/* * 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 the * 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 @brief Implementation of the QuestManager class. */ #include "QuestManager.h" #include #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/GUIManager.h" #include "core/ConsoleCommand.h" #include "core/LuaState.h" #include "core/ScopedSingletonManager.h" #include "infos/PlayerInfo.h" #include "overlays/GUIOverlay.h" #include "ToluaBindQuestsystem.h" #include "Quest.h" #include "QuestHint.h" #include "QuestItem.h" namespace orxonox { // Register tolua_open function when loading the library DeclareToluaInterface(Questsystem); ManageScopedSingleton(QuestManager, ScopeID::Root, false); /** @brief Constructor. Registers the object. @todo Is inheriting from BaseObject proper? */ QuestManager::QuestManager() { RegisterRootObject(QuestManager); } /** @brief Destructor. */ QuestManager::~QuestManager() { for(std::map::iterator it = this->questGUIs_.begin(); it != this->questGUIs_.end(); it++) { (*it).second->destroy(); } this->questGUIs_.clear(); } /** @brief Retreive all Quests. @return Returns a map with all Quests indexed by their id's. */ std::map & QuestManager::getQuests(void) { return this->questMap_; } /** @brief Registers a Quest with the QuestManager to make it globally accessable. Uses it's id to make sure to be able to be identify and retrieve it later. @param quest The Quest that is to be registered. @return Returns true if successful, false if not. */ bool QuestManager::registerQuest(Quest* quest) { if(quest == NULL) //!< Doh! Just as if there were actual quests behind NULL-pointers. { COUT(2) << "Registration of Quest in QuestManager failed, because inserted Quest-pointer was NULL." << std::endl; return false; } std::pair::iterator,bool> result; result = this->questMap_.insert( std::pair(quest->getId(),quest) ); //!< Inserting the Quest. if(result.second) //!< If inserting was a success. { COUT(3) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl; return true; } else { COUT(2) << "Quest with the same id was already present." << std::endl; return false; } } /** @brief Registers a QuestHint with the QuestManager to make it globally accessable. Uses it's id to make sure to be able to be identify and retrieve it later. @param hint The QuestHint to be registered. @return Returns true if successful, false if not. */ bool QuestManager::registerHint(QuestHint* hint) { if(hint == NULL) //!< Still not liking NULL-pointers. { COUT(2) << "Registration of QuestHint in QuestManager failed, because inserted QuestHint-pointer was NULL." << std::endl; return false; } std::pair::iterator,bool> result; result = this->hintMap_.insert ( std::pair(hint->getId(),hint) ); //!< Inserting the QuestHSint. if(result.second) //!< If inserting was a success. { COUT(3) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl; return true; } else { COUT(2) << "QuestHint with the same id was already present." << std::endl; return false; } } /** @brief Finds a Quest with the given id. @param questId The id of the Quest sought for. @return Returns a pointer to the Quest with the input id. Returns NULL if there is no Quest with the given questId. @throws Throws an exception if the given questId is invalid. */ Quest* QuestManager::findQuest(const std::string & questId) { if(!QuestItem::isId(questId)) //!< Check vor validity of the given id. { ThrowException(Argument, "Invalid questId."); } Quest* quest; std::map::iterator it = this->questMap_.find(questId); if (it != this->questMap_.end()) //!< If the Quest is registered. { quest = it->second; } else { quest = NULL; COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl; } return quest; } /** @brief Finds a QuestHint with the given id. @param hintId The id of the QuestHint sought for. @return Returns a pointer to the QuestHint with the input id. Returns NULL if there is no QuestHint with the given hintId. @throws Throws an exception if the given hintId is invalid. */ QuestHint* QuestManager::findHint(const std::string & hintId) { if(!QuestItem::isId(hintId)) //!< Check vor validity of the given id. { ThrowException(Argument, "Invalid hintId."); } QuestHint* hint; std::map::iterator it = this->hintMap_.find(hintId); if (it != this->hintMap_.end()) //!< If the QuestHint is registered. { hint = it->second; } else { hint = NULL; COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl; } return hint; } /** @brief Retreive the main window for the GUI. This is for the use in the lua script tu start the QuestGUI. @param guiName The name of the GUI. @return Returns a CEGUI Window. */ CEGUI::Window* QuestManager::getQuestGUI(const std::string & guiName) { PlayerInfo* player = this->retreivePlayer(guiName); if(this->questGUIs_.find(player) == this->questGUIs_.end()) //!< Create a new GUI, if there is none, yet. this->questGUIs_[player] = new QuestGUI(player); return this->questGUIs_[player]->getGUI(); } /** @brief Retrieve the player for a certain GUI. @param guiName The name of the GUI the player is retrieved for. @return Returns the player. @todo This very well might be outdated. So: Check if still needed, and update if necessary. */ PlayerInfo* QuestManager::retreivePlayer(const std::string & guiName) { PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName); if(player == NULL) { COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl; return NULL; } return player; } }