Index: /code/branches/ScriptableController/data/levels/scriptController.oxw
===================================================================
--- /code/branches/ScriptableController/data/levels/scriptController.oxw	(revision 10012)
+++ /code/branches/ScriptableController/data/levels/scriptController.oxw	(revision 10012)
@@ -0,0 +1,198 @@
+<!-- First levelFile of mkronig and samuezu. It was copied from dockingToASpaceStation.oxw and modified a little bit -->
+<LevelInfo
+ name = "Fancy orxout tests"
+ description = "Docking into a spacestation."
+ tags = "showcase"
+ screenshot = "emptylevel.png"
+/>
+
+<?lua
+  include("stats.oxo")
+  include("HUDTemplates3.oxo")
+  include("templates/lodInformation.oxt")
+  include("templates/pickupRepresentationTemplates.oxt")
+?>
+
+<?lua
+  include("templates/spaceshipAssff.oxt")
+  include("templates/spaceshipPirate.oxt")
+  include("templates/spaceshipEscort.oxt")
+  include("templates/bigship.oxt")
+  include("templates/spaceshipTurret.oxt")
+  include("templates/spaceshipCollateralDamage.oxt")
+  include("templates/FPS.oxt")
+?>
+
+<Level
+  gametype = Deathmatch
+>
+  <templates>
+    <Template link=lodtemplate_default />
+  </templates>
+
+  <Scene
+    ambientlight = "0.5, 0.5, 0.5"
+    skybox       = "Orxonox/Starbox"
+    negativeWorldRange = "-100000, -100000, -100000"
+    positiveWorldRange = " 100000,  100000,  100000"
+    gravity      = "0,0,0"
+    hasPhysics   = true
+  >
+
+    <?lua
+      include("includes/pickups.oxi")
+    ?>
+
+    <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0,1.0,1.0,0.5" specular="1.0, 0.9, 0.9, 1.0"/>
+    <SpawnPoint team=0 position="3200,0,0" lookat="2800,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort />
+
+    <StaticEntity position  = "2800,0,0" mass=10000 collisionType=static >
+      <attached>
+        <Model mesh="HydroHarvester.mesh" mass=10 position="0,0,0" scale=50 />
+      </attached>
+      <collisionShapes>
+        <BoxCollisionShape  position="-560,0,0" halfExtents="115,100,245" /><!-- Three lower boxes -->
+        <BoxCollisionShape  position="290,0,-480" halfExtents="115,100,245" yaw=-120 />
+        <BoxCollisionShape  position="290,0,480" halfExtents="115,100,245" yaw=-240 />
+        <BoxCollisionShape  position="-280,0,0" halfExtents="163,50,50" /><!-- Three lower connections -->
+        <BoxCollisionShape  position="140,0,-240" halfExtents="163,50,50" yaw=-120 />
+        <BoxCollisionShape  position="140,0,240" halfExtents="163,50,50" yaw=-240 />
+        <BoxCollisionShape  position="0,530,0" halfExtents="172,52,298" /><!-- Upper Tower -->
+        <BoxCollisionShape  position="0,530,0" halfExtents="172,52,298" yaw=-120 />
+        <BoxCollisionShape  position="0,530,0" halfExtents="172,52,298" yaw=-240 />
+        <BoxCollisionShape  position="0,400,0" halfExtents="43,110,26" yaw=-30 /><!-- Middle one-->
+        <BoxCollisionShape  position="-200,100,0" halfExtents="26,50,43" /><!--Three lower legs -->
+        <BoxCollisionShape  position="100,100,-173" halfExtents="43,50,26" yaw=-30 />
+        <BoxCollisionShape  position="100,100,-173" halfExtents="43,50,26" yaw=30 />
+        <BoxCollisionShape  position="-100,264,0" halfExtents="26,105,43" roll=-49 /><!--Three upper legs -->
+        <BoxCollisionShape  position="50,264,-87" halfExtents="26,105,43" roll=-49 yaw=-120 />
+        <BoxCollisionShape  position="50,264,87" halfExtents="26,105,43" roll=-49 yaw=-240 />
+      </collisionShapes>
+    </StaticEntity>
+
+<!-- Docking  -->
+    <Dock position="2830,20,50" roll=0 yaw=0 >
+        <animations>
+            <MoveToDockingTarget target="destroyer" />
+        </animations>
+        <effects>
+            <DockToShip target="spaceShip" />
+        </effects>
+        <events>
