| 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 | 
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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 | #include "QuestEffect.h" | 
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| 39 |  | 
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| 40 | namespace orxonox | 
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| 41 | { | 
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| 42 | CreateFactory(GlobalQuest); | 
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| 43 |  | 
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| 44 | /** | 
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| 45 | @brief | 
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| 46 | Constructor. Registers the object. | 
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| 47 | */ | 
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| 48 | GlobalQuest::GlobalQuest(BaseObject* creator) : Quest(creator) | 
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| 49 | { | 
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| 50 | RegisterObject(GlobalQuest); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | /** | 
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| 54 | @brief | 
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| 55 | Destructor. | 
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| 56 | */ | 
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| 57 | GlobalQuest::~GlobalQuest() | 
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| 58 | { | 
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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 | @brief | 
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| 64 | Method for creating a GlobalQuest object through XML. | 
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| 65 | */ | 
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| 66 | void GlobalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 67 | { | 
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| 68 | SUPER(GlobalQuest, XMLPort, xmlelement, mode); | 
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| 69 |  | 
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| 70 | XMLPortObject(GlobalQuest, QuestEffect, "reward-effects", addRewardEffect, getRewardEffects, xmlelement, mode); | 
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| 71 |  | 
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| 72 | COUT(3) << "New GlobalQuest {" << this->getId() << "} created." << std::endl; | 
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| 73 | } | 
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| 74 |  | 
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| 75 | /** | 
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| 76 | @brief | 
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| 77 | Fails the Quest for all players. | 
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| 78 | Invokes the fail QuestEffects on all the players possessing this Quest. | 
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| 79 | @param player | 
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| 80 | The player failing it. | 
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| 81 | @return | 
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| 82 | Returns true if the Quest could be failed, false if not. | 
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| 83 | */ | 
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| 84 | bool GlobalQuest::fail(PlayerInfo* player) | 
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| 85 | { | 
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| 86 | if(!this->isFailable(player)) //!< Check whether the Quest can be failed. | 
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| 87 | { | 
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| 88 | COUT(4) << "A non-completable quest was trying to be failed." << std::endl; | 
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| 89 | return false; | 
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| 90 | } | 
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| 91 |  | 
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| 92 | Quest::fail(player); | 
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| 93 |  | 
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| 94 | //! Iterate through all players possessing this Quest. | 
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| 95 | for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) | 
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| 96 | { | 
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| 97 | QuestEffect::invokeEffects(*it, this->getFailEffectList()); | 
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| 98 | } | 
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| 99 |  | 
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| 100 | return true; | 
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| 101 | } | 
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| 102 |  | 
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| 103 | /** | 
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| 104 | @brief | 
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| 105 | Completes the Quest for all players. | 
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| 106 | Invokes the complete QuestEffects on all the players possessing this Quest. | 
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| 107 | Invokes the reward QuestEffects on the player completing the Quest. | 
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| 108 | @param player | 
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| 109 | The player completing it. | 
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| 110 | @return | 
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| 111 | Returns true if the Quest could be completed, false if not. | 
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| 112 | */ | 
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| 113 | bool GlobalQuest::complete(PlayerInfo* player) | 
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| 114 | { | 
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| 115 | if(!this->isCompletable(player)) //!< Check whether the Quest can be completed. | 
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| 116 | { | 
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| 117 | COUT(4) << "A non-completable quest was trying to be completed." << std::endl; | 
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| 118 | return false; | 
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| 119 | } | 
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| 120 |  | 
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| 121 | //! Iterate through all players possessing the Quest. | 
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| 122 | for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) | 
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| 123 | { | 
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| 124 | QuestEffect::invokeEffects(*it, this->getCompleteEffectList()); | 
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| 125 | } | 
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| 126 |  | 
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| 127 | Quest::complete(player); | 
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| 128 |  | 
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| 129 | QuestEffect::invokeEffects(player, this->rewards_); //!< Invoke reward QuestEffects on the player completing the Quest. | 
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| 130 | return true; | 
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| 131 | } | 
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| 132 |  | 
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| 133 | /** | 
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| 134 | @brief | 
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| 135 | Checks whether the Quest can be started. | 
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| 136 | @param player | 
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| 137 | The player for whom is to be checked. | 
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| 138 | @return | 
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| 139 | Returns true if the quest can be started, false if not. | 
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| 140 | @throws | 
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| 141 | Throws an exception if either isInactive() of isActive() throws one. | 
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| 142 | */ | 
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| 143 | bool GlobalQuest::isStartable(const PlayerInfo* player) const | 
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| 144 | { | 
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| 145 | if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player))) | 
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| 146 | { | 
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| 147 | return false; | 
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| 148 | } | 
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| 149 | return (this->isInactive(player) && !(this->status_ == QuestStatus::Completed || this->status_ == QuestStatus::Failed)); | 
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| 150 | } | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | @brief | 
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| 154 | Checks whether the Quest can be failed. | 
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| 155 | @param player | 
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| 156 | The player for whom is to be checked. | 
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| 157 | @return | 
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| 158 | Returns true if the Quest can be failed, false if not. | 
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| 159 | @throws | 
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| 160 | Throws an Exception if isActive() throws one. | 
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| 161 | */ | 
