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 LocalQuest.cc |
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31 | @brief |
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32 | Implementation of the LocalQuest class. |
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33 | */ |
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34 | |
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35 | #include "OrxonoxStableHeaders.h" |
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36 | #include "LocalQuest.h" |
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37 | |
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38 | #include "core/CoreIncludes.h" |
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39 | #include "util/Exception.h" |
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40 | |
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41 | #include "orxonox/objects/worldentities/ControllableEntity.h" |
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42 | #include "QuestEffect.h" |
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43 | |
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44 | namespace orxonox { |
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45 | |
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46 | CreateFactory(LocalQuest); |
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47 | |
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48 | /** |
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49 | @brief |
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50 | Constructor. Registers and initializes the object. |
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51 | */ |
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52 | LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator) |
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53 | { |
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54 | RegisterObject(LocalQuest); |
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55 | } |
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56 | |
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57 | /** |
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58 | @brief |
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59 | Destructor. |
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60 | */ |
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61 | LocalQuest::~LocalQuest() |
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62 | { |
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63 | |
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64 | } |
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65 | |
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66 | /** |
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67 | @brief |
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68 | Method for creating a LocalQuest object through XML. |
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69 | */ |
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70 | void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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71 | { |
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72 | SUPER(LocalQuest, XMLPort, xmlelement, mode); |
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73 | |
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74 | COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl; |
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75 | } |
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76 | |
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77 | /** |
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78 | @brief |
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79 | Fails the quest for a given player. |
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80 | Invokes all the failEffects on the player. |
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81 | @param player |
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82 | The player. |
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83 | @return |
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84 | Returns true if the quest could be failed, false if not. |
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85 | */ |
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86 | bool LocalQuest::fail(ControllableEntity* player) |
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87 | { |
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88 | if(this->isFailable(player)) //!< Checks whether the quest can be failed. |
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89 | { |
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90 | this->setStatus(player, questStatus::failed); |
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91 | QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects. |
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92 | return true; |
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93 | } |
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94 | |
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95 | COUT(2) << "A non-failable quest was trying to be failed." << std::endl; |
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96 | return false; |
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97 | } |
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98 | |
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99 | /** |
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100 | @brief |
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101 | Completes the quest for a given player. |
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102 | Invokes all the completeEffects on the player. |
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103 | @param player |
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104 | The player. |
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105 | @return |
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106 | Returns true if the quest could be completed, false if not. |
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107 | */ |
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108 | bool LocalQuest::complete(ControllableEntity* player) |
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109 | { |
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110 | if(this->isCompletable(player)) //!< Checks whether the quest can be completed. |
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111 | { |
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112 | this->setStatus(player, questStatus::completed); |
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113 | QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the completeEffects. |
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114 | return true; |
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115 | } |
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116 | |
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117 | COUT(2) << "A non-completable quest was trying to be completed." << std::endl; |
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118 | return false; |
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119 | } |
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120 | |
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121 | /** |
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122 | @brief |
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123 | Checks whether the quest can be started. |
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124 | @param player |
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125 | The player for whom is to be checked. |
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126 | @return |
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127 | Returns true if the quest can be started, false if not. |
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128 | @throws |
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129 | Throws an exception if isInactive(ControllableEntity*) throws one. |
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130 | */ |
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131 | bool LocalQuest::isStartable(const ControllableEntity* player) const |
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132 | { |
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133 | return this->isInactive(player); |
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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 | Checks whether the quest can be failed. |
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139 | @param player |
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140 | The player for whom is to be checked. |
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141 | @return |
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142 | Returns true if the quest can be failed, false if not. |
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143 | @throws |
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144 | Throws an exception if isActive(ControllableEntity*) throws one. |
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145 | */ |
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146 | bool LocalQuest::isFailable(const ControllableEntity* player) const |
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147 | { |
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148 | return this->isActive(player); |
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149 | } |
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150 | |
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151 | /** |
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152 | @brief |
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153 | Checks whether the quest can be completed. |
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154 | @param player |
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155 | The player for whom is to be checked. |
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156 | @return |
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157 | Returns true if the quest can be completed, false if not. |
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158 | @throws |
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159 | Throws an exception if isInactive(ControllableEntity*) throws one. |
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160 | */ |
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161 | bool LocalQuest::isCompletable(const ControllableEntity* player) const |
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162 | { |
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163 | return this->isActive(player); |
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164 | } |
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165 | |
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166 | /** |
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167 | @brief |
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168 | Returns the status of the quest for a specific player. |
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169 | @param player |
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170 | The player. |
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171 | @return |
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172 | Returns the status of the quest for the input player. |
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173 | @throws |
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174 | Throws an Exception if player is NULL. |
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175 | */ |
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176 | questStatus::Enum LocalQuest::getStatus(const ControllableEntity* player) const |
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177 | { |
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178 | if(player == NULL) //!< No player has no defined status. |
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179 | { |
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180 | ThrowException(Argument, "The input ControllableEntity* is NULL."); |
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181 | } |
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182 | |
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183 | std::map<ControllableEntity*, questStatus::Enum>::const_iterator it = this->playerStatus_.find((ControllableEntity*)(void*)player); //Thx. to x3n for the (ControllableEntity*)(void*) 'hack'. |
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184 | if (it != this->playerStatus_.end()) //!< If there is a player in the map. |
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185 | { |
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186 | return it->second; |
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187 | } |
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188 | |
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189 | return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'. |
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190 | } |
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191 | |
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192 | /** |
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193 | @brief |
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194 | Sets the status for a specific player. |
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195 | 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. Really! |
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196 | @param player |
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197 | The player the status should be set for. |
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198 | @param status |
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199 | The status to be set. |
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200 | @return |
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201 | Returns false if player is NULL. |
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202 | */ |
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203 | bool LocalQuest::setStatus(ControllableEntity* player, const questStatus::Enum & status) |
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204 | { |
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205 | if(player == NULL) //!< We can't set a status for no player. |
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206 | { |
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207 | return false; |
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208 | } |
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209 | |
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210 | this->playerStatus_[player] = status; |
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211 | return true; |
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212 | } |
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213 | |
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214 | } |
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