/* * 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: * ... * */ #include "ChatManager.h" #include "ChatListener.h" #include "util/ScopedSingletonManager.h" #include "core/CoreIncludes.h" #include "core/command/ConsoleCommand.h" #include "network/Host.h" #include "PlayerManager.h" #include "infos/PlayerInfo.h" namespace orxonox { ManageScopedSingleton(ChatManager, ScopeID::Root, false); SetConsoleCommand("chat", &ChatManager::chat).defaultValue(1, NETWORK_PEER_ID_BROADCAST); ChatManager::ChatManager() { RegisterObject(ChatManager); } /** @brief Sends a message (usually gameplay related) without explicit sender to the chat. @param message The message @param targetID The client ID (network) of the receiver. Usually the broadcast ID */ /*static*/ void ChatManager::message(const std::string& message, unsigned int targetID) { unsigned int sourceID = NETWORK_PEER_ID_UNKNOWN; // only the server should send gameplay messages through the network. otherwise display the message locally if (GameMode::isServer()) Host::sendChat(message, sourceID, targetID); else ChatManager::getInstance().incomingChat(message, sourceID); } /** @brief Sends a chat message with the client as its sender to the chat. @param message The message @param targetID The client ID (network) of the receiver. Usually the broadcast ID */ /*static*/ void ChatManager::chat(const std::string& message, unsigned int targetID) { unsigned int sourceID = Host::getPlayerID(); // if connected to the network, send chat messages online. otherwise display chat locally if (GameMode::isServer() || GameMode::isClient()) Host::sendChat(message, sourceID, targetID); else ChatManager::getInstance().incomingChat(message, sourceID); } /** @brief Inherited callback from NetworkChatListener, but gets also called directly by ChatManager itself if the client is offline. Distributes an incoming chat message to all ChatListeners. @param message The message @param sourceID The client ID (network) of the sender */ void ChatManager::incomingChat(const std::string& message, unsigned int sourceID) { std::string text = message; std::string name; // get the name of the sender and prepend it to the text message if (sourceID != NETWORK_PEER_ID_UNKNOWN) { PlayerInfo* player = PlayerManager::getInstance().getClient(sourceID); if (player) { name = player->getName(); text = name + ": " + message; } } // notify all listeners for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->incomingChat(text, name); } ////////////////////////////////////////////////////////////////////////// // ChatListener // ////////////////////////////////////////////////////////////////////////// ChatListener::ChatListener() { RegisterRootObject(ChatListener); } }