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source: code/branches/questsystem2/src/orxonox/objects/quest/Quest.cc @ 2195

Last change on this file since 2195 was 2191, checked in by dafrick, 16 years ago

Just changed some small stuff…

File size: 11.4 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 Quest.cc
31    @brief
32        Implementation of the Quest class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "Quest.h"
37
38#include "core/CoreIncludes.h"
39
40#include "orxonox/objects/worldentities/ControllableEntity.h"
41#include "QuestManager.h"
42#include "QuestDescription.h"
43#include "QuestHint.h"
44#include "QuestEffect.h"
45
46namespace orxonox {
47
48    /**
49    @brief
50        Constructor. Registers and initializes object.
51    */
52    Quest::Quest(BaseObject* creator) : QuestItem(creator)
53    {
54        RegisterObject(Quest);
55
56        this->parentQuest_ = NULL;
57    }
58
59    /**
60    @brief
61        Destructor.
62    */
63    Quest::~Quest()
64    {
65
66    }
67
68    /**
69    @brief
70        Method for creating a Quest object through XML.
71    */
72    void Quest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
73    {
74        SUPER(Quest, XMLPort, xmlelement, mode);
75
76        XMLPortObject(Quest, Quest, "subquests", addSubQuest, getSubQuest, xmlelement, mode);
77        XMLPortObject(Quest, QuestHint, "hints", addHint, getHint, xmlelement, mode);
78        XMLPortObject(Quest, QuestEffect, "fail-effects", addFailEffect, getFailEffect, xmlelement, mode);
79        XMLPortObject(Quest, QuestEffect, "complete-effects", addCompleteEffect, getCompleteEffect, xmlelement, mode);
80
81        QuestManager::registerQuest(this); //Registers the quest with the QuestManager.
82    }
83
84    /**
85    @brief
86        Sets the parentquest of the Quest.
87    @param quest
88        A pointer to the Quest to be set as parentquest.
89    @return
90        Returns true if the parentquest could be set.
91    */
92    bool Quest::setParentQuest(Quest* quest)
93    {
94        if(quest == NULL) //!< We don't want to set NULL-Pointers.
95        {
96            COUT(2) << "The parentquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
97            return false;
98        }
99
100        this->parentQuest_ = quest;
101
102        COUT(3) << "Parent Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
103        return true;
104    }
105
106    /**
107    @brief
108        Adds a subquest to the Quest.
109    @param quest
110        A pointer to the Quest to be set as subquest.
111    @return
112        Returns true if the subquest could be set.
113    */
114    bool Quest::addSubQuest(Quest* quest)
115    {
116        if(quest == NULL) //!< We don't want to set NULL-Pointers.
117        {
118            COUT(2) << "The subquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
119            return false;
120        }
121
122        quest->setParentQuest(this); //!< Sets the currentQuest (this) as parentquest for the added subquest.
123        this->subQuests_.push_back(quest); //!< Adds the Quest to the end of the list of subquests.
124
125        COUT(3) << "Sub Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
126        return true;
127    }
128
129
130    /**
131    @brief
132        Adds a QuestHint to the list of QuestHints
133    @param hint
134        The QuestHint that should be added to the list of QuestHints.
135    @return
136        Returns true if the hint was successfully added.
137    */
138    bool Quest::addHint(QuestHint* hint)
139    {
140        if(hint == NULL) //!< We don't want to set NULL-Pointers. Seriously!
141        {
142            COUT(2) << "A NULL-QuestHint was trying to be added." << std::endl;
143            return false;
144        }
145
146        hint->setQuest(this); //!< Sets the current Quest (this) as Quest for the added QuestHint.
147        this->hints_.push_back(hint); //!< Adds the QuestHint to the end of the list of QuestHints.
148
149        COUT(3) << "QuestHint {" << hint->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
150        return true;
151    }
152
153    /**
154    @brief
155        Adds an QuestEffect to the list of fail QuestEffects.
156    @param effect
157        The QuestEffect to be added.
158    @return
159        Returns true if successful.
160    */
161    bool Quest::addFailEffect(QuestEffect* effect)
162    {
163        if(effect == NULL) //!< We don't want to set NULL-Pointers.
164        {
165            COUT(2) << "A NULL-QuestEffect was trying to be added" << std::endl;
166            return false;
167        }
168
169        this->failEffects_.push_back(effect); //!< Adds the QuestEffect to the end of the list of fail QuestEffects.
170
171        COUT(3) << "A FailEffect was added to Quest {" << this->getId() << "}." << std::endl;
172        return true;
173    }
174
175    /**
176    @brief
177        Adds an QuestEffect to the list of complete QuestEffects.
178    @param effect
179        The QuestEffect to be added.
180    @return
181        Returns true if successful.
182    */
183    bool Quest::addCompleteEffect(QuestEffect* effect)
184    {
185        if(effect == NULL) //!< We don't want to set NULL-Pointers.
186        {
187            COUT(2) << "A NULL-QuestEffect was trying to be added" << std::endl;
188            return false;
189        }
190
191        this->completeEffects_.push_back(effect); //!< Adds the QuestEffect to the end of the list of complete QuestEffects.
192
193        COUT(3) << "A CompleteEffect was added to Quest {" << this->getId() << "}." << std::endl;
194        return true;
195    }
196
197    /**
198    @brief
199        Returns the parentquest of the Quest.
200    @return
201        Returns a pointer to the parentquest of the Quest.
202    */
203    const Quest* Quest::getParentQuest(void)
204    {
205        return this->parentQuest_;
206    }
207
208    /**
209    @brief
