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source: code/trunk/src/modules/objects/Script.h @ 7404

Last change on this file since 7404 was 7404, checked in by dafrick, 14 years ago

Adding new level notifications.oxw, to "showcase", or at this stage rather "test" Notifications.
Restoring tutorial.oxw to its old state, before it was hijacked by me for testing.

Extending Script class. Now also normal orxonox code can be executed with it, the execution of code can be triggered with Triggers (obviously) and cod can also executed on load.
I needed this to load the NotificationLayer in levels where it is needed.
Also inserted a Script that loads the NotificationQueue to display Notifications in all levels it was needed.

  • Property svn:eol-style set to native
File size: 6.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Benjamin Knecht
24 *   Co-authors:
25 *      Damian 'Mozork' Frick
26 *
27 */
28
29#ifndef _Script_H__
30#define _Script_H__
31
32#include "objects/ObjectsPrereqs.h"
33
34#include <string>
35#include "core/BaseObject.h"
36
37namespace orxonox
38{
39
40    namespace ScriptMode
41    {
42        //! Modes of the Script class.
43        enum Value
44        {
45            normal,
46            lua
47        };
48    }
49
50    /**
51    @brief
52        The Script class lets you execute a piece of code, either the normal way or in lua, through XML. It can be specified whether the code is executed upon loading (creation) of the object. Additionally the code is executed each time a trigger event comes in.
53        There are three parameters:
54        'code': The code that should be executed.
55        'mode': The mode, specifying whether the set code should be executed the normal way ('normal') or in lua ('lua'). Default is 'normal'.
56        'onLoad': Whether the code is executed upon loading (creation) of this object. Default is true.
57
58        Here are two examples illustrating the usage:
59        @code
60        <Script code="showGUI QuestGUI" />
61        @endcode
62        This would show the QuestGUI opon creation of the object. The mode is 'normal', not specified here since that is the default, also onLoad is true, also not specified, since it is the default as well.
63
64        @code
65        <Script code="hideGUI QuestGUI" mode="normal" onLoad="false">
66            <events>
67                <trigger>
68                    <DistanceTrigger distance=10 target="Pawn" />
69                </trigger>
70            </events>
71        </Script>
72        @endcode
73        This would hide the QuestGUI as soon as a Pawn got in range of the DistanceTrigger. The mode is 'normal', it is specified here, but could be ommitted as well, since it is the default. OnLoad is false, that is why it can't be ommitted.
74    @author
75        Benjamin Knecht
76        Damian 'Mozork' Frick
77    */
78    class _ObjectsExport Script : public BaseObject
79    {
80        public:
81            Script(BaseObject* creator);
82            virtual ~Script();
83
84            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Script object through XML.
85            virtual void XMLEventPort(Element& xmlElement, XMLPort::Mode mode); //!< Creates a port that can be used to channel events and react to them.
86
87            void trigger(bool triggered); //!< Is called when an event comes in trough the event port.
88            void execute(); //!< Executes the Scripts code, depending on the mode.
89
90            /**
91            @brief Sets the code that is executed by this Script.
92            @param code  The code that is executed by this Script.
93            */
94            inline void setCode(const std::string& code)
95                { code_ = code; }
96            /**
97            @brief Get the code that is executed by this Script.
98            @return Returns the code that is executed by this Script.
99            */
100            inline const std::string& getCode() const
101                { return code_; }
102
103            void setMode(const std::string& mode); //!< Sets the mode of the Script.
104            const std::string& getMode(void); //!< Get the mode of the Script.
105
106            /**
107            @brief Set whether this Script is executed onLoad or not.
108            @param onLoad if true the Script is executed onLoad, if false it's not.
109            */
110            inline void setOnLoad(bool onLoad)
111                { this->onLoad_ = onLoad; }
112            /**
113            @brief Get whether this Script is executed onLoad.
114            @return Returns true if this Script is executed onLoad, false if not.
115            */
116            inline bool isOnLoad(void)
117                { return this->onLoad_; }
118
119            void setTimes(int times); //!< Set the number of times this Script is executed at the most.
120            /**
121            @brief Get the number of times this Script is executed at the most.
122            @return Returns the number of times this Script is executed at the most. -1 denotes infinity.
123            */
124            inline int getTimes(void)
125                { return this->times_; }
126
127        private:
128            //! Static variables to avoid magic strings.
129            static const std::string NORMAL;
130            static const std::string LUA;
131            static const int INF = -1;
132
133            std::string code_; //!< The code that is executed by this Script.
134            ScriptMode::Value mode_; //!< The mode the Script is in. Determines whether the code is executed the normal way or in lua.
135            bool onLoad_; //!< Whether the Scripts code is executed upon loading (creation) of this Script.
136            int times_; //!< The number of times the Scripts code is executed at the most. -1 denotes infinity.
137
138            LuaState* luaState_; //!< The LuaState to execute the code in lua.
139            int remainingExecutions_; //!< The number of remainign executions. -1 denotes infinity.
140
141            /**
142            @brief Sets the mode of the Script.
143            @param mode The mode of the Script.
144            */
145            inline void setMode(ScriptMode::Value mode)
146                { this->mode_ = mode; }
147    };
148}
149
150#endif /* _Script_H__ */
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