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| 162 | bool GlobalQuest::isFailable(const PlayerInfo* player) const | 
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| 163 | { | 
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| 164 | return this->isActive(player); | 
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| 165 |  | 
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| 166 | } | 
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| 167 |  | 
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| 168 | /** | 
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| 169 | @brief | 
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| 170 | Checks whether the Quest can be completed. | 
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| 171 | @param player | 
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| 172 | The player for whom is to be checked. | 
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| 173 | @return | 
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| 174 | Returns true if the Quest can be completed, false if not. | 
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| 175 | @throws | 
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| 176 | Throws an Exception if isActive() throws one. | 
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| 177 | */ | 
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| 178 | bool GlobalQuest::isCompletable(const PlayerInfo* player) const | 
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| 179 | { | 
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| 180 | return this->isActive(player); | 
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| 181 | } | 
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| 182 |  | 
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| 183 | /** | 
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| 184 | @brief | 
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| 185 | Returns the status of the Quest for a specific player. | 
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| 186 | @param player | 
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| 187 | The player. | 
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| 188 | @throws | 
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| 189 | Throws an Exception if player is NULL. | 
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| 190 | */ | 
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| 191 | QuestStatus::Value GlobalQuest::getStatus(const PlayerInfo* player) const | 
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| 192 | { | 
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| 193 | if(player == NULL) //!< We don't want NULL-Pointers! | 
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| 194 | { | 
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| 195 | ThrowException(Argument, "The input PlayerInfo* is NULL."); | 
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| 196 | } | 
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| 197 |  | 
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| 198 | //! Find the player. | 
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| 199 | std::set<PlayerInfo*>::const_iterator it = this->players_.find((PlayerInfo*)(void*)player); | 
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| 200 | if (it != this->players_.end()) //!< If the player was found. | 
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| 201 | { | 
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| 202 | return this->status_; | 
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| 203 | } | 
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| 204 |  | 
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| 205 | return QuestStatus::Inactive; | 
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| 206 | } | 
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| 207 |  | 
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| 208 | /** | 
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| 209 | @brief | 
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| 210 | Sets the status for a specific player. | 
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| 211 | 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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| 212 | @param player | 
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| 213 | The player. | 
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| 214 | @param status | 
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| 215 | The status to be set. | 
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| 216 | @return | 
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| 217 | Returns false if player is NULL. | 
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| 218 | */ | 
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| 219 | bool GlobalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status) | 
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| 220 | { | 
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| 221 | if(player == NULL) //!< We don't want NULL-Pointers! | 
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| 222 | { | 
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| 223 | return false; | 
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| 224 | } | 
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| 225 |  | 
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| 226 | //! Find the player. | 
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| 227 | std::set<PlayerInfo*>::const_iterator it = this->players_.find(player); | 
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| 228 | if (it == this->players_.end()) //!< Player is not yet in the list. | 
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| 229 | { | 
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| 230 | this->players_.insert(player); //!< Add the player to the set. | 
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| 231 | } | 
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| 232 |  | 
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| 233 | this->status_ = status; //!< Set the status, which is global, remember...? | 
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| 234 | return true; | 
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| 235 | } | 
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| 236 |  | 
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| 237 | /** | 
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| 238 | @brief | 
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| 239 | Adds a reward QuestEffect to the list of reward QuestEffects. | 
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| 240 | @param effect | 
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| 241 | The QuestEffect to be added. | 
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| 242 | @return | 
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| 243 | Returns true if successful. | 
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| 244 | */ | 
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| 245 | bool GlobalQuest::addRewardEffect(QuestEffect* effect) | 
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| 246 | { | 
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| 247 | if(effect == NULL) //!< We don't want NULL-Pointers! | 
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| 248 | { | 
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| 249 | COUT(2) << "The reward effect to be added to quest {" << this->getId() << "} was NULL." << std::endl; | 
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| 250 | return false; | 
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| 251 | } | 
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| 252 |  | 
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| 253 | this->rewards_.push_back(effect); //!< Add the QuestEffect to the list. | 
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| 254 |  | 
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| 255 | COUT(3) << "Reward effect was added to Quest {" << this->getId() << "}." << std::endl; | 
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| 256 | return true; | 
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| 257 | } | 
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| 258 |  | 
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| 259 | /** | 
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| 260 | @brief | 
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| 261 | Returns the reward QuestEffect at the given index. | 
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| 262 | @param index | 
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| 263 | The index. | 
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| 264 | @return | 
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| 265 | Returns the QuestEffect at the given index. | 
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| 266 | */ | 
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| 267 | const QuestEffect* GlobalQuest::getRewardEffects(unsigned int index) const | 
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| 268 | { | 
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| 269 | int i = index; | 
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| 270 | for (std::list<QuestEffect*>::const_iterator effect = this->rewards_.begin(); effect != this->rewards_.end(); ++effect) | 
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| 271 | { | 
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| 272 | if(i == 0) | 
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| 273 | { | 
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| 274 | return *effect; | 
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| 275 | } | 
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| 276 | i--; | 
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| 277 | } | 
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| 278 | return NULL; | 
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| 279 | } | 
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| 280 |  | 
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| 281 |  | 
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| 282 | } | 
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