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source: code/trunk/src/modules/objects/Script.cc @ 7486

Last change on this file since 7486 was 7486, checked in by dafrick, 14 years ago

Cleanup in Script. Some more documenting in Notifications module.

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File size: 10.9 KB
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[7482]1
[1383]2/*
3 *   ORXONOX - the hottest 3D action shooter ever to exist
4 *                    > www.orxonox.net <
5 *
6 *
7 *   License notice:
8 *
9 *   This program is free software; you can redistribute it and/or
10 *   modify it under the terms of the GNU General Public License
11 *   as published by the Free Software Foundation; either version 2
12 *   of the License, or (at your option) any later version.
13 *
14 *   This program is distributed in the hope that it will be useful,
15 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 *   GNU General Public License for more details.
18 *
19 *   You should have received a copy of the GNU General Public License
20 *   along with this program; if not, write to the Free Software
21 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
22 *
23 *   Author:
24 *      Benjamin Knecht
25 *   Co-authors:
[7404]26 *      Damian 'Mozork' Frick
[1383]27 *
28 */
29
30#include "Script.h"
[1906]31
[7404]32#include "core/command/CommandExecutor.h"
[1383]33#include "core/CoreIncludes.h"
[7404]34#include "core/EventIncludes.h"
[7463]35#include "core/GameMode.h"
[5695]36#include "core/LuaState.h"
37#include "core/XMLPort.h"
[7474]38#include "network/Host.h"
39#include "network/NetworkFunction.h"
[1383]40
[7474]41#include "PlayerManager.h"
42#include "infos/PlayerInfo.h"
43#include "interfaces/PlayerTrigger.h"
44#include "worldentities/pawns/Pawn.h"
45
[1383]46namespace orxonox
47{
[5695]48    CreateFactory(Script);
[1383]49
[7482]50    registerStaticNetworkFunction(Script::executeHelper);
[7474]51
[7404]52    // Initializing constants.
53    /*static*/ const std::string Script::NORMAL = "normal";
54    /*static*/ const std::string Script::LUA = "lua";
[7406]55    /*static*/ const int Script::INF = -1;
[7404]56
57    /**
58    @brief
59        Constructor. Registers and initializes the object.
60    @param creator
61        The creator of this object.
62    */
[7486]63    Script::Script(BaseObject* creator) : BaseObject(creator)
[5695]64    {
65        RegisterObject(Script);
[1383]66
[7404]67        // Initialize variables.
68        this->remainingExecutions_ = Script::INF;
[7463]69        this->mode_ = ScriptMode::normal;
70        this->onLoad_ = true;
71        this->times_ = Script::INF;
72        this->needsGraphics_ = false;
[5695]73    }
[1383]74
[7404]75    /**
76    @brief
77        Destructor. Cleans up.
78    */
[5695]79    Script::~Script()
80    {
[7486]81
[5695]82    }
[1383]83
[7404]84    /**
85    @brief
86        Method for creating a Script object through XML.
[7407]87    @param xmlelement
[7404]88        The element.
89    @param mode
90        The mode.
91    */
[7407]92    void Script::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[5695]93    {
[7408]94        SUPER(Script, XMLPort, xmlelement, mode);
[1383]95
[7407]96        XMLPortParam(Script, "code", setCode, getCode, xmlelement, mode);
97        XMLPortParamTemplate(Script, "mode", setMode, getMode, xmlelement, mode, const std::string&).defaultValues(Script::NORMAL);
98        XMLPortParam(Script, "onLoad", setOnLoad, isOnLoad, xmlelement, mode).defaultValues(true);
99        XMLPortParam(Script, "times", setTimes, getTimes, xmlelement, mode).defaultValues(Script::INF);
[7463]100        XMLPortParam(Script, "needsGraphics", setNeedsGraphics, getNeedsGraphics, xmlelement, mode).defaultValues(false);
[7474]101        XMLPortParam(Script, "forAll", setForAll, isForAll, xmlelement, mode).defaultValues(false);
[7404]102
[7407]103        XMLPortEventSink(Script, BaseObject, "trigger", trigger, xmlelement, mode);
[7404]104
[7482]105        if(this->isOnLoad()) // If the object is onLoad the code is executed at once for the server.
