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 GlobalQuest.cc |
---|
31 | @brief |
---|
32 | Implementation of the GlobalQuest class. |
---|
33 | */ |
---|
34 | |
---|
35 | #include "OrxonoxStableHeaders.h" |
---|
36 | #include "GlobalQuest.h" |
---|
37 | |
---|
38 | #include "orxonox/objects/worldentities/ControllableEntity.h" |
---|
39 | #include "core/CoreIncludes.h" |
---|
40 | #include "util/Exception.h" |
---|
41 | |
---|
42 | #include "QuestEffect.h" |
---|
43 | |
---|
44 | namespace orxonox { |
---|
45 | |
---|
46 | CreateFactory(GlobalQuest); |
---|
47 | |
---|
48 | /** |
---|
49 | @brief |
---|
50 | Constructor. Registers the object. |
---|
51 | */ |
---|
52 | GlobalQuest::GlobalQuest(BaseObject* creator) : Quest(creator) |
---|
53 | { |
---|
54 | RegisterObject(GlobalQuest); |
---|
55 | } |
---|
56 | |
---|
57 | /** |
---|
58 | @brief |
---|
59 | Destructor. |
---|
60 | */ |
---|
61 | GlobalQuest::~GlobalQuest() |
---|
62 | { |
---|
63 | |
---|
64 | } |
---|
65 | |
---|
66 | /** |
---|
67 | @brief |
---|
68 | Method for creating a GlobalQuest object through XML. |
---|
69 | */ |
---|
70 | void GlobalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
71 | { |
---|
72 | SUPER(GlobalQuest, XMLPort, xmlelement, mode); |
---|
73 | |
---|
74 | XMLPortObject(GlobalQuest, QuestEffect, "reward-effects", addRewardEffect, getRewardEffects, xmlelement, mode); |
---|
75 | |
---|
76 | COUT(3) << "New GlobalQuest {" << this->getId() << "} created." << std::endl; |
---|
77 | } |
---|
78 | |
---|
79 | /** |
---|
80 | @brief |
---|
81 | Fails the Quest for all players. |
---|
82 | Invokes the fail QuestEffects on all the players possessing this Quest. |
---|
83 | @param player |
---|
84 | The player failing it. |
---|
85 | @return |
---|
86 | Returns true if the Quest could be failed, false if not. |
---|
87 | */ |
---|
88 | bool GlobalQuest::fail(ControllableEntity* player) |
---|
89 | { |
---|
90 | if(this->isFailable(player)) //!< Check whether the Quest can be failed. |
---|
91 | { |
---|
92 | this->setStatus(player, questStatus::failed); |
---|
93 | |
---|
94 | //! Iterate through all players possessing this Quest. |
---|
95 | for(std::set<ControllableEntity*>::const_iterator it = players_.begin(); it != players_.end(); it++) |
---|
96 | { |
---|
97 | QuestEffect::invokeEffects(*it, this->getFailEffectList()); |
---|
98 | } |
---|
99 | |
---|
100 | return true; |
---|
101 | } |
---|
102 | |
---|
103 | COUT(2) << "A non-completable quest was trying to be failed." << std::endl; |
---|
104 | return false; |
---|
105 | } |
---|
106 | |
---|
107 | /** |
---|
108 | @brief |
---|
109 | Completes the Quest for all players. |
---|
110 | Invokes the complete QuestEffects on all the players possessing this Quest. |
---|
111 | Invokes the reward QuestEffects on the player completing the Quest. |
---|
112 | @param player |
---|
113 | The player completing it. |
---|
114 | @return |
---|
115 | Returns true if the Quest could be completed, false if not. |
---|
116 | */ |
---|
117 | bool GlobalQuest::complete(ControllableEntity* player) |
---|
118 | { |
---|
119 | if(this->isCompletable(player)) //!< Check whether the Quest can be completed. |
---|
120 | { |
---|
121 | this->setStatus(player, questStatus::completed); |
---|
122 | |
---|
123 | //! Iterate through all players possessing the Quest. |
---|
124 | for(std::set<ControllableEntity*>::const_iterator it = players_.begin(); it != players_.end(); it++) |
---|
125 | { |
---|
126 | QuestEffect::invokeEffects(*it, this->getCompleteEffectList()); |
---|
127 | } |
---|
128 | |
---|
129 | QuestEffect::invokeEffects(player, this->rewards_); //!< Invoke reward QuestEffects on the player completing the Quest. |
---|
130 | return true; |
---|
131 | } |
---|
132 | |
---|
133 | COUT(2) << "A non-completable quest was trying to be completed." << std::endl; |
---|
134 | return false; |
---|
135 | } |
---|
136 | |
---|
137 | /** |
---|
138 | @brief |
---|
139 | Checks whether the Quest can be started. |
---|
140 | @param player |
---|
141 | The player for whom is to be checked. |
---|
142 | @return |
---|
143 | Returns true if the quest can be started, false if not. |
---|
144 | @throws |
---|
145 | Throws an exception if either isInactive() of isActive() throws one. |
---|
146 | */ |
---|
147 | bool GlobalQuest::isStartable(const ControllableEntity* player) const |
---|
148 | { |
---|
149 | return this->isInactive(player) || this->isActive(player); |
---|
150 | } |
---|
151 | |
---|
152 | /** |
---|
153 | @brief |
---|
154 | Checks whether the Quest can be failed. |
---|
155 | @param player |
