/* * 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: * Benjamin Knecht * Co-authors: * Damian 'Mozork' Frick * */ #include "Script.h" #include "core/command/CommandExecutor.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/GameMode.h" #include "core/LuaState.h" #include "core/XMLPort.h" #include "network/Host.h" #include "network/NetworkFunctionIncludes.h" #include "PlayerManager.h" #include "infos/PlayerInfo.h" #include "interfaces/PlayerTrigger.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { RegisterClass(Script); registerStaticNetworkFunction(Script::executeHelper); // Initializing constants. /*static*/ const std::string Script::NORMAL = "normal"; /*static*/ const std::string Script::LUA = "lua"; /*static*/ const int Script::INF = -1; /** @brief Constructor. Registers and initializes the object. */ Script::Script(Context* context) : BaseObject(context) { RegisterObject(Script); // Initialize variables. this->remainingExecutions_ = Script::INF; this->mode_ = ScriptMode::normal; this->onLoad_ = true; this->times_ = Script::INF; this->needsGraphics_ = false; } /** @brief Destructor. Cleans up. */ Script::~Script() { } /** @brief Method for creating a Script object through XML. @param xmlelement The element. @param mode The mode. */ void Script::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Script, XMLPort, xmlelement, mode); XMLPortParam(Script, "code", setCode, getCode, xmlelement, mode); XMLPortParamTemplate(Script, "mode", setMode, getMode, xmlelement, mode, const std::string&).defaultValues(Script::NORMAL); XMLPortParam(Script, "onLoad", setOnLoad, isOnLoad, xmlelement, mode).defaultValues(true); XMLPortParam(Script, "times", setTimes, getTimes, xmlelement, mode).defaultValues(Script::INF); XMLPortParam(Script, "needsGraphics", setNeedsGraphics, getNeedsGraphics, xmlelement, mode).defaultValues(false); XMLPortParam(Script, "forAll", setForAll, isForAll, xmlelement, mode).defaultValues(false); XMLPortEventSink(Script, BaseObject, "trigger", trigger, xmlelement, mode); if(this->isOnLoad()) // If the object is onLoad the code is executed at once for the server. this->execute(0, true); } /** @brief Creates a port that can be used to channel events and react to them. @param xmlelement The element. @param mode The mode. */ void Script::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Script, XMLEventPort, xmlelement, mode); XMLPortEventState(Script, BaseObject, "trigger", trigger, xmlelement, mode); } /** @brief Is called when an event comes in trough the event port. @param triggered Whether the event is triggering or un-triggering. @param trigger The object that caused the event to be fired. @return Returns true if successful. */ bool Script::trigger(bool triggered, BaseObject* trigger) { if(!triggered || !this->isActive()) // If the Script is inactive it cannot be executed. return false; orxout(verbose, context::misc::script) << "Script (&" << this << ") triggered." << endl; PlayerTrigger* pTrigger = orxonox_cast(trigger); PlayerInfo* player = nullptr; // If the trigger is a PlayerTrigger. if(pTrigger != nullptr) { if(!pTrigger->isForPlayer()) // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one. return false; else player = pTrigger->getTriggeringPlayer(); } else return false; if(player == nullptr) //TODO: Will this ever happen? If not, change in NotificationDispatcher as well. { orxout(internal_warning) << "The Script was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << endl; return false; } this->execute(player->getClientID()); return true; } /** @brief Executes the Scripts code for the input client, depending on the mode. @param clientId The Id of the client the Script should be executed for. @param onLoad Whether this method is executed as a result of the onLoad parameter being set to true. Default is false. */ void Script::execute(unsigned int clientId, bool onLoad) { // If this is the server or we're in standalone mode we check whether we still want to execute the code and if so decrease the number of remaining executions. if(GameMode::isMaster()) { // If the number of executions have been used up. if(this->times_ != Script::INF && this->remainingExecutions_ <= 0) return; } // If this is either the standalone mode or we're on the client we want to be. if(GameMode::isStandalone() || Host::getPlayerID() == clientId) { this->executeHelper(this->getCode(), this->getMode(), this->getNeedsGraphics()); if(GameMode::isMaster() && !onLoad && this->times_ != Script::INF) // Decrement the number of remaining executions. this->remainingExecutions_--; } // If this is the server and we're not on the client we want to be. if(GameMode::isServer() && Host::getPlayerID() != clientId) { // If we want to execute the code for all clients and the server. if(this->isForAll()) { const std::map clients = PlayerManager::getInstance().getClients(); for(const auto& mapEntry : clients) { callStaticNetworkFunction(&Script::executeHelper, mapEntry.first, this->getCode(), this->getMode(), this->getNeedsGraphics()); if(this->times_ != Script::INF) // Decrement the number of remaining executions. { this->remainingExecutions_--; if(this->remainingExecutions_ <= 0) break; } } } // Else we execute the code just for the specified client. else { callStaticNetworkFunction(&Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics()); if(this->times_ != Script::INF) // Decrement the number of remaining executions. this->remainingExecutions_--; } } } /** @brief Helper method that is used to reach this Script object on other clients. */ /*static*/ void Script::executeHelper(const std::string& code, const std::string& mode, bool needsGraphics) { // If the code needs graphics to be executed but the GameMode doesn't show graphics the code isn't executed. if(needsGraphics && !GameMode::showsGraphics()) return; if(mode == Script::NORMAL) // If the mode is 'normal'. CommandExecutor::execute(code); else if(mode == Script::LUA) // If it's 'lua'. { LuaState* luaState = new LuaState(); luaState->doString(code); delete luaState; } } /** @brief Callback that is called when a new client has connected. @param clientId The clientId of the new client that has connected. */ void Script::clientConnected(unsigned int clientId) { // If this is the server and the Script is specified as being 'onLoad'. if(GameMode::isServer() && this->isOnLoad()) { callStaticNetworkFunction(&Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics()); } } /** @brief Sets the mode of the Script. @param mode The mode as a string. */ void Script::setMode(const std::string& mode) { if(mode == Script::NORMAL) { this->setMode(ScriptMode::normal); this->modeStr_ = Script::NORMAL; } else if(mode == Script::LUA) { this->setMode(ScriptMode::lua); this->modeStr_ = Script::LUA; } else { orxout(internal_warning) << "Invalid mode '" << mode << "' in Script object. Setting to 'normal'." << endl; this->setMode(ScriptMode::normal); this->modeStr_ = Script::NORMAL; } } /** @brief Sets the mode to the mode specified in this->modeStr_. This is used internally for networking purposes. */ void Script::modeChanged(void) { this->setMode(this->modeStr_); } /** @brief Get the mode of the Script. @return Returns the mode as a string. */ const std::string& Script::getMode(void) { switch(this->mode_) { case ScriptMode::normal: return Script::NORMAL; case ScriptMode::lua: return Script::LUA; default: // This will never happen... return Script::NORMAL; } } /** @brief Set the number of times this Script is executed at the most. -1 denotes infinity. @param times The number of times to be set. */ void Script::setTimes(int times) { if(times >= -1) { this->times_ = times; this->remainingExecutions_ = times; } else { orxout(internal_warning) << "Invalid times '" << times << "' in Script. Setting to infinity." << endl; this->times_ = Script::INF; this->remainingExecutions_ = Script::INF; } } }