[7486]106            this->execute(0, true);
[5695]107    }
[1383]108
[7404]109    /**
110    @brief
111        Creates a port that can be used to channel events and react to them.
[7407]112    @param xmlelement
[7404]113        The element.
114    @param mode
115        The mode.
116    */
[7407]117    void Script::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
[7404]118    {
[7408]119        SUPER(Script, XMLEventPort, xmlelement, mode);
[7404]120
[7407]121        XMLPortEventState(Script, BaseObject, "trigger", trigger, xmlelement, mode);
[7404]122    }
123
124    /**
125    @brief
126        Is called when an event comes in trough the event port.
127    @param triggered
128        Whether the event is triggering or un-triggering.
[7474]129    @param trigger
130        The object that caused the event to be fired.
131    @return
132        Returns true if successful.
[7404]133    */
[7474]134    bool Script::trigger(bool triggered, BaseObject* trigger)
[7404]135    {
[7474]136        if(!triggered || !this->isActive()) // If the Script is inactive it cannot be executed.
137            return false;
138
139        COUT(4) << "Script (&" << this << ") triggered." << std::endl;
140
141        PlayerTrigger* pTrigger = orxonox_cast<PlayerTrigger*>(trigger);
142        Pawn* pawn = NULL;
143
144        // If the trigger is a PlayerTrigger.
145        if(pTrigger != NULL)
146        {
147            if(!pTrigger->isForPlayer())  // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one.
148                return false;
149            else
150                pawn = pTrigger->getTriggeringPlayer();
151        }
152        else
153            return false;
154
155        if(pawn == NULL)  //TODO: Will this ever happen? If not, change in NotificationDispatcher as well.
156        {
157            COUT(4) << "The Script was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << std::endl;
158            return false;
159        }
160
161        // Extract the PlayerInfo from the Pawn.
162        PlayerInfo* player = pawn->getPlayer();
163
164        if(player == NULL)
165        {
166            COUT(3) << "The PlayerInfo* is NULL." << std::endl;
167            return false;
168        }
169
170        this->execute(player->getClientID());
171        return true;
[7404]172    }
173
174    /**
175    @brief
[7474]176        Executes the Scripts code for the input client, depending on the mode.
177    @param clientId
178        The Id of the client the Script should be executed for.
[7486]179    @param onLoad
180        Whether this method is executed as a result of the onLoad parameter being set to true. Default is false.
[7404]181    */
[7486]182    void Script::execute(unsigned int clientId, bool onLoad)
[5695]183    {
[7482]184        // 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.
[7486]185        if(GameMode::isMaster())
[7474]186        {
187            // If the number of executions have been used up.
188            if(this->times_ != Script::INF && this->remainingExecutions_ == 0)
189                return;
190        }
[7463]191
[7482]192        // If this is either the standalone mode or we're on the client we want to be.
[7474]193        if(GameMode::isStandalone() || Host::getPlayerID() == clientId)
[7404]194        {
[7486]195            this->executeHelper(this->getCode(), this->getMode(), this->getNeedsGraphics());
196            if(GameMode::isMaster() && !onLoad && this->times_ != Script::INF) // Decrement the number of remaining executions.
197                this->remainingExecutions_--;
[7482]198        }
[7474]199
[7482]200        // If this is the server and we're not on the client we want to be.
[7486]201        if(GameMode::isServer() && Host::getPlayerID() != clientId)
[7474]202        {
[7486]203            // If we want to execute the code for all clients and the server.
204            if(this->isForAll())
[7474]205            {
206                const std::map<unsigned int, PlayerInfo*> clients = PlayerManager::getInstance().getClients();
207                for(std::map<unsigned int, PlayerInfo*>::const_iterator it = clients.begin(); it != clients.end(); it++)
208                {
[7482]209                    callStaticNetworkFunction(Script::executeHelper, it->first, this->getCode(), this->getMode(), this->getNeedsGraphics());
[7483]210                    if(this->times_ != Script::INF) // Decrement the number of remaining executions.
