1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Damian 'Mozork' Frick |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief Implementation of the QuestManager class. |
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32 | */ |
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33 | |
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34 | #include "QuestManager.h" |
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35 | |
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36 | #include <CEGUIWindow.h> |
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37 | |
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38 | #include "util/Exception.h" |
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39 | #include "core/CoreIncludes.h" |
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40 | #include "core/GUIManager.h" |
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41 | #include "core/ConsoleCommand.h" |
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42 | #include "core/LuaState.h" |
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43 | #include "core/ScopedSingletonManager.h" |
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44 | #include "infos/PlayerInfo.h" |
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45 | #include "overlays/GUIOverlay.h" |
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46 | |
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47 | #include "ToluaBindQuestsystem.h" |
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48 | #include "Quest.h" |
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49 | #include "QuestHint.h" |
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50 | #include "QuestItem.h" |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | // Register tolua_open function when loading the library |
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55 | DeclareToluaInterface(Questsystem); |
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56 | |
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57 | ManageScopedSingleton(QuestManager, ScopeID::Root, false); |
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58 | |
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59 | /** |
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60 | @brief |
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61 | Constructor. Registers the object. |
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62 | @todo |
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63 | Is inheriting from BaseObject proper? |
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64 | */ |
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65 | QuestManager::QuestManager() |
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66 | { |
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67 | RegisterRootObject(QuestManager); |
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68 | } |
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69 | |
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70 | /** |
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71 | @brief |
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72 | Destructor. |
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73 | */ |
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74 | QuestManager::~QuestManager() |
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75 | { |
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76 | for(std::map<PlayerInfo*, QuestGUI*>::iterator it = this->questGUIs_.begin(); it != this->questGUIs_.end(); it++) |
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77 | { |
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78 | it->second->destroy(); |
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79 | } |
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80 | this->questGUIs_.clear(); |
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81 | } |
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82 | |
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83 | /** |
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84 | @brief |
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85 | Retreive all Quests. |
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86 | @return |
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87 | Returns a map with all Quests indexed by their id's. |
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88 | */ |
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89 | std::map<std::string, Quest*> & QuestManager::getQuests(void) |
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90 | { |
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91 | return this->questMap_; |
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92 | } |
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93 | |
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94 | /** |
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95 | @brief |
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96 | Registers a Quest with the QuestManager to make it globally accessable. |
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97 | Uses it's id to make sure to be able to be identify and retrieve it later. |
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98 | @param quest |
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99 | The Quest that is to be registered. |
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100 | @return |
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101 | Returns true if successful, false if not. |
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102 | */ |
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103 | bool QuestManager::registerQuest(Quest* quest) |
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104 | { |
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105 | if(quest == NULL) //!< Doh! Just as if there were actual quests behind NULL-pointers. |
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106 | { |
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107 | COUT(2) << "Registration of Quest in QuestManager failed, because inserted Quest-pointer was NULL." << std::endl; |
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108 | return false; |
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109 | } |
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110 | |
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111 | std::pair<std::map<std::string, Quest*>::iterator,bool> result; |
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112 | result = this->questMap_.insert( std::pair<std::string,Quest*>(quest->getId(),quest) ); //!< Inserting the Quest. |
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113 | |
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114 | if(result.second) //!< If inserting was a success. |
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115 | { |
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116 | quest->setRegistered(); |
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117 | COUT(4) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl; |
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118 | return true; |
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119 | } |
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120 | else |
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121 | { |
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122 | COUT(2) << "Quest with the same id was already present." << std::endl; |
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123 | return false; |
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124 | } |
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125 | } |
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126 | |
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127 | /** |
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128 | @brief |
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129 | Unregisters a Quest in the QuestManager. |
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130 | */ |
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131 | bool QuestManager::unregisterQuest(Quest* quest) |
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132 | { |
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133 | return this->questMap_.erase(quest->getId()) == 1; |
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134 | } |
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135 | |
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136 | /** |
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137 | @brief |
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138 | Registers a QuestHint with the QuestManager to make it globally accessable. |
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139 | Uses it's id to make sure to be able to be identify and retrieve it later. |
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140 | @param hint |
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141 | The QuestHint to be registered. |
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142 | @return |
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143 | Returns true if successful, false if not. |
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144 | */ |
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145 | bool QuestManager::registerHint(QuestHint* hint) |
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146 | { |
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147 | if(hint == NULL) //!< Still not liking NULL-pointers. |
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148 | { |
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149 | COUT(2) << "Registration of QuestHint in QuestManager failed, because inserted QuestHint-pointer was NULL." << std::endl; |
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150 | return false; |
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151 | } |
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152 | |
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153 | std::pair<std::map<std::string, QuestHint*>::iterator,bool> result; |
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154 | result = this->hintMap_.insert ( std::pair<std::string,QuestHint*>(hint->getId(),hint) ); //!< Inserting the QuestHSint. |
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155 | |
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156 | if(result.second) //!< If inserting was a success. |
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157 | { |
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158 | hint->setRegistered(); |
