/* * 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 thes * 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: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file NotificationDispatcher.cc @brief Implementation of the NotificationDispatcher class. */ #include "NotificationDispatcher.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/XMLPort.h" #include "network/NetworkFunction.h" #include "network/Host.h" #include "infos/PlayerInfo.h" #include "interfaces/PlayerTrigger.h" #include "worldentities/pawns/Pawn.h" #include "Notification.h" #include "NotificationManager.h" namespace orxonox { CreateUnloadableFactory(NotificationDispatcher); registerMemberNetworkFunction(NotificationDispatcher, dispatch); /** @brief Default constructor. Initializes the object. */ NotificationDispatcher::NotificationDispatcher(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) { RegisterObject(NotificationDispatcher); this->sender_ = NotificationManager::NONE; this->registerVariables(); } /** @brief Destructor. */ NotificationDispatcher::~NotificationDispatcher() { } /** @brief Method for creating a NotificationDispatcher object through XML. */ void NotificationDispatcher::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(NotificationDispatcher, XMLPort, xmlelement, mode); XMLPortEventSink(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode); //TODO: Change BaseObject to MultiTrigger as soon as MultiTrigger is the base of all triggers. } void NotificationDispatcher::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(NotificationDispatcher, XMLEventPort, xmlelement, mode); XMLPortEventState(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode); } void NotificationDispatcher::registerVariables(void) { registerVariable(this->sender_, VariableDirection::ToClient); } /** @brief Dispatches a Notification with a message supplied by the createNotificationMessage() method, which can be overloaded. @param clientId The id of the client the notification should be dispatched to. */ void NotificationDispatcher::dispatch(unsigned int clientId) { if(GameMode::isStandalone() || Host::getPlayerID() == clientId || this->getSyncMode() == 0x0) { const std::string message = this->createNotificationMessage(); NotificationManager::sendNotification(message, clientId, this->getSender()); } else if(GameMode::isServer()) { callMemberNetworkFunction(NotificationDispatcher, dispatch, this->getObjectID(), clientId, clientId); } } /** @brief Is called when the NotificationDispatcher is triggered. @param triggered Whether it has been triggered or untriggered. The NotificationDispatcher only reacts to the first kind of events. @param trigger The object that caused the event to be fired. @return Returns true if the NotificationDispatcher was successfully triggered. */ bool NotificationDispatcher::trigger(bool triggered, BaseObject* trigger) { if(!triggered || !this->isActive()) // If the NotificationDispatcher is inactive it cannot be executed. return false; COUT(4) << "NotificationDispatcher (&" << this << ") triggered." << std::endl; PlayerTrigger* pTrigger = orxonox_cast(trigger); Pawn* pawn = NULL; // If the trigger is a PlayerTrigger. if(pTrigger != NULL) { if(!pTrigger->isForPlayer()) // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one. return false; else pawn = pTrigger->getTriggeringPlayer(); } else return false; if(pawn == NULL) { COUT(4) << "The NotificationDispatcher was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << std::endl; return false; } // Extract the PlayerInfo from the Pawn. PlayerInfo* player = pawn->getPlayer(); if(player == NULL) { COUT(3) << "The PlayerInfo* is NULL." << std::endl; return false; } this->dispatch(player->getClientID()); return true; } }