211                        this->remainingExecutions_--;
[7474]212                }
213            }
[7482]214            // Else we execute the code just for the specified client.
[7474]215            else
216            {
[7482]217                callStaticNetworkFunction(Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics());
[7483]218                if(this->times_ != Script::INF) // Decrement the number of remaining executions.
219                    this->remainingExecutions_--;
[7474]220            }
221        }
222    }
[7404]223
[7482]224    /**
225    @brief
226        Helper method that is used to reach this Script object on other clients.
227    */
228    /*static*/ void Script::executeHelper(const std::string& code, const std::string& mode, bool needsGraphics)
229    {
230        // If the code needs graphics to be executed but the GameMode doesn't show graphics the code isn't executed.
231        if(needsGraphics && !GameMode::showsGraphics())
232            return;
233
234        if(mode == Script::NORMAL) // If the mode is 'normal'.
235            CommandExecutor::execute(code);
236        else if(mode == Script::LUA) // If it's 'lua'.
237        {
[7483]238            LuaState* luaState = new LuaState();
239            luaState->doString(code);
240            delete luaState;
[7482]241        }
242    }
243
244    /**
245    @brief
246        Callback that is called when a new client has connected.
247    @param clientId
248        The clientId of the new client that has connected.
249    */
[7474]250    void Script::clientConnected(unsigned int clientId)
251    {
[7482]252        // If this is the server and the Script is specified as being 'onLoad'.
[7486]253        if(GameMode::isServer() && this->isOnLoad())
[7474]254        {
[7486]255            callStaticNetworkFunction(Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics());
[7474]256        }
[5695]257    }
[7404]258
259    /**
260    @brief
261        Sets the mode of the Script.
262    @param mode
263        The mode as a string.
264    */
265    void Script::setMode(const std::string& mode)
266    {
267        if(mode == Script::NORMAL)
[7474]268        {
[7404]269            this->setMode(ScriptMode::normal);
[7474]270            this->modeStr_ = Script::NORMAL;
271        }
[7404]272        else if(mode == Script::LUA)
273        {
274            this->setMode(ScriptMode::lua);
[7474]275            this->modeStr_ = Script::LUA;
[7404]276        }
277        else
278        {
[7474]279            COUT(2) << "Invalid mode '" << mode << "' in Script object. Setting to 'normal'." << std::endl;
[7404]280            this->setMode(ScriptMode::normal);
[7474]281            this->modeStr_ = Script::NORMAL;
[7404]282        }
283    }
284
285    /**
286    @brief
[7482]287        Sets the mode to the mode specified in this->modeStr_.
288        This is used internally for networking purposes.
289    */
290    void Script::modeChanged(void)
291    {
292        this->setMode(this->modeStr_);
293    }
294
295    /**
296    @brief
[7404]297        Get the mode of the Script.
298    @return
299        Returns the mode as a string.
300    */
301    const std::string& Script::getMode(void)
302    {
303        switch(this->mode_)
304        {
305            case ScriptMode::normal:
306                return Script::NORMAL;
307            case ScriptMode::lua:
308                return Script::LUA;
[7410]309            default: // This will never happen...
310                return Script::NORMAL;
[7404]311        }
312    }
313
314    /**
315    @brief
316        Set the number of times this Script is executed at the most.
317        -1 denotes infinity.
318    @param times
319        The number of times to be set.
320    */
321    void Script::setTimes(int times)
322    {
323        if(times >= -1)
324        {
325            this->times_ = times;
326            this->remainingExecutions_ = times;
327        }
328        else
329        {
[7474]330            COUT(2) << "Invalid times '" << times << "' in Script. Setting to infinity." << std::endl;
[7404]331            this->times_ = Script::INF;
[7474]332            this->remainingExecutions_ = Script::INF;
[7404]333        }
334    }
335
[1383]336}
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