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