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source: code/branches/core6/src/modules/notifications/NotificationDispatcher.cc @ 9578

Last change on this file since 9578 was 8891, checked in by jo, 13 years ago

Ai and tutorial improvements merged back to the trunk. AI features: all weapons are used, the ai-firestrength is configurable, bots are able to collect pickups . I've set the tutorial level as default level.

  • Property svn:eol-style set to native
File size: 6.6 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 thes
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 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file NotificationDispatcher.cc
31    @brief Implementation of the NotificationDispatcher class.
32*/
33
34#include "NotificationDispatcher.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/XMLPort.h"
39#include "network/NetworkFunction.h"
40#include "network/Host.h"
41
42#include "infos/PlayerInfo.h"
43#include "interfaces/NotificationListener.h"
44#include "interfaces/PlayerTrigger.h"
45#include "worldentities/pawns/Pawn.h"
46
47namespace orxonox
48{
49
50    CreateUnloadableFactory(NotificationDispatcher);
51
52    registerMemberNetworkFunction(NotificationDispatcher, broadcastHelper);
53    registerMemberNetworkFunction(NotificationDispatcher, dispatch);
54
55    /**
56    @brief
57        Default constructor. Initializes the object.
58    */
59    NotificationDispatcher::NotificationDispatcher(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
60    {
61        RegisterObject(NotificationDispatcher);
62
63        this->sender_ = NotificationListener::NONE;
64        this->bBroadcast_ = false;
65        this->registerVariables();
66    }
67
68    /**
69    @brief
70        Destructor.
71    */
72    NotificationDispatcher::~NotificationDispatcher()
73    {
74
75    }
76
77    /**
78    @brief
79        Method for creating a NotificationDispatcher object through XML.
80    */
81    void NotificationDispatcher::XMLPort(Element& xmlelement, XMLPort::Mode mode)
82    {
83        SUPER(NotificationDispatcher, XMLPort, xmlelement, mode);
84
85        XMLPortParam(NotificationDispatcher, "sender", setSender, getSender, xmlelement, mode);
86        XMLPortParam(NotificationDispatcher, "broadcast", setBroadcasting, isBroadcasting, xmlelement, mode);
87
88        XMLPortEventSink(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode);
89    }
90
91    void NotificationDispatcher::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
92    {
93        SUPER(NotificationDispatcher, XMLEventPort, xmlelement, mode);
94
95        XMLPortEventState(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode);
96    }
97
98    /**
99    @brief
100        Registers variables for synchronisation.
101    */
102    void NotificationDispatcher::registerVariables(void)
103    {
104        registerVariable(this->sender_, VariableDirection::ToClient);
105    }
106
107    /**
108    @brief
109        Broadcasts a specific Notification.
110    */
111    void NotificationDispatcher::broadcast(void)
112    {
113        // TODO: Needed?
114        const std::string message = this->createNotificationMessage();
115        NotificationListener::sendNotification(message, this->getSender(), notificationMessageType::info, notificationSendMode::local);
116
117        // Broadcast
118        if(!GameMode::isStandalone())
119        {
120            callMemberNetworkFunction(NotificationDispatcher, broadcastHelper, this->getObjectID(), NETWORK_PEER_ID_BROADCAST);
121        }
122    }
123
124    /**
125    @brief
126        Helper function for broadcast.
127    */
128    void NotificationDispatcher::broadcastHelper(void)
129    {
130        this->dispatch(Host::getPlayerID());
131    }
132
133    /**
134    @brief
135        Dispatches a Notification with a message supplied by the createNotificationMessage() method, which can be overloaded.
136    @param clientId
137        The id of the client the notification should be dispatched to.
138    */
139    void NotificationDispatcher::dispatch(unsigned int clientId)
140    {
141        // We don't call sendNotification() directly on the server, because if might be necessary that createNotificationMessage() is executed on the client as the message may be client-specific.
142        if(GameMode::isStandalone() || Host::getPlayerID() == clientId || this->getSyncMode() == ObjectDirection::None)
143        {
144            const std::string message = this->createNotificationMessage();
145            // TODO: Make the type configurable.
146            NotificationListener::sendNotification(message, this->getSender(), notificationMessageType::info, notificationSendMode::network, clientId);
147        }
148        else if(GameMode::isServer())
149        {
150            callMemberNetworkFunction(NotificationDispatcher, dispatch, this->getObjectID(), clientId, clientId);
151        }
152    }
153
154    /**
155    @brief
156        Is called when the NotificationDispatcher is triggered.
157    @param triggered
158        Whether it has been triggered or untriggered. The NotificationDispatcher only reacts to the first kind of events.
159    @param trigger
160        The object that caused the event to be fired.
161    @return
162        Returns true if the NotificationDispatcher was successfully triggered.
163    */
164    bool NotificationDispatcher::trigger(bool triggered, BaseObject* trigger)
165    {
166        if(!triggered || !this->isActive()) // If the NotificationDispatcher is inactive it cannot be executed.
167            return false;
168
169        orxout(verbose, context::notifications) << "NotificationDispatcher (&" << this << ") triggered." << endl;
170
171        // If the NotificationDispatcher is set to broadcast.
172        if(this->isBroadcasting())
173        {
174            this->broadcast();
175            return true;
176        }
177
178        PlayerTrigger* pTrigger = orxonox_cast<PlayerTrigger*>(trigger);
179        PlayerInfo* player = NULL;
180
181        // If the trigger is a PlayerTrigger.
182        if(pTrigger != NULL)
183        {
184            if(!pTrigger->isForPlayer())  // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one.
185                return false;
186            else
187                player = pTrigger->getTriggeringPlayer();
188        }
189        else
190            return false;
191
192        if(player == NULL)
193        {
194            orxout(verbose, context::notifications) << "The NotificationDispatcher was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << endl;
195            return false;
196        }
197
198        this->dispatch(player->getClientID());
199
200        return true;
201    }
202
203}
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