/* * 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 GlobalQuest.cc @brief Implementation of the GlobalQuest class. */ #include "GlobalQuest.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "QuestEffect.h" namespace orxonox { RegisterClass(GlobalQuest); /** @brief Constructor. Registers the object. */ GlobalQuest::GlobalQuest(Context* context) : Quest(context) { RegisterObject(GlobalQuest); } /** @brief Destructor. */ GlobalQuest::~GlobalQuest() { } /** @brief Method for creating a GlobalQuest object through XML. */ void GlobalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(GlobalQuest, XMLPort, xmlelement, mode); XMLPortObject(GlobalQuest, QuestEffect, "reward-effects", addRewardEffect, getRewardEffects, xmlelement, mode); orxout(verbose, context::quests) << "New GlobalQuest {" << this->getId() << "} created." << endl; } /** @brief Fails the Quest for all players. Invokes the fail QuestEffects on all the players possessing this Quest. @param player The player failing it. @return Returns true if the Quest could be failed, false if not. */ bool GlobalQuest::fail(PlayerInfo* player) { if(!this->isFailable(player)) // Check whether the Quest can be failed. { orxout(verbose, context::quests) << "A non-completable quest was trying to be failed." << endl; return false; } Quest::fail(player); // Iterate through all players possessing this Quest. for(PlayerInfo* questPlayer : players_) QuestEffect::invokeEffects(questPlayer, this->getFailEffectList()); return true; } /** @brief Completes the Quest for all players. Invokes the complete QuestEffects on all the players possessing this Quest. Invokes the reward QuestEffects on the player completing the Quest. @param player The player completing it. @return Returns true if the Quest could be completed, false if not. */ bool GlobalQuest::complete(PlayerInfo* player) { if(!this->isCompletable(player)) // Check whether the Quest can be completed. { orxout(verbose, context::quests) << "A non-completable quest was trying to be completed." << endl; return false; } // Iterate through all players possessing the Quest. for(PlayerInfo* questPlayer : players_) QuestEffect::invokeEffects(questPlayer, this->getCompleteEffectList()); Quest::complete(player); QuestEffect::invokeEffects(player, this->rewards_); // Invoke reward QuestEffects on the player completing the Quest. return true; } /** @brief Checks whether the Quest can be started. @param player The player for whom is to be checked. @return Returns true if the quest can be started, false if not. */ bool GlobalQuest::isStartable(const PlayerInfo* player) const { if(!(this->getParentQuest() == nullptr || this->getParentQuest()->isActive(player))) return false; return (this->isInactive(player) && !(this->status_ == QuestStatus::Completed || this->status_ == QuestStatus::Failed)); } /** @brief Checks whether the Quest can be failed. @param player The player for whom is to be checked. @return Returns true if the Quest can be failed, false if not. */ bool GlobalQuest::isFailable(const PlayerInfo* player) const { return this->isActive(player); } /** @brief Checks whether the Quest can be completed. @param player The player for whom is to be checked. @return Returns true if the Quest can be completed, false if not. */ bool GlobalQuest::isCompletable(const PlayerInfo* player) const { return this->isActive(player); } /** @brief Returns the status of the Quest for a specific player. @param player The player. */ QuestStatus GlobalQuest::getStatus(const PlayerInfo* player) const { assert(player); // Find the player. std::set::const_iterator it = this->players_.find((PlayerInfo*)(void*)player); if (it != this->players_.end()) // If the player was found. return this->status_; return QuestStatus::Inactive; } /** @brief Sets the status for a specific player. 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. @param player The player. @param status The status to be set. @return Returns false if player is nullptr. */ bool GlobalQuest::setStatus(PlayerInfo* player, const QuestStatus & status) { assert(player); // Find the player. std::set::const_iterator it = this->players_.find(player); if (it == this->players_.end()) // Player is not yet in the list. this->players_.insert(player); // Add the player to the set. this->status_ = status; // Set the status, which is global, remember...? return true; } /** @brief Adds a reward QuestEffect to the list of reward QuestEffects. @param effect The QuestEffect to be added. @return Returns true if successful. */ bool GlobalQuest::addRewardEffect(QuestEffect* effect) { assert(effect); this->rewards_.push_back(effect); // Add the QuestEffect to the list. orxout(verbose, context::quests) << "Reward effect was added to Quest {" << this->getId() << "}." << endl; return true; } /** @brief Returns the reward QuestEffect at the given index. @param index The index. @return Returns the QuestEffect at the given index. */ const QuestEffect* GlobalQuest::getRewardEffects(unsigned int index) const { int i = index; for (QuestEffect* reward : this->rewards_) { if(i == 0) return reward; i--; } return nullptr; } }