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source: code/branches/Waypoints_HS17/src/modules/questsystem/Quest.cc @ 11634

Last change on this file since 11634 was 11559, checked in by jostoffe, 7 years ago

Pfeil wird angezeigt und fliegt mit dem Raumschiff mit, aber er ist noch nicht an der richtigen Position. Dazu muss ich noch die richtige Formel finden anhand der momentanen Ausrichtung des Raumschiffes

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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 Quest.cc
31    @brief Implementation of the Quest class.
32*/
33
34#include "Quest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "QuestDescription.h"
40#include "QuestEffect.h"
41#include "QuestHint.h"
42#include "QuestListener.h"
43#include "QuestManager.h"
44
45namespace orxonox
46{
47    RegisterAbstractClass(Quest).inheritsFrom<QuestItem>();
48
49    /**
50    @brief
51        Constructor. Registers and initializes object.
52    */
53    Quest::Quest(Context* context) : QuestItem(context)
54    {
55        RegisterObject(Quest);
56
57        this->parentQuest_ = nullptr;
58    }
59
60    /**
61    @brief
62        Destructor.
63    */
64    Quest::~Quest()
65    {
66        if(this->isRegistered())
67            QuestManager::getInstance().unregisterQuest(this);
68    }
69
70    /**
71    @brief
72        Method for creating a Quest object through XML.
73    */
74    void Quest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
75    {
76        SUPER(Quest, XMLPort, xmlelement, mode);
77
78        XMLPortObject(Quest, Quest, "subquests", addSubQuest, getSubQuest, xmlelement, mode);
79        XMLPortObject(Quest, QuestHint, "hints", addHint, getHint, xmlelement, mode);
80        XMLPortObject(Quest, QuestEffect, "fail-effects", addFailEffect, getFailEffect, xmlelement, mode);
81        XMLPortObject(Quest, QuestEffect, "complete-effects", addCompleteEffect, getCompleteEffect, xmlelement, mode);
82        //XMLPortObject(Quest, Worldentity, "arrowtarget", addArrowTarget, getArrowTarget, xmlelement, mode);
83
84        QuestManager::getInstance().registerQuest(this); // Registers the Quest with the QuestManager.
85    }
86
87
88    /*bool Quest::addArrowTarget(Quest* quest){
89
90        assert(quest);
91
92
93    }*/
94
95
96
97    /**
98    @brief
99        Sets the parent-quest of the Quest.
100    @param quest
101        A pointer to the Quest to be set as parent-quest.
102    @return
103        Returns true if the parent-quest could be set.
104    */
105    bool Quest::setParentQuest(Quest* quest)
106    {
107        assert(quest);
108
109        this->parentQuest_ = quest;
110
111        orxout(verbose, context::quests) << "Parent Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << endl;
112        return true;
113    }
114
115    /**
116    @brief
117        Adds a sub-quest to the Quest.
118    @param quest
119        A pointer to the Quest to be set as sub-quest.
120    @return
121        Returns true if the sub-quest could be set.
122    */
123    bool Quest::addSubQuest(Quest* quest)
124    {
125        assert(quest);
126
127        quest->setParentQuest(this); // Sets the currentQuest (this) as parent-quest for the added sub-quest.
128        this->subQuests_.push_back(quest); // Adds the Quest to the end of the list of sub-quests.
129
130        orxout(verbose, context::quests) << "Sub Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << endl;
131        return true;
132    }
133
134
135    /**
136    @brief
137        Adds a QuestHint to the list of QuestHints
138    @param hint
139        The QuestHint that should be added to the list of QuestHints.
140    @return
141        Returns true if the hint was successfully added.
142    */
143    bool Quest::addHint(QuestHint* hint)
144    {
145        assert(hint);
146
147        hint->setQuest(this); // Sets the current Quest (this) as Quest for the added QuestHint.
148        this->hints_.push_back(hint); // Adds the QuestHint to the end of the list of QuestHints.