+            <execute>
+                <EventListener event="dockMe" />
+            </execute>
+
+	    <undocking>
+		<EventListener event="undockMe" />
+	    </undocking>
+	
+            <activity>
+                <EventListener event=notGameEnd />
+            </activity>
+        </events>
+        <attached>
+	<!-- Trigger for docking with billboard -->
+
+		<!-- removed -->
+
+	<!-- Trigger for undocking with billboard -->
+	    <!-- <Billboard position="-2630,-19970,150" material="Flares/ringflare2" colour="0.2,0.4,0.8" scale=1 /> -->
+	    <DistanceTrigger position="-2630,-19970,150" distance="50" target="Pawn"
+                beaconMode="identify" targetname="bcnDestroyer" name="undockMe"
+            />
+        </attached>
+    </Dock>
+
+    <Billboard position="0,0,0" material="Flares/ringflare2" colour="0.2,0.4,0.8" scale=100 />
+    <DistanceTrigger position="0,0,0" distance="200" target="Pawn"
+      beaconMode="exclude" targetname="bcnDestroyer" name="dockMe"
+    />
+
+
+<!-- Object, which orxouts the message "hello Universe!". EVENT NOT WORKING  -->
+    <ScriptController position="0,0,0">
+        <events>
+            <party>
+                <EventListener event="dockMe" />
+            </party>
+
+        </events>
+
+    </ScriptController>
+
+
+<!-- FPS Player as destination of the dock -->
+<FpsPlayer template = "fps" radarname = "First Person Player" position = "0,-19900,0" >
+      <attached>
+        <DockingTarget name="spaceShip" />
+        <DistanceTriggerBeacon name="bcnDestroyer" />
+        <DockingTarget name="destroyer" />
+      </attached>
+</FpsPlayer>
+
+
+<!-- Cube as test SpaceStation
+
+The station can either be hidden outside of the skybox, within the hull of the space station if it is big enough or within a planet.
+Complex spacestations can be placed very far away from the spaceship so it is rendered at low resolution while the player uses the space ship.
+
+-->
+  <StaticEntity position="0,-20000,0" direction="0,-1,0" collisionType=static mass=100000 friction=0.01 >
+      <attached>
+        <Model position="0,0,0" mesh="crate.mesh" scale3D="80,80,5" />
+      </attached>
+      <collisionShapes>
+        <BoxCollisionShape position="0,0,0" halfExtents="400,400,25" />
+      </collisionShapes>
+  </StaticEntity>
+
+<!-- Homogenous gravitationfield to simulate local gravity (activating the normal gravity will affect the spaceship terribly) -->
+<ForceField position="0,-20000,0" mode="homogen" diameter="2000" forcedirection = "0,-500,0" />
+
+
+<!-- Some more stuff -->
+
+    <!-- triple large belt around the planet  -->
+    <?lua
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 7190, 7800, 250, 1)
+    ?>
+    <?lua
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 10000, 11000, 300, 1)
+    ?>
+    <?lua
+        dofile("includes/asteroidField.lua")
+        asteroidBelt(15000, 0, 0, 30, 0, 30, 30, 50, 14000, 15000, 350, 1)
+    ?>
+
+    <Planet
+      position="15000,0,-1000"
+      scale="5000"
+      collisionType="dynamic"
+      linearDamping="0.8"
+      angularDamping="0"
+      mass="10000000"
+      pitch="0"
+      mesh="planets/ganymede.mesh"
+      atmosphere="atmosphere1"
+      rotationaxis="1,0,0"
+      rotationrate="1.0"
+      atmospheresize="80.0f"
+      imagesize="1024.0f"
+      collisiondamage = 2
+      enablecollisiondamage = true
+    >
+      <attached>
+        <ForceField position="5000,0,0" mode="sphere" diameter="10000" velocity="-50" />
+      </attached>
+      <collisionShapes>
+        <SphereCollisionShape radius="5000" position="0,0,0" />
+      </collisionShapes>
+    </Planet>
+
+  </Scene>
+
+</Level>
+
Index: /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.cc
