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source: code/archive/sound5/src/modules/questsystem/QuestManager.cc @ 10422

Last change on this file since 10422 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 7.8 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 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief Implementation of the QuestManager class.
32*/
33
34#include "QuestManager.h"
35
36#include <CEGUIWindow.h>
37
38#include "util/Exception.h"
39#include "core/CoreIncludes.h"
40#include "core/GUIManager.h"
41#include "core/ConsoleCommand.h"
42#include "core/LuaState.h"
43#include "core/ScopedSingletonManager.h"
44#include "infos/PlayerInfo.h"
45#include "overlays/GUIOverlay.h"
46
47#include "ToluaBindQuestsystem.h"
48#include "Quest.h"
49#include "QuestHint.h"
50#include "QuestItem.h"
51
52namespace orxonox
53{
54    // Register tolua_open function when loading the library
55    DeclareToluaInterface(Questsystem);
56
57    ManageScopedSingleton(QuestManager, ScopeID::Root, false);
58
59    /**
60    @brief
61        Constructor. Registers the object.
62    @todo
63        Is inheriting from BaseObject proper?
64    */
65    QuestManager::QuestManager()
66    {
67        RegisterRootObject(QuestManager);
68    }
69
70    /**
71    @brief
72        Destructor.
73    */
74    QuestManager::~QuestManager()
75    {
76        for(std::map<PlayerInfo*, QuestGUI*>::iterator it = this->questGUIs_.begin(); it != this->questGUIs_.end(); it++)
77        {
78            it->second->destroy();
79        }
80        this->questGUIs_.clear();
81    }
82
83    /**
84    @brief
85        Retreive all Quests.
86    @return
87        Returns a map with all Quests indexed by their id's.
88    */
89    std::map<std::string, Quest*> & QuestManager::getQuests(void)
90    {
91        return this->questMap_;
92    }
93
94    /**
95    @brief
96        Registers a Quest with the QuestManager to make it globally accessable.
97        Uses it's id to make sure to be able to be identify and retrieve it later.
98    @param quest
99        The Quest that is to be registered.
100    @return
101        Returns true if successful, false if not.
102    */
103    bool QuestManager::registerQuest(Quest* quest)
104    {
105        if(quest == NULL) //!< Doh! Just as if there were actual quests behind NULL-pointers.
106        {
107            COUT(2) << "Registration of Quest in QuestManager failed, because inserted Quest-pointer was NULL." << std::endl;
108            return false;
109        }
110
111        std::pair<std::map<std::string, Quest*>::iterator,bool> result;
112        result = this->questMap_.insert( std::pair<std::string,Quest*>(quest->getId(),quest) ); //!< Inserting the Quest.
113
114        if(result.second) //!< If inserting was a success.
115        {
116            COUT(3) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl;
117            return true;
118        }
119        else
120        {
121           COUT(2) << "Quest with the same id was already present." << std::endl;
122           return false;
123        }
124    }
125
126    /**
127    @brief
128        Registers a QuestHint with the QuestManager to make it globally accessable.
129        Uses it's id to make sure to be able to be identify and retrieve it later.
130    @param hint
131        The QuestHint to be registered.
132    @return
133        Returns true if successful, false if not.
134    */
135    bool QuestManager::registerHint(QuestHint* hint)
136    {
137        if(hint == NULL) //!< Still not liking NULL-pointers.
138        {
139            COUT(2) << "Registration of QuestHint in QuestManager failed, because inserted QuestHint-pointer was NULL." << std::endl;
140            return false;
141        }
142
143        std::pair<std::map<std::string, QuestHint*>::iterator,bool> result;
144        result = this->hintMap_.insert ( std::pair<std::string,QuestHint*>(hint->getId(),hint) ); //!< Inserting the QuestHSint.
145
146        if(result.second) //!< If inserting was a success.
147        {
148            COUT(3) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl;
149            return true;
150        }
151        else
152        {
153           COUT(2) << "QuestHint with the same id was already present." << std::endl;
154           return false;
155        }
156    }
157
158    /**
159    @brief
160        Finds a Quest with the given id.
161    @param questId
162        The id of the Quest sought for.
163    @return
164        Returns a pointer to the Quest with the input id.
165        Returns NULL if there is no Quest with the given questId.
166    @throws
167        Throws an exception if the given questId is invalid.
168    */
169    Quest* QuestManager::findQuest(const std::string & questId)
170    {
171        if(!QuestItem::isId(questId)) //!< Check vor validity of the given id.
172        {
173            ThrowException(Argument, "Invalid questId.");
174        }
175
176        Quest* quest;
177        std::map<std::string, Quest*>::iterator it = this->questMap_.find(questId);
178        if (it != this->questMap_.end()) //!< If the Quest is registered.
179        {
180            quest = it->second;
181        }
182        else
183        {
184           quest = NULL;
185           COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl;
186        }
187
188        return quest;
189
190    }
191
192    /**
193    @brief
194        Finds a QuestHint with the given id.
195    @param hintId
196        The id of the QuestHint sought for.
197    @return
198        Returns a pointer to the QuestHint with the input id.
199        Returns NULL if there is no QuestHint with the given hintId.
200    @throws
201        Throws an exception if the given hintId is invalid.
202    */
203    QuestHint* QuestManager::findHint(const std::string & hintId)
204    {
205        if(!QuestItem::isId(hintId)) //!< Check vor validity of the given id.
206        {
207            ThrowException(Argument, "Invalid hintId.");
208        }
209
210        QuestHint* hint;
211        std::map<std::string, QuestHint*>::iterator it = this->hintMap_.find(hintId);
212        if (it != this->hintMap_.end()) //!< If the QuestHint is registered.
213        {
214            hint = it->second;
215        }
216        else
217        {
218           hint = NULL;
219           COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl;
220        }
221
222        return hint;
223
224    }
225
226    /**
227    @brief
228        Retreive the main window for the GUI.
229        This is for the use in the lua script tu start the QuestGUI.
230    @param guiName
231        The name of the GUI.
232    @return
233        Returns a CEGUI Window.
234    */
235    CEGUI::Window* QuestManager::getQuestGUI(const std::string & guiName)
236    {
237        PlayerInfo* player = this->retreivePlayer(guiName);
238
239        if(this->questGUIs_.find(player) == this->questGUIs_.end()) //!< Create a new GUI, if there is none, yet.
240            this->questGUIs_[player] = new QuestGUI(player);
241
242        return this->questGUIs_[player]->getGUI();
243    }
244
245    /**
246    @brief
247        Retrieve the player for a certain GUI.
248    @param guiName
249        The name of the GUI the player is retrieved for.
250    @return
251        Returns the player.
252    @todo
253        This very well might be outdated. So: Check if still needed, and update if necessary.
254    */
255    PlayerInfo* QuestManager::retreivePlayer(const std::string & guiName)
256    {
257        PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName);
258        if(player == NULL)
259        {
260            COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl;
261            return NULL;
262        }
263
264        return player;
265    }
266
267}
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