149
150        orxout(verbose, context::quests) << "QuestHint {" << hint->getId() << "} was added to Quest {" << this->getId() << "}." << endl;
151        return true;
152    }
153
154    /**
155    @brief
156        Adds an QuestEffect to the list of fail QuestEffects.
157    @param effect
158        The QuestEffect to be added.
159    @return
160        Returns true if successful.
161    */
162    bool Quest::addFailEffect(QuestEffect* effect)
163    {
164        assert(effect);
165
166        this->failEffects_.push_back(effect); // Adds the QuestEffect to the end of the list of fail QuestEffects.
167
168        orxout(verbose, context::quests) << "A FailEffect was added to Quest {" << this->getId() << "}." << endl;
169        return true;
170    }
171
172    /**
173    @brief
174        Adds an QuestEffect to the list of complete QuestEffects.
175    @param effect
176        The QuestEffect to be added.
177    @return
178        Returns true if successful.
179    */
180    bool Quest::addCompleteEffect(QuestEffect* effect)
181    {
182        assert(effect);
183
184        this->completeEffects_.push_back(effect); // Adds the QuestEffect to the end of the list of complete QuestEffects.
185
186        orxout(verbose, context::quests) << "A CompleteEffect was added to Quest {" << this->getId() << "}." << endl;
187        return true;
188    }
189
190    /**
191    @brief
192        Returns the sub-quest at the given index.
193    @param index
194        The index.
195    @return
196        Returns a pointer to the sub-quest at the given index. nullptr if there is no element at the given index.
197    */
198    const Quest* Quest::getSubQuest(unsigned int index) const
199    {
200        int i = index;
201
202        // Iterate through all subquests.
203        for (Quest* quest : this->subQuests_)
204        {
205            if(i == 0) // We're counting down...
206               return quest;
207
208            i--;
209        }
210
211        return nullptr; // If the index is greater than the number of elements in the list.
212    }
213
214    /**
215    @brief
216        Returns the QuestHint at the given index.
217    @param index
218        The index.
219    @return
220        Returns a pointer to the QuestHint at the given index. nullptr if there is no element at the given index.
221    */
222    const QuestHint* Quest::getHint(unsigned int index) const
223    {
224        int i = index;
225
226        // Iterate through all QuestHints.
227        for (QuestHint* hint : this->hints_)
228        {
229            if(i == 0) // We're counting down...
230               return hint;
231
232            i--;
233        }
234        return nullptr; // If the index is greater than the number of elements in the list.
235    }
236
237    /**
238    @brief
239        Returns the fail QuestEffect at the given index.
240    @param index
241        The index.
242    @return
243        Returns a pointer to the fail QuestEffect at the given index. nullptr if there is no element at the given index.
244    */
245    const QuestEffect* Quest::getFailEffect(unsigned int index) const
246    {
247        int i = index;
248
249        // Iterate through all fail QuestEffects.
250        for (QuestEffect* effect : this->failEffects_)
251        {
252            if(i == 0) // We're counting down...
253               return effect;
254
255            i--;
256        }
257        return nullptr; // If the index is greater than the number of elements in the list.
258    }
259
260    /**
261    @brief
262        Returns the complete QuestEffect at the given index.
263    @param index
264        The index.
265    @return
266        Returns a pointer to the complete QuestEffect at the given index. nullptr if there is no element at the given index.
267    */
268    const QuestEffect* Quest::getCompleteEffect(unsigned int index) const
269    {
270        int i = index;
271
272        // Iterate through all complete QuestEffects.
273        for (QuestEffect* effect : this->completeEffects_)
274        {
275            if(i == 0) // We're counting down...
276               return effect;
277
278            i--;
279        }
280        return nullptr; // If the index is greater than the number of elements in the list.
