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source: code/trunk/src/modules/objects/Script.cc @ 9563

Last change on this file since 9563 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 10.8 KB
Line 
1
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:
26 *      Damian 'Mozork' Frick
27 *
28 */
29
30#include "Script.h"
31
32#include "core/command/CommandExecutor.h"
33#include "core/CoreIncludes.h"
34#include "core/EventIncludes.h"
35#include "core/GameMode.h"
36#include "core/LuaState.h"
37#include "core/XMLPort.h"
38#include "network/Host.h"
39#include "network/NetworkFunction.h"
40
41#include "PlayerManager.h"
42#include "infos/PlayerInfo.h"
43#include "interfaces/PlayerTrigger.h"
44#include "worldentities/pawns/Pawn.h"
45
46namespace orxonox
47{
48    CreateFactory(Script);
49
50    registerStaticNetworkFunction(Script::executeHelper);
51
52    // Initializing constants.
53    /*static*/ const std::string Script::NORMAL = "normal";
54    /*static*/ const std::string Script::LUA = "lua";
55    /*static*/ const int Script::INF = -1;
56
57    /**
58    @brief
59        Constructor. Registers and initializes the object.
60    @param creator
61        The creator of this object.
62    */
63    Script::Script(BaseObject* creator) : BaseObject(creator)
64    {
65        RegisterObject(Script);
66
67        // Initialize variables.
68        this->remainingExecutions_ = Script::INF;
69        this->mode_ = ScriptMode::normal;
70        this->onLoad_ = true;
71        this->times_ = Script::INF;
72        this->needsGraphics_ = false;
73    }
74
75    /**
76    @brief
77        Destructor. Cleans up.
78    */
79    Script::~Script()
80    {
81
82    }
83
84    /**
85    @brief
86        Method for creating a Script object through XML.
87    @param xmlelement
88        The element.
89    @param mode
90        The mode.
91    */
92    void Script::XMLPort(Element& xmlelement, XMLPort::Mode mode)
93    {
94        SUPER(Script, XMLPort, xmlelement, mode);
95
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);
100        XMLPortParam(Script, "needsGraphics", setNeedsGraphics, getNeedsGraphics, xmlelement, mode).defaultValues(false);
101        XMLPortParam(Script, "forAll", setForAll, isForAll, xmlelement, mode).defaultValues(false);
102
103        XMLPortEventSink(Script, BaseObject, "trigger", trigger, xmlelement, mode);
104
105        if(this->isOnLoad()) // If the object is onLoad the code is executed at once for the server.
106            this->execute(0, true);
107    }
108
109    /**
110    @brief
111        Creates a port that can be used to channel events and react to them.
112    @param xmlelement
113        The element.
114    @param mode
115        The mode.
116    */
117    void Script::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
118    {
119        SUPER(Script, XMLEventPort, xmlelement, mode);
120
121        XMLPortEventState(Script, BaseObject, "trigger", trigger, xmlelement, mode);
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.
129    @param trigger
130        The object that caused the event to be fired.
131    @return
132        Returns true if successful.
133    */
134    bool Script::trigger(bool triggered, BaseObject* trigger)
135    {
136        if(!triggered || !this->isActive()) // If the Script is inactive it cannot be executed.
137            return false;
138
139        orxout(verbose, context::misc::script) << "Script (&" << this << ") triggered." << endl;
140
141        PlayerTrigger* pTrigger = orxonox_cast<PlayerTrigger*>(trigger);
142        PlayerInfo* player = 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                player = pTrigger->getTriggeringPlayer();
151        }
152        else
153            return false;
154
155        if(player == NULL)  //TODO: Will this ever happen? If not, change in NotificationDispatcher as well.
156        {
157            orxout(internal_warning) << "The Script was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << endl;
158            return false;
159        }
160
161        this->execute(player->getClientID());
162        return true;
163    }
164
165    /**
166    @brief
167        Executes the Scripts code for the input client, depending on the mode.
168    @param clientId
169        The Id of the client the Script should be executed for.
170    @param onLoad
171        Whether this method is executed as a result of the onLoad parameter being set to true. Default is false.
172    */
173    void Script::execute(unsigned int clientId, bool onLoad)
174    {
175        // 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.
176        if(GameMode::isMaster())
177        {
178            // If the number of executions have been used up.
179            if(this->times_ != Script::INF && this->remainingExecutions_ <= 0)
180                return;
181        }
182
183        // If this is either the standalone mode or we're on the client we want to be.
