/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file QuestManager.cc @brief Implementation of the QuestManager class. */ #include "QuestManager.h" #include "util/Exception.h" #include "util/ScopedSingletonManager.h" #include "core/command/ConsoleCommand.h" #include "core/CoreIncludes.h" #include "core/GUIManager.h" #include "core/LuaState.h" #include "infos/PlayerInfo.h" #include "Quest.h" #include "QuestHint.h" #include "QuestItem.h" #include "ToluaBindQuestsystem.h" namespace orxonox { // Register tolua_open function when loading the library DeclareToluaInterface(Questsystem); ManageScopedSingleton(QuestManager, ScopeID::Root, false); /** @brief Constructor. Registers the object. @todo Is inheriting from BaseObject proper? */ QuestManager::QuestManager() { RegisterRootObject(QuestManager); COUT(3) << "QuestManager created." << std::endl; } /** @brief Destructor. */ QuestManager::~QuestManager() { COUT(3) << "QuestManager destroyed." << std::endl; } /** @brief Retreive all Quests. @return Returns a map with all Quests indexed by their id's. */ std::map & QuestManager::getQuests(void) { return this->questMap_; } /** @brief Registers a Quest with the QuestManager to make it globally accessable. Uses it's id to make sure to be able to be identify and retrieve it later. @param quest The Quest that is to be registered. @return Returns true if successful, false if not. */ bool QuestManager::registerQuest(Quest* quest) { assert(quest); std::pair::iterator,bool> result; result = this->questMap_.insert( std::pair(quest->getId(),quest) ); // Inserting the Quest. if(result.second) // If inserting was a success. { quest->setRegistered(); COUT(4) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl; return true; } else { COUT(2) << "Quest with the same id was already present." << std::endl; return false; } } /** @brief Unregisters a Quest in the QuestManager. */ bool QuestManager::unregisterQuest(Quest* quest) { return this->questMap_.erase(quest->getId()) == 1; } /** @brief Registers a QuestHint with the QuestManager to make it globally accessable. Uses it's id to make sure to be able to be identify and retrieve it later. @param hint The QuestHint to be registered. @return Returns true if successful, false if not. */ bool QuestManager::registerHint(QuestHint* hint) { assert(hint); std::pair::iterator,bool> result; result = this->hintMap_.insert ( std::pair(hint->getId(),hint) ); // Inserting the QuestHSint. if(result.second) // If inserting was a success. { hint->setRegistered(); COUT(4) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl; return true; } else { COUT(2) << "QuestHint with the same id was already present." << std::endl; return false; } } /** @brief Unregisters a QuestHint in the QuestManager. */ bool QuestManager::unregisterHint(QuestHint* hint) { return this->hintMap_.erase(hint->getId()) == 1; } /** @brief Finds a Quest with the given id. @param questId The id of the Quest sought for. @return Returns a pointer to the Quest with the input id. Returns NULL if there is no Quest with the given questId. @throws Throws an exception if the given questId is invalid. */ Quest* QuestManager::findQuest(const std::string & questId) { if(questId.compare(BLANKSTRING) == 1) // Check vor validity of the given id. ThrowException(Argument, "Invalid questId."); Quest* quest; std::map::iterator it = this->questMap_.find(questId); if (it != this->questMap_.end()) // If the Quest is registered. quest = it->second; else { quest = NULL; COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl; } return quest; } /** @brief Finds a QuestHint with the given id. @param hintId The id of the QuestHint sought for. @return Returns a pointer to the QuestHint with the input id. Returns NULL if there is no QuestHint with the given hintId. @throws Throws an exception if the given hintId is invalid. */ QuestHint* QuestManager::findHint(const std::string & hintId) { if(hintId.compare(BLANKSTRING) == 1) // Check vor validity of the given id. ThrowException(Argument, "Invalid hintId."); QuestHint* hint; std::map::iterator it = this->hintMap_.find(hintId); if (it != this->hintMap_.end()) // If the QuestHint is registered. hint = it->second; else { hint = NULL; COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl; } return hint; } /** @brief Get the number of Quests the input player has, that are root quests. @param player The player. @return Returns the number of Quests the input player has, that are root quests. */ int