210        Returns the subquest at the given index.
211    @param
212        The index.
213    @return
214        Returns a pointer to the subquest at the given index. NULL if there is no element at the given index.
215    */
216    const Quest* Quest::getSubQuest(unsigned int index) const
217    {
218        int i = index;
219       
220        //! Iterate through all subquests.
221        for (std::list<Quest*>::const_iterator subQuest = this->subQuests_.begin(); subQuest != this->subQuests_.end(); ++subQuest)
222        {
223            if(i == 0) //!< We're counting down...
224            {
225               return *subQuest;
226            }
227            i--;
228        }
229       
230        return NULL; //!< If the index is greater than the number of elements in the list.
231    }
232
233    /**
234    @brief
235        Returns the QuestHint at the given index.
236    @param
237        The index.
238    @return
239        Returns a pointer to the QuestHint at the given index. NULL if there is no element at the given index.
240    */
241    const QuestHint* Quest::getHint(unsigned int index) const
242    {
243        int i = index;
244       
245        //! Iterate through all QuestHints.
246        for (std::list<QuestHint*>::const_iterator hint = this->hints_.begin(); hint != this->hints_.end(); ++hint)
247        {
248            if(i == 0) //!< We're counting down...
249            {
250               return *hint;
251            }
252            i--;
253        }
254        return NULL; //!< If the index is greater than the number of elements in the list.
255    }
256
257    /**
258    @brief
259        Returns the fail QuestEffect at the given index.
260    @param
261        The index.
262    @return
263        Returns a pointer to the fail QuestEffect at the given index. NULL if there is no element at the given index.
264    */
265    const QuestEffect* Quest::getFailEffect(unsigned int index) const
266    {
267        int i = index;
268       
269        //! Iterate through all fail QuestEffects.
270        for (std::list<QuestEffect*>::const_iterator effect = this->failEffects_.begin(); effect != this->failEffects_.end(); ++effect)
271        {
272            if(i == 0) //!< We're counting down...
273            {
274               return *effect;
275            }
276            i--;
277        }
278        return NULL; //!< If the index is greater than the number of elements in the list.
279    }
280
281    /**
282    @brief
283        Returns the complete QuestEffect at the given index.
284    @param
285        The index.
286    @return
287        Returns a pointer to the complete QuestEffect at the given index. NULL if there is no element at the given index.
288    */
289    const QuestEffect* Quest::getCompleteEffect(unsigned int index) const
290    {
291        int i = index;
292       
293        //! Iterate through all complete QuestEffects.
294        for (std::list<QuestEffect*>::const_iterator effect = this->completeEffects_.begin(); effect != this->completeEffects_.end(); ++effect)
295        {
296            if(i == 0) //!< We're counting down...
297            {
298               return *effect;
299            }
300            i--;
301        }
302        return NULL; //!< If the index is greater than the number of elements in the list.
303    }
304
305    /**
306    @brief
307        Returns true if the quest status for the specific player is 'inactive'.
308    @param player
309        The player.
310    @return
311        Returns true if the quest status for the specific player is 'inactive'.
312    @throws
313        Throws an exception if getStatus throws one.
314    */
315    bool Quest::isInactive(const ControllableEntity* player) const
316    {
317        return this->getStatus(player) == questStatus::inactive;
318    }
319
320    /**
321    @brief
322        Returns true if the quest status for the specific player is 'active'.
323    @param player
324        The player.
325    @return
326        Returns true if the quest status for the specific player is 'active'.
327    @throws
328        Throws an exception if getStatus throws one.
329    */
330    bool Quest::isActive(const ControllableEntity* player) const
331    {
332
333        return this->getStatus(player) == questStatus::active;
334    }
335
336    /**
337    @brief
338        Returns true if the quest status for the specific player is 'failed'.
339    @param player
340        The player.
341    @return
342        Returns true if the quest status for the specific player is 'failed'.
343    @throws
344        Throws an exception if getStatus throws one.
345    */
346    bool Quest::isFailed(const ControllableEntity* player) const
347    {
348        return this->getStatus(player) == questStatus::failed;
349    }
350
351    /**
352    @brief
353        Returns true if the quest status for the specific player is 'completed'.
354    @param player
355        The player.
356    @return
357        Returns true if the quest status for the specific player is 'completed'.
358    @throws
359        Throws an exception if getStatus throws one.
360    */
361    bool Quest::isCompleted(const ControllableEntity* player) const
362    {
363        return this->getStatus(player) == questStatus::completed;
364    }
365
366    /**
367    @brief
368        Starts the Quest for an input player.
369    @param player
370        The player.
371    @return
372        Returns true if the Quest could be started, false if not.
373    */
374    bool Quest::start(ControllableEntity* player)
375    {
376        if(this->isStartable(player)) //!< Checks whether the quest can be started.
377        {
378            this->setStatus(player, questStatus::active);
379            return true;
380        }
381       
382        COUT(2) << "A non-startable quest was trying to be started." << std::endl;
383        return false;
384    }
385
386}
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