| 1 | /* | 
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| 2 |  * First try of a ControllerDirector. Target: An event occurs in the levelTry.oxw | 
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| 3 |  * file, which is "heard" by an object of the type of this class. It then SHOULD | 
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| 4 |  * (because it is not working) execute the party function. | 
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| 5 |  */ | 
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| 6 |  | 
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| 7 | #include "ControllerDirector.h" | 
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| 8 | #include "ScriptController.h" | 
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| 9 | #include "core/CoreIncludes.h" | 
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| 10 |  | 
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| 11 | //#include "network/NetworkFunction.h" | 
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| 12 |  | 
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| 13 | #include "infos/HumanPlayer.h" | 
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| 14 | #include "interfaces/PlayerTrigger.h" | 
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| 15 | #include "worldentities/pawns/Pawn.h" | 
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| 16 | #include "core/LuaState.h" | 
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| 17 |  | 
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| 18 |  | 
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| 19 | namespace orxonox | 
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| 20 | { | 
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| 21 |     RegisterClass(ControllerDirector); | 
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| 22 |  | 
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| 23 |     ControllerDirector::ControllerDirector(Context* context) : ArtificialController(context) | 
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| 24 |     { | 
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| 25 |         // Register the object with the framework | 
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| 26 |         RegisterObject(ControllerDirector); | 
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| 27 |  | 
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| 28 |         // output a message to ensure we know the constructor was run | 
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| 29 |         orxout(verbose)<<"hello universe constructor blablub"<< endl; | 
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| 30 |  | 
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| 31 |  | 
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| 32 |  | 
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| 33 |         // Initialize member variables | 
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| 34 |         this->player_ = NULL; | 
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| 35 |         this->entity_ = NULL; | 
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| 36 |         this->pTrigger_ = NULL; | 
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| 37 |         this->context_ = context; | 
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| 38 |     } | 
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| 39 |  | 
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| 40 |     void ControllerDirector::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 41 |     { | 
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| 42 |         SUPER(ControllerDirector, XMLPort, xmlelement, mode); | 
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| 43 |  | 
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| 44 |         orxout(verbose)<< "ControllerDirector::XMLPort "  | 
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| 45 |           << "An instance of ControllerDirector has been created." << endl; | 
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| 46 |     } | 
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| 47 |  | 
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| 48 |     void ControllerDirector::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 49 |     { | 
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| 50 |         // Call the xmleventport functions of the classes we derive from | 
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| 51 |         SUPER(ControllerDirector, XMLEventPort, xmlelement, mode); | 
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| 52 |  | 
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| 53 |         // Add an event sink for a "takeControl" event, which leads to the | 
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| 54 |         // function takeControl() being called. | 
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| 55 |         XMLPortEventSink(ControllerDirector, BaseObject, "takeControl",  | 
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| 56 |           takeControl, xmlelement, mode); | 
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| 57 |     } | 
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| 58 |  | 
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| 59 |  | 
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| 60 |  | 
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| 61 |  | 
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| 62 |     void ControllerDirector::takeControl(Controller * controller, BaseObject * trigger)  | 
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| 63 |     { | 
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| 64 |        /* Output a message confirming that the function was called */ | 
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| 65 |        orxout(verbose)<<"test takecontrol."<< endl; | 
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| 66 |  | 
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| 67 |        /* First, we set up a new controller to attach to the unit that | 
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| 68 |         * triggered our event.  | 
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| 69 |         */ | 
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| 70 |        static int ctrlid = 1; | 
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| 71 |        bool prepok = preparationToTakeControl(trigger); | 
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| 72 |        if( prepok == true)  | 
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| 73 |        { | 
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| 74 |          /* Create a scriptcontroller object */ | 
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| 75 |          ScriptController *newctrl = new ScriptController(this->context_); | 
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| 76 |  | 
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| 77 |          /* Make the player we were given its slave */ | 
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| 78 |          newctrl->setPlayer(this->player_); | 
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| 79 |  | 
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| 80 |          /* Start controlling that object */ | 
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| 81 |          newctrl->takeControl(ctrlid); | 
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| 82 |        } | 
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| 83 |        else | 
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| 84 |          return; | 
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| 85 |         | 
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| 86 |        /* Set up a luastate to use for running the scripts */ | 
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| 87 |        LuaState * ls = new LuaState(); | 
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| 88 |         | 
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| 89 |        /* Assemble a string to define a controller id variable in lua space */ | 
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| 90 |        std::stringstream tmp; | 
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| 91 |        tmp << "newctrlid = " << ctrlid << endl; | 
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| 92 |        std::string todo = tmp.str(); | 
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| 93 |         | 
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| 94 |        /* Run the string using the luastate created earlier */ | 
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| 95 |        ls->doString(todo); | 
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| 96 |  | 
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| 97 |        /* Now run the script on this controller. This will still have the above | 
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| 98 |         * variable "newctrlid" defined, which means it can make use of it. | 
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| 99 |         */ | 
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| 100 |  | 
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| 101 |        ls->doFile("testscript.lua"); | 
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| 102 |  | 
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| 103 |        /* Increase the controller ID so we have a different one for | 
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| 104 |         * the next time it is triggered */ | 
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| 105 |        ctrlid += 1; | 
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| 106 |     }  | 
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| 107 |  | 
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| 108 |     bool ControllerDirector::preparationToTakeControl(BaseObject * trigger)  | 
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| 109 |     { | 
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| 110 |         this->pTrigger_ = orxonox_cast<PlayerTrigger*>(trigger); | 
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| 111 |         this->player_ = NULL; | 
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| 112 |  | 
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| 113 |         orxout(verbose) << "Preparation to take Control!" << endl;  | 
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| 114 |  | 
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| 115 |         // Check whether it is a player trigger and extract pawn from it | 
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| 116 |         if(this->pTrigger_ != NULL) | 
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| 117 |         { | 
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| 118 |             // Get the object which triggered the event. | 
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| 119 |             this->player_ = this->pTrigger_->getTriggeringPlayer();   | 
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| 120 |  | 
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| 121 |             // Check if there actually was a player returned. | 
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| 122 |             if( this->player_ == NULL) return false; | 
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| 123 |         } | 
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| 124 |         else | 
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| 125 |         { | 
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| 126 |             orxout(verbose) << "ControllerDirector::preparationToTakeControl "  | 
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| 127 |               << "Not a player trigger, can't extract pawn from it.." << endl; | 
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| 128 |             return false; | 
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| 129 |         } | 
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| 130 |  | 
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| 131 |         this->entity_ = this->player_->getControllableEntity(); | 
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| 132 |         assert(this->entity_); | 
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| 133 |  | 
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| 134 |         return true; | 
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| 135 |     } | 
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| 136 |  | 
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| 137 |     /* // Currently unused | 
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| 138 |     void ControllerDirector::setNewController(Controller * controller) { | 
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| 139 |  | 
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| 140 |  | 
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| 141 |         orxout() << "New Controller is going to be set!" << endl; | 
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| 142 |  | 
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| 143 |         this->entity_->setDestroyWhenPlayerLeft(false); | 
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| 144 |         this->player_->pauseControl(); | 
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| 145 |         this->entity_->setController(controller); | 
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| 146 |         this->player_->startControl(this->entity_); | 
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| 147 |         //this->setControllableEntity(this->entity_); | 
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| 148 |     } | 
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| 149 |     */ | 
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| 150 |         | 
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| 151 |      | 
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| 152 |  | 
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| 153 | } | 
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| 154 |  | 
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| 155 |  | 
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| 156 |  | 
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| 157 |  | 
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