QuestManager::getNumRootQuests(PlayerInfo* player) { int numQuests = 0; for(std::map::iterator it = this->questMap_.begin(); it != this->questMap_.end(); it++) { if(it->second->getParentQuest() == NULL && !it->second->isInactive(player)) numQuests++; } return numQuests; } /** @brief Get the index-th root quest of the input player. @param player The player. @param index The index of the root quest. @return Returns the index-th root quest of the input player. */ Quest* QuestManager::getRootQuest(PlayerInfo* player, int index) { for(std::map::iterator it = this->questMap_.begin(); it != this->questMap_.end(); it++) { if(it->second->getParentQuest() == NULL && !it->second->isInactive(player) && index-- == 0) return it->second; } return NULL; } /** @brief Get the number of sub-quest of an input Quest for the input player. @param quest The quest to get the sub-quests of. @param player The player. @return Returns the number of sub-quest of an input Quest for the input player. */ int QuestManager::getNumSubQuests(Quest* quest, PlayerInfo* player) { if(quest == NULL) return this->getNumRootQuests(player); std::list quests = quest->getSubQuestList(); int numQuests = 0; for(std::list::iterator it = quests.begin(); it != quests.end(); it++) { if(!(*it)->isInactive(player)) numQuests++; } return numQuests; } /** @brief Get the index-th sub-quest of the input Quest for the input player. @param quest The Quest to get the sub-quest of. @param player The player. @param index The index of the sub-quest. */ Quest* QuestManager::getSubQuest(Quest* quest, PlayerInfo* player, int index) { if(quest == NULL) return this->getRootQuest(player, index); std::list quests = quest->getSubQuestList(); for(std::list::iterator it = quests.begin(); it != quests.end(); it++) { if(!(*it)->isInactive(player) && index-- == 0) return *it; } return NULL; } /** @brief Get the number of QuestHints of the input Quest for the input player. @param quest The quest to get the hints of. @param player The player. @return Returns the number of QuestHints of the input Quest for the input player. */ int QuestManager::getNumHints(Quest* quest, PlayerInfo* player) { std::list hints = quest->getHintsList(); int numHints = 0; for(std::list::iterator it = hints.begin(); it != hints.end(); it++) { if((*it)->isActive(player)) numHints++; } return numHints; } /** @brief Get the index-th QuestHint of the input Quest for the input player. @param quest The Quest to get the QuestHint of. @param player The player. @param index The index of the QuestHint. */ QuestHint* QuestManager::getHints(Quest* quest, PlayerInfo* player, int index) { std::list hints = quest->getHintsList(); for(std::list::iterator it = hints.begin(); it != hints.end(); it++) { if((*it)->isActive(player) && index-- == 0) return *it; } return NULL; } /** @brief Get the parent-quest of the input Quest for the input player. @param quest The Quest to get the parent-quest of. @param player The player. */ Quest* QuestManager::getParentQuest(Quest* quest) { return quest->getParentQuest(); } /** @brief Get the QuestDescription of the input Quest. @param item The Quest to get the QuestDescription of. @return Return a pointer ot the QuestDescription of the input Quest. */ QuestDescription* QuestManager::getDescription(Quest* item) { return item->getDescription(); } /** @brief Get the QuestDescription of the input QuestHint. @param item The QuestHint to get the QuestDescription of. @return Returns a pointer to the QuestDescription of the input QuestHint. */ QuestDescription* QuestManager::getDescription(QuestHint* item) { return item->getDescription(); } /** @brief Get the id of the input Quest. @param item The Quest to get the id of. @return Returns the id of the input Quest. */ const std::string QuestManager::getId(Quest* item) const { return item->getId(); } /** @brief Get the id of the input QuestHint. @param item The QuestHint to get the id of. @return Returns the id of the input QuestHint. */ const std::string QuestManager::getId(QuestHint* item) const { return item->getId(); } /** @brief Retrieve the player for a certain GUI. @param guiName The name of the GUI the player is retrieved for. @return Returns the player. @todo This very well might be outdated. So: Check if still needed, and update if necessary. */ PlayerInfo* QuestManager::retrievePlayer(const std::string & guiName) { PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName); if(player == NULL) { COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl; return NULL; } return player; } }