---|
156 | The player for whom is to be checked. |
---|
157 | @return |
---|
158 | Returns true if the Quest can be failed, false if not. |
---|
159 | @throws |
---|
160 | Throws an Exception if isActive() throws one. |
---|
161 | */ |
---|
162 | bool GlobalQuest::isFailable(const ControllableEntity* player) const |
---|
163 | { |
---|
164 | return this->isActive(player); |
---|
165 | |
---|
166 | } |
---|
167 | |
---|
168 | /** |
---|
169 | @brief |
---|
170 | Checks whether the Quest can be completed. |
---|
171 | @param player |
---|
172 | The player for whom is to be checked. |
---|
173 | @return |
---|
174 | Returns true if the Quest can be completed, false if not. |
---|
175 | @throws |
---|
176 | Throws an Exception if isActive() throws one. |
---|
177 | */ |
---|
178 | bool GlobalQuest::isCompletable(const ControllableEntity* player) const |
---|
179 | { |
---|
180 | return this->isActive(player); |
---|
181 | } |
---|
182 | |
---|
183 | /** |
---|
184 | @brief |
---|
185 | Returns the status of the Quest for a specific player. |
---|
186 | @param player |
---|
187 | The player. |
---|
188 | @throws |
---|
189 | Throws an Exception if player is NULL. |
---|
190 | */ |
---|
191 | questStatus::Enum GlobalQuest::getStatus(const ControllableEntity* player) const |
---|
192 | { |
---|
193 | if(player == NULL) //!< We don't want NULL-Pointers! |
---|
194 | { |
---|
195 | ThrowException(Argument, "The input ControllableEntity* is NULL."); |
---|
196 | } |
---|
197 | |
---|
198 | //! Find the player. |
---|
199 | std::set<ControllableEntity*>::const_iterator it = this->players_.find((ControllableEntity*)(void*)player); |
---|
200 | if (it != this->players_.end()) //!< If the player was found. |
---|
201 | { |
---|
202 | return this->status_; |
---|
203 | } |
---|
204 | |
---|
205 | return questStatus::inactive; |
---|
206 | } |
---|
207 | |
---|
208 | /** |
---|
209 | @brief |
---|
210 | Sets the status for a specific player. |
---|
211 | But be careful wit this one, the status will just be set without checking for its validity. You have to know what you're doing. |
---|
212 | @param player |
---|
213 | The player. |
---|
214 | @param status |
---|
215 | The status to be set. |
---|
216 | @return |
---|
217 | Returns false if player is NULL. |
---|
218 | */ |
---|
219 | bool GlobalQuest::setStatus(ControllableEntity* player, const questStatus::Enum & status) |
---|
220 | { |
---|
221 | if(player == NULL) //!< We don't want NULL-Pointers! |
---|
222 | { |
---|
223 | return false; |
---|
224 | } |
---|
225 | |
---|
226 | //! Find the player. |
---|
227 | std::set<ControllableEntity*>::const_iterator it = this->players_.find(player); |
---|
228 | if (it == this->players_.end()) //!< Player is not yet in the list. |
---|
229 | { |
---|
230 | this->players_.insert(player); //!< Add the player to the set. |
---|
231 | } |
---|
232 | |
---|
233 | this->status_ = status; //!< Set the status, which is global, remember...? |
---|
234 | return true; |
---|
235 | } |
---|
236 | |
---|
237 | /** |
---|
238 | @brief |
---|
239 | Adds a reward QuestEffect to the list of reward QuestEffects. |
---|
240 | @param effect |
---|
241 | The QuestEffect to be added. |
---|
242 | @return |
---|
243 | Returns true if successful. |
---|
244 | */ |
---|
245 | bool GlobalQuest::addRewardEffect(QuestEffect* effect) |
---|
246 | { |
---|
247 | if(effect == NULL) //!< We don't want NULL-Pointers! |
---|
248 | { |
---|
249 | COUT(2) << "The reward effect to be added to quest {" << this->getId() << "} was NULL." << std::endl; |
---|
250 | return false; |
---|
251 | } |
---|
252 | |
---|
253 | this->rewards_.push_back(effect); //!< Add the QuestEffect to the list. |
---|
254 | |
---|
255 | COUT(3) << "Reward effect was added to Quest {" << this->getId() << "}." << std::endl; |
---|
256 | return true; |
---|
257 | } |
---|
258 | |
---|
259 | /** |
---|
260 | @brief |
---|
261 | Returns the reward QuestEffect at the given index. |
---|
262 | @param index |
---|
263 | The index. |
---|
264 | @return |
---|
265 | Returns the QuestEffect at the given index. |
---|
266 | */ |
---|
267 | const QuestEffect* GlobalQuest::getRewardEffects(unsigned int index) const |
---|
268 | { |
---|
269 | int i = index; |
---|
270 | for (std::list<QuestEffect*>::const_iterator effect = this->rewards_.begin(); effect != this->rewards_.end(); ++effect) |
---|
271 | { |
---|
272 | if(i == 0) |
---|
273 | { |
---|
274 | return *effect; |
---|
275 | } |
---|
276 | i--; |
---|
277 | } |
---|
278 | return NULL; |
---|
279 | } |
---|
280 | |
---|
281 | |
---|
282 | } |
---|