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source: code/branches/questsystem3/src/orxonox/objects/quest/Quest.cc @ 2349

Last change on this file since 2349 was 2346, checked in by dafrick, 16 years ago
  • QuestListener works now.
  • Rearranged the places Notifications are sent from, and also created actually meaningfull Notification messages
  • Done some changes to Notifications
File size: 13.2 KB
RevLine 
[1992]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 */
[2261]28 
29/**
30    @file Quest.cc
31    @brief
32    Implementation of the Quest class.
33*/
[1992]34
[2105]35#include "OrxonoxStableHeaders.h"
36#include "Quest.h"
37
[1992]38#include "core/CoreIncludes.h"
[2021]39
[2261]40#include "orxonox/objects/infos/PlayerInfo.h"
[2068]41#include "QuestManager.h"
[2095]42#include "QuestDescription.h"
43#include "QuestHint.h"
44#include "QuestEffect.h"
[2328]45#include "QuestListener.h"
[1992]46
47namespace orxonox {
48
[2261]49    /**
50    @brief
51        Constructor. Registers and initializes object.
52    */
[2092]53    Quest::Quest(BaseObject* creator) : QuestItem(creator)
[2021]54    {
[2092]55        RegisterObject(Quest);
56
[2261]57        this->parentQuest_ = NULL;
[2021]58    }
[2092]59
[1992]60    /**
61    @brief
62        Destructor.
63    */
64    Quest::~Quest()
65    {
[2092]66
[1992]67    }
[2092]68
[2261]69    /**
70    @brief
71        Method for creating a Quest object through XML.
72    */
[2076]73    void Quest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
74    {
75        SUPER(Quest, XMLPort, xmlelement, mode);
[2092]76
[2261]77        XMLPortObject(Quest, Quest, "subquests", addSubQuest, getSubQuest, xmlelement, mode);
78        XMLPortObject(Quest, QuestHint, "hints", addHint, getHint, xmlelement, mode);
79        XMLPortObject(Quest, QuestEffect, "fail-effects", addFailEffect, getFailEffect, xmlelement, mode);
80        XMLPortObject(Quest, QuestEffect, "complete-effects", addCompleteEffect, getCompleteEffect, xmlelement, mode);
[2092]81
[2261]82        QuestManager::registerQuest(this); //!<Registers the Quest with the QuestManager.
[2076]83    }
[2092]84
[1992]85    /**
86    @brief
[2261]87        Sets the parentquest of the Quest.
[1996]88    @param quest
[2261]89        A pointer to the Quest to be set as parentquest.
[2068]90    @return
[2261]91        Returns true if the parentquest could be set.
[1996]92    */
[2021]93    bool Quest::setParentQuest(Quest* quest)
[1996]94    {
[2261]95        if(quest == NULL) //!< We don't want to set NULL-Pointers.
[2068]96        {
97            COUT(2) << "The parentquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
98            return false;
99        }
[2092]100
[1996]101        this->parentQuest_ = quest;
[2092]102
[2081]103        COUT(3) << "Parent Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
[1996]104        return true;
105    }
[2092]106
[1996]107    /**
108    @brief
[2261]109        Adds a subquest to the Quest.
[1996]110    @param quest
[2261]111        A pointer to the Quest to be set as subquest.
[2068]112    @return
[2261]113        Returns true if the subquest could be set.
[1996]114    */
[2021]115    bool Quest::addSubQuest(Quest* quest)
[1996]116    {
[2261]117        if(quest == NULL) //!< We don't want to set NULL-Pointers.
[2068]118        {
119            COUT(2) << "The subquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
120            return false;
121        }
[2092]122
[2261]123        quest->setParentQuest(this); //!< Sets the currentQuest (this) as parentquest for the added subquest.
124        this->subQuests_.push_back(quest); //!< Adds the Quest to the end of the list of subquests.
[2092]125
[2081]126        COUT(3) << "Sub Quest {" << quest->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
[1996]127        return true;
128    }
[2092]129
130
[2068]131    /**
132    @brief
[2261]133        Adds a QuestHint to the list of QuestHints
[2076]134    @param hint
[2261]135        The QuestHint that should be added to the list of QuestHints.
[2076]136    @return
137        Returns true if the hint was successfully added.
138    */
139    bool Quest::addHint(QuestHint* hint)
140    {
[2261]141        if(hint == NULL) //!< We don't want to set NULL-Pointers. Seriously!
[2076]142        {
143            COUT(2) << "A NULL-QuestHint was trying to be added." << std::endl;
144            return false;
145        }
[2092]146
[2261]147        hint->setQuest(this); //!< Sets the current Quest (this) as Quest for the added QuestHint.
148        this->hints_.push_back(hint); //!< Adds the QuestHint to the end of the list of QuestHints.