281    }
282
283    /**
284    @brief
285        Returns true if the quest status for the specific player is 'inactive'.
286    @param player
287        The player.
288    @return
289        Returns true if the quest status for the specific player is 'inactive'.
290    */
291    bool Quest::isInactive(const PlayerInfo* player) const
292    {
293        if(player == nullptr)
294            return true;
295        return this->getStatus(player) == QuestStatus::Inactive;
296    }
297
298    /**
299    @brief
300        Returns true if the quest status for the specific player is 'active'.
301    @param player
302        The player.
303    @return
304        Returns true if the quest status for the specific player is 'active'.
305    */
306    bool Quest::isActive(const PlayerInfo* player) const
307    {
308        if(player == nullptr)
309            return false;
310        return this->getStatus(player) == QuestStatus::Active;
311    }
312
313    /**
314    @brief
315        Returns true if the quest status for the specific player is 'failed'.
316    @param player
317        The player.
318    @return
319        Returns true if the quest status for the specific player is 'failed'.
320    */
321    bool Quest::isFailed(const PlayerInfo* player) const
322    {
323        if(player == nullptr)
324            return false;
325        return this->getStatus(player) == QuestStatus::Failed;
326    }
327
328    /**
329    @brief
330        Returns true if the quest status for the specific player is 'completed'.
331    @param player
332        The player.
333    @return
334        Returns true if the quest status for the specific player is 'completed'.
335    */
336    bool Quest::isCompleted(const PlayerInfo* player) const
337    {
338        if(player == nullptr)
339            return false;
340        return this->getStatus(player) == QuestStatus::Completed;
341    }
342
343    /**
344    @brief
345        Fails the Quest for an input player.
346    @param player
347        The player.
348    @return
349        Returns true if the Quest could be failed, false if not.
350    */
351    bool Quest::fail(PlayerInfo* player)
352    {
353        QuestListener::advertiseStatusChange(this->listeners_, "fail"); // Tells the QuestListeners, that the status has changed to failed.
354        this->setStatus(player, QuestStatus::Failed);
355
356        orxout(verbose, context::quests) << "Quest {" << this->getId() << "} is failed for player: " << player << " ." << endl;
357
358        this->getDescription()->sendFailQuestNotification(player);
359        return true;
360    }
361
362    /**
363    @brief
364        Completes the Quest for an input player.
365    @param player
366        The player.
367    @return
368        Returns true if the Quest could be completed, false if not.
369    */
370    bool Quest::complete(PlayerInfo* player)
371    {
372        QuestListener::advertiseStatusChange(this->listeners_, "complete"); // Tells the QuestListeners, that the status has changed to completed.
373        this->setStatus(player, QuestStatus::Completed);
374
375        orxout(verbose, context::quests) << "Quest {" << this->getId() << "} is completed for player: " << player << " ." << endl;
376
377        this->getDescription()->sendCompleteQuestNotification(player);
378        return true;
379    }
380
381    /**
382    @brief
383        Starts the Quest for an input player.
384    @param player
385        The player.
386    @return
387        Returns true if the Quest could be started, false if not.
388    */
389    bool Quest::start(PlayerInfo* player)
390    {
391        if(!this->isStartable(player)) // Checks whether the quest can be started.
392        {
393            orxout(verbose, context::quests) << "A non-startable quest was trying to be started." << endl;
394            return false;
395        }
396
397        orxout(verbose, context::quests) << "Quest {" << this->getId() << "} is started for player: " << player << " ." << endl;
398
399        QuestListener::advertiseStatusChange(this->listeners_, "start"); // Tells the QuestListeners, that the status has changed to active.
400
401        this->setStatus(player, QuestStatus::Active);
402
403        this->getDescription()->sendAddQuestNotification(player);
404        return true;
405    }
406
407    /**
408    @brief
409        Adds a QuestListener to the list of QuestListeners listening to this Quest.
410    @param listener
411        The QuestListener to be added.
412    @return
413        Returns true if successful, false if not.
414    */
415    bool Quest::addListener(QuestListener* listener)
416    {
417        assert(listener);
418
419        this->listeners_.push_back(listener);
420        return true;
421    }
422
423}
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