184        if(GameMode::isStandalone() || Host::getPlayerID() == clientId)
185        {
186            this->executeHelper(this->getCode(), this->getMode(), this->getNeedsGraphics());
187            if(GameMode::isMaster() && !onLoad && this->times_ != Script::INF) // Decrement the number of remaining executions.
188                this->remainingExecutions_--;
189        }
190
191        // If this is the server and we're not on the client we want to be.
192        if(GameMode::isServer() && Host::getPlayerID() != clientId)
193        {
194            // If we want to execute the code for all clients and the server.
195            if(this->isForAll())
196            {
197                const std::map<unsigned int, PlayerInfo*> clients = PlayerManager::getInstance().getClients();
198                for(std::map<unsigned int, PlayerInfo*>::const_iterator it = clients.begin(); it != clients.end(); it++)
199                {
200                    callStaticNetworkFunction(Script::executeHelper, it->first, this->getCode(), this->getMode(), this->getNeedsGraphics());
201                    if(this->times_ != Script::INF) // Decrement the number of remaining executions.
202                    {
203                        this->remainingExecutions_--;
204                        if(this->remainingExecutions_ <= 0)
205                            break;
206                    }
207                }
208            }
209            // Else we execute the code just for the specified client.
210            else
211            {
212                callStaticNetworkFunction(Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics());
213                if(this->times_ != Script::INF) // Decrement the number of remaining executions.
214                    this->remainingExecutions_--;
215            }
216        }
217    }
218
219    /**
220    @brief
221        Helper method that is used to reach this Script object on other clients.
222    */
223    /*static*/ void Script::executeHelper(const std::string& code, const std::string& mode, bool needsGraphics)
224    {
225        // If the code needs graphics to be executed but the GameMode doesn't show graphics the code isn't executed.
226        if(needsGraphics && !GameMode::showsGraphics())
227            return;
228
229        if(mode == Script::NORMAL) // If the mode is 'normal'.
230            CommandExecutor::execute(code);
231        else if(mode == Script::LUA) // If it's 'lua'.
232        {
233            LuaState* luaState = new LuaState();
234            luaState->doString(code);
235            delete luaState;
236        }
237    }
238
239    /**
240    @brief
241        Callback that is called when a new client has connected.
242    @param clientId
243        The clientId of the new client that has connected.
244    */
245    void Script::clientConnected(unsigned int clientId)
246    {
247        // If this is the server and the Script is specified as being 'onLoad'.
248        if(GameMode::isServer() && this->isOnLoad())
249        {
250            callStaticNetworkFunction(Script::executeHelper, clientId, this->getCode(), this->getMode(), this->getNeedsGraphics());
251        }
252    }
253
254    /**
255    @brief
256        Sets the mode of the Script.
257    @param mode
258        The mode as a string.
259    */
260    void Script::setMode(const std::string& mode)
261    {
262        if(mode == Script::NORMAL)
263        {
264            this->setMode(ScriptMode::normal);
265            this->modeStr_ = Script::NORMAL;
266        }
267        else if(mode == Script::LUA)
268        {
269            this->setMode(ScriptMode::lua);
270            this->modeStr_ = Script::LUA;
271        }
272        else
273        {
274            orxout(internal_warning) << "Invalid mode '" << mode << "' in Script object. Setting to 'normal'." << endl;
275            this->setMode(ScriptMode::normal);
276            this->modeStr_ = Script::NORMAL;
277        }
278    }
279
280    /**
281    @brief
282        Sets the mode to the mode specified in this->modeStr_.
283        This is used internally for networking purposes.
284    */
285    void Script::modeChanged(void)
286    {
287        this->setMode(this->modeStr_);
288    }
289
290    /**
291    @brief
292        Get the mode of the Script.
293    @return
294        Returns the mode as a string.
295    */
296    const std::string& Script::getMode(void)
297    {
298        switch(this->mode_)
299        {
300            case ScriptMode::normal:
301                return Script::NORMAL;
302            case ScriptMode::lua:
303                return Script::LUA;
304            default: // This will never happen...
305                return Script::NORMAL;
306        }
307    }
308
309    /**
310    @brief
311        Set the number of times this Script is executed at the most.
312        -1 denotes infinity.
313    @param times
314        The number of times to be set.
315    */
316    void Script::setTimes(int times)
317    {
318        if(times >= -1)
319        {
320            this->times_ = times;
321            this->remainingExecutions_ = times;
322        }
323        else
324        {
325            orxout(internal_warning) << "Invalid times '" << times << "' in Script. Setting to infinity." << endl;
326            this->times_ = Script::INF;
327            this->remainingExecutions_ = Script::INF;
328        }
329    }
330
331}
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