[2092]149
[2093]150        COUT(3) << "QuestHint {" << hint->getId() << "} was added to Quest {" << this->getId() << "}." << std::endl;
151        return true;
[2076]152    }
[2092]153
[2076]154    /**
155    @brief
[2261]156        Adds an QuestEffect to the list of fail QuestEffects.
157    @param effect
158        The QuestEffect to be added.
159    @return
160        Returns true if successful.
[2076]161    */
162    bool Quest::addFailEffect(QuestEffect* effect)
163    {
[2261]164        if(effect == NULL) //!< We don't want to set NULL-Pointers.
[2076]165        {
166            COUT(2) << "A NULL-QuestEffect was trying to be added" << std::endl;
167            return false;
168        }
[2092]169
[2261]170        this->failEffects_.push_back(effect); //!< Adds the QuestEffect to the end of the list of fail QuestEffects.
[2092]171
[2081]172        COUT(3) << "A FailEffect was added to Quest {" << this->getId() << "}." << std::endl;
[2076]173        return true;
174    }
[2092]175
[2076]176    /**
177    @brief
[2261]178        Adds an QuestEffect to the list of complete QuestEffects.
179    @param effect
180        The QuestEffect to be added.
181    @return
182        Returns true if successful.
[2076]183    */
184    bool Quest::addCompleteEffect(QuestEffect* effect)
185    {
[2261]186        if(effect == NULL) //!< We don't want to set NULL-Pointers.
[2076]187        {
188            COUT(2) << "A NULL-QuestEffect was trying to be added" << std::endl;
189            return false;
190        }
[2092]191
[2261]192        this->completeEffects_.push_back(effect); //!< Adds the QuestEffect to the end of the list of complete QuestEffects.
[2092]193
[2081]194        COUT(3) << "A CompleteEffect was added to Quest {" << this->getId() << "}." << std::endl;
[2076]195        return true;
196    }
[2092]197
[2076]198    /**
199    @brief
[2261]200        Returns the parentquest of the Quest.
201    @return
202        Returns a pointer to the parentquest of the Quest.
[2076]203    */
204    const Quest* Quest::getParentQuest(void)
205    {
206        return this->parentQuest_;
207    }
[2092]208
[2076]209    /**
210    @brief
[2261]211        Returns the subquest at the given index.
212    @param
213        The index.
214    @return
215        Returns a pointer to the subquest at the given index. NULL if there is no element at the given index.
[2076]216    */
[2261]217    const Quest* Quest::getSubQuest(unsigned int index) const
[2076]218    {
219        int i = index;
[2261]220       
221        //! Iterate through all subquests.
[2076]222        for (std::list<Quest*>::const_iterator subQuest = this->subQuests_.begin(); subQuest != this->subQuests_.end(); ++subQuest)
[2093]223        {
[2261]224            if(i == 0) //!< We're counting down...
[2093]225            {
226               return *subQuest;
227            }
228            i--;
229        }
[2261]230       
231        return NULL; //!< If the index is greater than the number of elements in the list.
[2076]232    }
[2092]233
[2076]234    /**
235    @brief
[2261]236        Returns the QuestHint at the given index.
237    @param
238        The index.
239    @return
240        Returns a pointer to the QuestHint at the given index. NULL if there is no element at the given index.
[2076]241    */
[2261]242    const QuestHint* Quest::getHint(unsigned int index) const
[2076]243    {
244        int i = index;
[2261]245       
246        //! Iterate through all QuestHints.
[2076]247        for (std::list<QuestHint*>::const_iterator hint = this->hints_.begin(); hint != this->hints_.end(); ++hint)
[2093]248        {
[2261]249            if(i == 0) //!< We're counting down...
[2093]250            {
251               return *hint;
252            }
253            i--;
254        }
[2261]255        return NULL; //!< If the index is greater than the number of elements in the list.
[2076]256    }
[2092]257
[2076]258    /**
259    @brief
[2261]260        Returns the fail QuestEffect at the given index.
261    @param
262        The index.
263    @return
264        Returns a pointer to the fail QuestEffect at the given index. NULL if there is no element at the given index.
[2076]265    */
[2261]266    const QuestEffect* Quest::getFailEffect(unsigned int index) const
[2076]267    {
268        int i = index;
[2261]269       
270        //! Iterate through all fail QuestEffects.
[2076]271        for (std::list<QuestEffect*>::const_iterator effect = this->failEffects_.begin(); effect != this->failEffects_.end(); ++effect)
[2093]272        {
[2261]273            if(i == 0) //!< We're counting down...
[2093]274            {
275               return *effect;
276            }
277            i--;
278        }
[2261]279        return NULL; //!< If the index is greater than the number of elements in the list.
[2076]280    }
[2092]281
[2076]282    /**
283    @brief
[2261]284        Returns the complete QuestEffect at the given index.
285    @param
286        The index.
287    @return
288        Returns a pointer to the complete QuestEffect at the given index. NULL if there is no element at the given index.
