }
102      return NULL;
103    }
104
105    void ScriptController::tick(float dt)
106    {
107        /* If this controller has no entity entry, do nothing */
108        if( !(this->entity_) )
109          return;
110
111        //orxout() << "Rotating!" << endl;
112
113        //this->entity_->rotateYaw(-1.0f * 100.0f * dt);
114        //this->entity_->rotatePitch(0.8f * 100.0f);
115
116        SUPER(ScriptController, tick, dt);
117    }
118
119
120    void ScriptController::moveToPosition_beta(float x, float y, float z )
121    {
122        //const Vector3 local = this->getPosition();
123        const Vector3 target = Vector3(100*x,100*y,100*z);
124        //Vector3 way = target-local;
125        orxout() << "Moving This-pointer: " << this << endl;
126       
127       
128        this->entity_->lookAt(target);
129        this->entity_->moveFrontBack(-1000*target.length());     
130
131 
132        /* This works fine */
133        orxout()<<x<<"  "<<y<<"  "<<z<<endl;
134    }
135
136
137    /* TODO:    hilfs(zwischen)funktionen um lua eingabe zu ermoeglichen: zb moveToPosition(float...) weil in LUA wohl
138                kein vektor3 definierbar ist
139
140                NB: viele noetige funktionen sind schon in artificial- bzw formationcontroller vorhanden
141
142                tick funktion?*/       
143
144
145
146}
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