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159 | COUT(4) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl; |
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160 | return true; |
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161 | } |
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162 | else |
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163 | { |
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164 | COUT(2) << "QuestHint with the same id was already present." << std::endl; |
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165 | return false; |
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166 | } |
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167 | } |
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168 | |
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169 | /** |
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170 | @brief |
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171 | Unregisters a QuestHint in the QuestManager. |
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172 | */ |
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173 | bool QuestManager::unregisterHint(QuestHint* hint) |
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174 | { |
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175 | return this->hintMap_.erase(hint->getId()) == 1; |
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176 | } |
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177 | |
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178 | /** |
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179 | @brief |
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180 | Finds a Quest with the given id. |
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181 | @param questId |
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182 | The id of the Quest sought for. |
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183 | @return |
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184 | Returns a pointer to the Quest with the input id. |
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185 | Returns NULL if there is no Quest with the given questId. |
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186 | @throws |
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187 | Throws an exception if the given questId is invalid. |
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188 | */ |
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189 | Quest* QuestManager::findQuest(const std::string & questId) |
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190 | { |
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191 | if(questId.compare(BLANKSTRING) == 1) //!< Check vor validity of the given id. |
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192 | { |
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193 | ThrowException(Argument, "Invalid questId."); |
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194 | } |
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195 | |
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196 | Quest* quest; |
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197 | std::map<std::string, Quest*>::iterator it = this->questMap_.find(questId); |
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198 | if (it != this->questMap_.end()) //!< If the Quest is registered. |
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199 | { |
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200 | quest = it->second; |
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201 | } |
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202 | else |
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203 | { |
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204 | quest = NULL; |
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205 | COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl; |
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206 | } |
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207 | |
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208 | return quest; |
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209 | |
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210 | } |
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211 | |
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212 | /** |
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213 | @brief |
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214 | Finds a QuestHint with the given id. |
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215 | @param hintId |
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216 | The id of the QuestHint sought for. |
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217 | @return |
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218 | Returns a pointer to the QuestHint with the input id. |
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219 | Returns NULL if there is no QuestHint with the given hintId. |
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220 | @throws |
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221 | Throws an exception if the given hintId is invalid. |
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222 | */ |
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223 | QuestHint* QuestManager::findHint(const std::string & hintId) |
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224 | { |
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225 | if(hintId.compare(BLANKSTRING) == 1) //!< Check vor validity of the given id. |
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226 | { |
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227 | ThrowException(Argument, "Invalid hintId."); |
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228 | } |
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229 | |
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230 | QuestHint* hint; |
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231 | std::map<std::string, QuestHint*>::iterator it = this->hintMap_.find(hintId); |
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232 | if (it != this->hintMap_.end()) //!< If the QuestHint is registered. |
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233 | { |
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234 | hint = it->second; |
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235 | } |
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236 | else |
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237 | { |
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238 | hint = NULL; |
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239 | COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl; |
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240 | } |
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241 | |
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242 | return hint; |
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243 | |
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244 | } |
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245 | |
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246 | /** |
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247 | @brief |
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248 | Retreive the main window for the GUI. |
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249 | This is for the use in the lua script tu start the QuestGUI. |
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250 | @param guiName |
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251 | The name of the GUI. |
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252 | @return |
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253 | Returns a CEGUI Window. |
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254 | */ |
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255 | CEGUI::Window* QuestManager::getQuestGUI(const std::string & guiName) |
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256 | { |
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257 | PlayerInfo* player = this->retrievePlayer(guiName); |
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258 | |
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259 | if(this->questGUIs_.find(player) == this->questGUIs_.end()) //!< Create a new GUI, if there is none, yet. |
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260 | this->questGUIs_[player] = new QuestGUI(player); |
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261 | |
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262 | return this->questGUIs_[player]->getGUI(); |
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263 | } |
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264 | |
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265 | /** |
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266 | @brief |
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267 | Retrieve the player for a certain GUI. |
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268 | @param guiName |
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269 | The name of the GUI the player is retrieved for. |
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270 | @return |
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271 | Returns the player. |
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272 | @todo |
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273 | This very well might be outdated. So: Check if still needed, and update if necessary. |
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274 | */ |
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275 | PlayerInfo* QuestManager::retrievePlayer(const std::string & guiName) |
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276 | { |
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277 | PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName); |
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278 | if(player == NULL) |
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279 | { |
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280 | COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl; |
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281 | return NULL; |
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282 | } |
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283 | |
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284 | return player; |
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285 | } |
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286 | |
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287 | } |
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