[2076]289    */
[2261]290    const QuestEffect* Quest::getCompleteEffect(unsigned int index) const
[2076]291    {
292        int i = index;
[2261]293       
294        //! Iterate through all complete QuestEffects.
[2076]295        for (std::list<QuestEffect*>::const_iterator effect = this->completeEffects_.begin(); effect != this->completeEffects_.end(); ++effect)
[2093]296        {
[2261]297            if(i == 0) //!< We're counting down...
[2093]298            {
299               return *effect;
300            }
301            i--;
302        }
[2261]303        return NULL; //!< If the index is greater than the number of elements in the list.
[2076]304    }
[2092]305
[2076]306    /**
307    @brief
[2068]308        Returns true if the quest status for the specific player is 'inactive'.
309    @param player
310        The player.
311    @return
312        Returns true if the quest status for the specific player is 'inactive'.
313    @throws
314        Throws an exception if getStatus throws one.
315    */
[2261]316    bool Quest::isInactive(const PlayerInfo* player) const
[2068]317    {
318        return this->getStatus(player) == questStatus::inactive;
319    }
[2092]320
[2068]321    /**
322    @brief
323        Returns true if the quest status for the specific player is 'active'.
324    @param player
325        The player.
326    @return
327        Returns true if the quest status for the specific player is 'active'.
328    @throws
329        Throws an exception if getStatus throws one.
330    */
[2261]331    bool Quest::isActive(const PlayerInfo* player) const
[2068]332    {
[1996]333
[2068]334        return this->getStatus(player) == questStatus::active;
335    }
[2092]336
[1996]337    /**
338    @brief
[2068]339        Returns true if the quest status for the specific player is 'failed'.
340    @param player
341        The player.
342    @return
343        Returns true if the quest status for the specific player is 'failed'.
344    @throws
345        Throws an exception if getStatus throws one.
346    */
[2261]347    bool Quest::isFailed(const PlayerInfo* player) const
[2068]348    {
349        return this->getStatus(player) == questStatus::failed;
350    }
[2092]351
[2068]352    /**
353    @brief
354        Returns true if the quest status for the specific player is 'completed'.
355    @param player
356        The player.
357    @return
358        Returns true if the quest status for the specific player is 'completed'.
359    @throws
360        Throws an exception if getStatus throws one.
361    */
[2261]362    bool Quest::isCompleted(const PlayerInfo* player) const
[2068]363    {
364        return this->getStatus(player) == questStatus::completed;
365    }
[2328]366   
367    /**
368    @brief
369        Fails the Quest for an input player.
370    @param player
371        The player.
372    @return
373        Returns true if the Quest could be failed, false if not.
374    */
375    bool Quest::fail(PlayerInfo* player)
376    {
377        QuestListener::advertiseStatusChange(this->listeners_, "fail"); //!< Tells the QuestListeners, that the status has changed to failed.
378        this->setStatus(player, questStatus::failed);
[2346]379       
380        this->getDescription()->sendFailQuestNotification();
[2328]381        return true;
382    }
383   
384    /**
385    @brief
386        Completes the Quest for an input player.
387    @param player
388        The player.
389    @return
390        Returns true if the Quest could be completed, false if not.
391    */
392    bool Quest::complete(PlayerInfo* player)
393    {
394        QuestListener::advertiseStatusChange(this->listeners_, "complete"); //!< Tells the QuestListeners, that the status has changed to completed.
395        this->setStatus(player, questStatus::completed);
[2346]396       
397        this->getDescription()->sendCompleteQuestNotification();
[2328]398        return true;
399    }
[2092]400
[1992]401    /**
402    @brief
[2261]403        Starts the Quest for an input player.
[1992]404    @param player
405        The player.
[1996]406    @return
[2261]407        Returns true if the Quest could be started, false if not.
[1992]408    */
[2261]409    bool Quest::start(PlayerInfo* player)
[1992]410    {
[2328]411        if(!this->isStartable(player)) //!< Checks whether the quest can be started.
[1992]412        {
[2328]413            COUT(4) << "A non-startable quest was trying to be started." << std::endl;
414            return false;
[1992]415        }
[2261]416       
[2328]417        QuestListener::advertiseStatusChange(this->listeners_, "start"); //!< Tells the QuestListeners, that the status has changed to active.
418       
419        this->setStatus(player, questStatus::active);
[2346]420       
421        this->getDescription()->sendAddQuestNotification();
[2328]422        return true;
[1992]423    }
[2328]424   
425    /**
426    @brief
427        Adds a QuestListener to the list of QuestListeners listening to this Quest.
428    @param listener
429        The QuestListener to be added.
430    @return
431        Returns true if successful, false if not.
432    */
433    bool Quest::addListener(QuestListener* listener)
434    {
435        if(listener == NULL)
436        {
437            COUT(2) << "A NULL-QuestListener was trying to be added to a Quests listeners." << std::endl;
438            return false;
439        }
440       
441        this->listeners_.push_back(listener);
442        return true;
443    }
[2092]444
[1992]445}
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