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source: code/branches/pickup/src/modules/questsystem/QuestManager.cc @ 6278

Last change on this file since 6278 was 5935, checked in by dafrick, 15 years ago

Hopefully merged trunk successfully into pickup branch.

  • Property svn:eol-style set to native
File size: 7.9 KB
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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
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    //! Pointer to the current (and single) instance of this class.
58    /*static*/ QuestManager* QuestManager::singletonPtr_s = NULL;
59    ManageScopedSingleton(QuestManager, ScopeID::Root, false);
60
61    /**
62    @brief
63        Constructor. Registers the object.
64    @todo
65        Is inheriting from BaseObject proper?
66    */
67    QuestManager::QuestManager()
68    {
69        RegisterRootObject(QuestManager);
70    }
71
72    /**
73    @brief
74        Destructor.
75    */
76    QuestManager::~QuestManager()
77    {
78        for(std::map<PlayerInfo*, QuestGUI*>::iterator it = this->questGUIs_.begin(); it != this->questGUIs_.end(); it++)
79        {
80            (*it).second->destroy();
81        }
82        this->questGUIs_.clear();
83    }
84
85    /**
86    @brief
87        Retreive all Quests.
88    @return
89        Returns a map with all Quests indexed by their id's.
90    */
91    std::map<std::string, Quest*> & QuestManager::getQuests(void)
92    {
93        return this->questMap_;
94    }
95
96    /**
97    @brief
98        Registers a Quest with the QuestManager to make it globally accessable.
99        Uses it's id to make sure to be able to be identify and retrieve it later.
100    @param quest
101        The Quest that is to be registered.
102    @return
103        Returns true if successful, false if not.
104    */
105    bool QuestManager::registerQuest(Quest* quest)
106    {
107        if(quest == NULL) //!< Doh! Just as if there were actual quests behind NULL-pointers.
108        {
109            COUT(2) << "Registration of Quest in QuestManager failed, because inserted Quest-pointer was NULL." << std::endl;
110            return false;
111        }
112
113        std::pair<std::map<std::string, Quest*>::iterator,bool> result;
114        result = this->questMap_.insert( std::pair<std::string,Quest*>(quest->getId(),quest) ); //!< Inserting the Quest.
115
116        if(result.second) //!< If inserting was a success.
117        {
118            COUT(3) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl;
119            return true;
120        }
121        else
122        {
123           COUT(2) << "Quest with the same id was already present." << std::endl;
124           return false;
125        }
126    }
127
128    /**
129    @brief
130        Registers a QuestHint with the QuestManager to make it globally accessable.
131        Uses it's id to make sure to be able to be identify and retrieve it later.
132    @param hint
133        The QuestHint to be registered.
134    @return
135        Returns true if successful, false if not.
136    */
137    bool QuestManager::registerHint(QuestHint* hint)
138    {
139        if(hint == NULL) //!< Still not liking NULL-pointers.
140        {
141            COUT(2) << "Registration of QuestHint in QuestManager failed, because inserted QuestHint-pointer was NULL." << std::endl;
142            return false;
143        }
144
145        std::pair<std::map<std::string, QuestHint*>::iterator,bool> result;
146        result = this->hintMap_.insert ( std::pair<std::string,QuestHint*>(hint->getId(),hint) ); //!< Inserting the QuestHSint.
147
148        if(result.second) //!< If inserting was a success.
149        {
150            COUT(3) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl;
151            return true;
152        }
153        else
154        {
155           COUT(2) << "QuestHint with the same id was already present." << std::endl;
156           return false;
157        }
158    }
159
160    /**
161    @brief
162        Finds a Quest with the given id.
163    @param questId
164        The id of the Quest sought for.
165    @return
166        Returns a pointer to the Quest with the input id.
167        Returns NULL if there is no Quest with the given questId.
168    @throws
169        Throws an exception if the given questId is invalid.
170    */
171    Quest* QuestManager::findQuest(const std::string & questId)
172    {
173        if(!QuestItem::isId(questId)) //!< Check vor validity of the given id.
174        {
175            ThrowException(Argument, "Invalid questId.");
176        }
177
178        Quest* quest;
179        std::map<std::string, Quest*>::iterator it = this->questMap_.find(questId);
180        if (it != this->questMap_.end()) //!< If the Quest is registered.
181        {
182            quest = it->second;
183        }
184        else
185        {
186           quest = NULL;
187           COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl;
188        }
189
190        return quest;
191
192    }
193
194    /**
195    @brief
196        Finds a QuestHint with the given id.
197    @param hintId
198        The id of the QuestHint sought for.
199    @return
200        Returns a pointer to the QuestHint with the input id.
201        Returns NULL if there is no QuestHint with the given hintId.
202    @throws
203        Throws an exception if the given hintId is invalid.
204    */
205    QuestHint* QuestManager::findHint(const std::string & hintId)
206    {
207        if(!QuestItem::isId(hintId)) //!< Check vor validity of the given id.
208        {
209            ThrowException(Argument, "Invalid hintId.");
210        }
211
212        QuestHint* hint;
213        std::map<std::string, QuestHint*>::iterator it = this->hintMap_.find(hintId);
214        if (it != this->hintMap_.end()) //!< If the QuestHint is registered.
215        {
216            hint = it->second;
217        }
218        else
219        {
220           hint = NULL;
221           COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl;
222        }
223
224        return hint;
225
226    }
227
228    /**
229    @brief
230        Retreive the main window for the GUI.
231        This is for the use in the lua script tu start the QuestGUI.
232    @param guiName
233        The name of the GUI.
234    @return
235        Returns a CEGUI Window.
236    */
237    CEGUI::Window* QuestManager::getQuestGUI(const std::string & guiName)
238    {
239        PlayerInfo* player = this->retreivePlayer(guiName);
240
241        if(this->questGUIs_.find(player) == this->questGUIs_.end()) //!< Create a new GUI, if there is none, yet.
242            this->questGUIs_[player] = new QuestGUI(player);
243
244        return this->questGUIs_[player]->getGUI();
245    }
246
247    /**
248    @brief
249        Retrieve the player for a certain GUI.
250    @param guiName
251        The name of the GUI the player is retrieved for.
252    @return
253        Returns the player.
254    @todo
255        This very well might be outdated. So: Check if still needed, and update if necessary.
256    */
257    PlayerInfo* QuestManager::retreivePlayer(const std::string & guiName)
258    {
259        PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName);
260        if(player == NULL)
261        {
262            COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl;
263            return NULL;
264        }
265
266        return player;
267    }
268
269}
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