===================================================================
--- /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.cc	(revision 10012)
+++ /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.cc	(revision 10012)
@@ -0,0 +1,26 @@
+#include "ControllerDirector.h"
+#include "core/CoreIncludes.h"
+#include "core/XMLPort.h"
+#include "worldentities/ControllableEntity.h"
+
+
+
+
+namespace orxonox
+{
+
+
+RegisterClass(ControllerDirector);
+
+    ControllerDirector::ControllerDirector(Context* context) : BaseObject(context)
+    {
+        RegisterObject(ControllerDirector);
+
+        
+    }
+    ControllerDirector::~ControllerDirector(){}
+    
+    
+   
+
+}
Index: /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.h
===================================================================
--- /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.h	(revision 10012)
+++ /code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.h	(revision 10012)
@@ -0,0 +1,22 @@
+#ifndef _ControllerDirector_H__
+#define _ControllerDirector_H__
+
+
+#include "OrxonoxPrereqs.h"
+#include "core/BaseObject.h"
+#include "core/class/Super.h"
+
+
+namespace orxonox
+{
+	
+ 
+ class _OrxonoxExport ControllerDirector : public BaseObject
+ {
+    	public:
+            ControllerDirector(Context* context);
+            virtual ~ControllerDirector();
+
+};
+}
+#endif
Index: /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.cc
===================================================================
--- /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.cc	(revision 10011)
+++ /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.cc	(revision 10012)
@@ -1,28 +1,4 @@
 /*
- *   ORXONOX - the hottest 3D action shooter ever to exist
- *                    > www.orxonox.net <
- *
- *
- *   License notice:
- *
- *   This program is free software; you can redistribute it and/or
- *   modify it under the terms of the GNU General Public License
- *   as published by the Free Software Foundation; either version 2
- *   of the License, or (at your option) any later version.
- *
- *   This program is distributed in the hope that it will be useful,
- *   but WITHOUT ANY WARRANTY; without even the implied warranty of
- *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- *   GNU General Public License for more details.
- *
- *   You should have received a copy of the GNU General Public License
- *   along with this program; if not, write to the Free Software
- *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
- *
- *   Author:
- *      Fabian 'x3n' Landau
- *   Co-authors:
- *      ...
- *
+First try of a scriptController. Target: An event occurs in the levelTry.oxw file, which is "heard" by an object of the type of this class. It then SHOULD (because it is not working) execute the party function.
  */
 
@@ -36,5 +12,125 @@
     ScriptController::ScriptController(Context* context) : ArtificialController(context)
     {
+	//Working
         RegisterObject(ScriptController);
+        orxout()<<"hello universe constructor"<< endl;
+
+	this->player_=NULL;
+	this->entity_=NULL;
+	this->pTrigger_=NULL;
     }
+
+    bool ScriptController::party(bool bTriggered, BaseObject* trigger)
+       {
+	   //XMLPortEventSink seems not to execute the party function
+           orxout()<<"hello universe party"<< endl;
+           return true;
+       }
+
+
+    void ScriptController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(ScriptController, XMLPort, xmlelement, mode);
+
+	
+    	XMLPortEventSink(ScriptController, BaseObject, "party", party, xmlelement, mode);
+	// Working
+        orxout()<<"hello universe xmlport"<< endl;
+    }
+
+    void ScriptController::tick(float dt)
+    {
+
+	//Get controllable entity which is attached to this controller in the XML file.
