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 | RegisterClass(ScriptController); |
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39 | |
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40 | ScriptController::ScriptController(Context* context) : ArtificialController(context) |
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41 | { |
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42 | RegisterObject(ScriptController); |
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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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47 | this->ctrlid_ = 0; |
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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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60 | //this->lookAtPosition = Vector3(0,0,0); |
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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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68 | } |
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69 | |
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70 | void ScriptController::takeControl(int ctrlid) |
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71 | { |
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72 | /* Output some debugging information */ |
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73 | orxout(verbose) << "ScriptController: Taking control" << endl; |
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74 | orxout(verbose) << "This-pointer: " << this << endl; |
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75 | |
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76 | /* Set the controller ID (the argument here should be nonzero) */ |
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77 | this->ctrlid_ = ctrlid; |
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78 | |
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79 | /* Store the entity pointer in a private variable */ |
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80 | this->entity_ = this->player_->getControllableEntity(); |
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81 | assert(this->entity_); |
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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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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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90 | this->entity_->mouseLook(); |
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91 | this->entity_->setVisible(false); |
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92 | } |
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93 | |
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94 | const Vector3& ScriptController::getPosition() |
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95 | { |
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96 | return this->entity_->getPosition(); |
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97 | } |
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98 | |
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99 | ScriptController* ScriptController::getScriptController() |
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100 | { |
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101 | /* Output a message that confirms this function was called */ |
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102 | orxout(verbose) << "Great success!" << std::endl; |
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103 | |
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104 | /* Debugging: print all the scriptcontroller object pointers */ |
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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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108 | { orxout(verbose) << "Have object in list: " << *it << endl; } |
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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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114 | { |
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115 | // TODO: do some selection here. Currently just returns the first one |
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116 | if( (*it)->getID() > 0 ) |
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117 | { orxout(verbose) << "Controller to return: " << *it << endl; |
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118 | return *it; |
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119 | } |
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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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125 | void ScriptController::execute(event ev) |
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126 | { |
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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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133 | |
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134 | /* Event is starting, hence set the time to 0 */ |
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135 | this->eventTime = 0.0f; |
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136 | this->processing = true; |
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137 | |
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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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143 | } |
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144 | |
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145 | |
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146 | void ScriptController::tick(float dt) |
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147 | { |
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148 | /* Call the tick function of the classes we derive from */ |
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149 | SUPER(ScriptController, tick, dt); |
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150 | |
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151 | /* If this controller has no entity entry, do nothing */ |
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152 | if( !(this->entity_) ) return; |
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153 | |
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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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156 | { /* Execute the next event on the list */ |
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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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161 | |
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162 | /* Update the local timers in this object */ |
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163 | scTime += dt; eventTime += dt; |
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164 | |
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165 | /* If we've arrived at the target, stop processing */ |
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166 | if( eventTime > currentEvent.duration && this->processing == true) |
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167 | { this->processing = false; |
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168 | |
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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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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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177 | } |
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178 | |
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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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182 | float dl = eventTime / currentEvent.duration; |
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183 | |
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184 | /* Depending */ |
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185 | /* Do some moving */ |
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186 | if( this->processing ) |
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187 | { |
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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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192 | |
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193 | /* Look at the specified position */ |
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194 | this->entity_->lookAt(this->currentEvent.v2); |
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195 | |
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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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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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212 | |
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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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217 | { |
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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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223 | |
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224 | /* Fill the structure with all the provided information */ |
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225 | tmp.fctName = instruction; |
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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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230 | tmp.duration = duration; |
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231 | tmp.eventTime = executionTime; |
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232 | |
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233 | orxout(verbose) << tmp.fctName << endl; |
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234 | |
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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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238 | orxout(verbose) << "eventList empty (01)" << endl; |
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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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243 | |
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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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252 | //orxout()<<"new event added"<<endl; |
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253 | return; |
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254 | } |
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255 | } |
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256 | |
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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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260 | |
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261 | } |
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262 | } |
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