+        ControllableEntity* entity = this->getControllableEntity();
+        if (!entity)
+	    orxout()<<"No controllable entity found"<<endl;
+            return;
+
+        
+
+        SUPER(ScriptController, tick, dt);
+    }
+
+    void ScriptController::takeControl(Controller * controller, BaseObject * trigger) {
+
+	preparationToTakeControl(trigger);
+	setNewController(controller);
+
+    }
+
+	
+    bool ScriptController::preparationToTakeControl(BaseObject * trigger) {
+
+	this->pTrigger_ = orxonox_cast<PlayerTrigger*>(trigger);
+        this->player_ = NULL;
+
+        // Check whether it is a player trigger and extract pawn from it
+        if(pTrigger != NULL)
+        {
+            if(!pTrigger->isForPlayer()) {  // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one.
+                orxout(verbose, context::docking) << "Docking:execute PlayerTrigger was not triggered by a player.." << endl;
+                return false;
+            }
+            player_ = pTrigger->getTriggeringPlayer();  //Get the object which triggered the event.
+        }
+        else
+        {
+            orxout(verbose, context::docking) << "Docking::execute Not a player trigger, can't extract pawn from it.." << endl;
+            return false;
+        }
+
+	
+	this->entity_ = this->player_->getControllableEntity();
+	assert(this->entity_);
+
+    }
+
+    void ScriptController::setNewController(Controller * controller) {
+
+
+            orxout(verbose) << "New Controller is going to be set!" << endl;
+
+            this->entity_->setDestroyWhenPlayerLeft(false);
+            this->player_->pauseControl();
+            this->entity_->setController(controller);
+            this->setControllableEntity(this->entity_);
+       
+    
+
+    }
+
+  
+
+
+/* Detaillierte Planung
+Director nimmt event auf und hängt dann einen controller (momentan als erstellt zu betrachten) an objekt, welches event ausgelöst hat.
+
+
+
+	Klassenvariablen
+
+		...? brauchts überhaupt?
+
+	Variablen (in Funktionen auftretend):
+
+		Playerinfo * player 		enthält infos über objekt, welches event ausgelöst hat.Relevant für Inputseite des Directors
+
+	Funktion:
+
+		Auf Seite des Inputs des Directors:
+
+			preparationForControlTakeOver(...) 	Vorbereitende Massnahmen um neuen Controller anzuhängen, z.B. player = pTrigger->getTriggeringPlayer();
+								Orientierung an execute Funktion von Dock.cc
+	
+		Auf Outputseite des Directors:
+
+			takeControl(...) 			Orientierung an DockingController.cc
+
+			tick()					Soll von Event ausgelöst werden, wenn z.B. Kamera an Endposition angelangt ist. Danach soll wieder ein
+								menschlicher Spieler die Kontrolle übernehmen (wie? new human controller? Klasse noch angucken!).
+*/
+
+
+
 }
Index: /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.h
===================================================================
--- /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.h	(revision 10011)
+++ /code/branches/ScriptableController/src/orxonox/controllers/ScriptController.h	(revision 10012)
@@ -32,4 +32,6 @@
 #include "OrxonoxPrereqs.h"
 #include "ArtificialController.h"
+#include "core/EventIncludes.h"
+
 
 namespace orxonox
@@ -41,5 +43,21 @@
             virtual ~ScriptController() { }
 
+            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
+            bool party(bool bTriggered, BaseObject* trigger);
+	    void tick(float dt);
+	    void takeControl(Controller * controller, BaseObject * trigger);
+	    bool preparationToTakeControl(BaseObject * trigger);
+	    void setNewController(Controller * controller);
+
+
         private:
+	   
+	   PlayerInfo* player_;
+
+           ControllableEntity* entity_; 
+
+	   PlayerTrigger * pTrigger_;
+	
+
     };
 }
