| 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 QuestManager class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "QuestManager.h" |
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| 35 | |
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| 36 | #include <CEGUIWindow.h> |
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| 37 | |
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| 38 | #include "util/Exception.h" |
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| 39 | #include "core/CoreIncludes.h" |
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| 40 | #include "core/GUIManager.h" |
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| 41 | #include "core/ConsoleCommand.h" |
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| 42 | #include "core/LuaState.h" |
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| 43 | #include "core/ScopedSingletonManager.h" |
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| 44 | #include "infos/PlayerInfo.h" |
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| 45 | #include "overlays/GUIOverlay.h" |
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| 46 | |
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| 47 | #include "ToluaBindQuestsystem.h" |
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| 48 | #include "Quest.h" |
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| 49 | #include "QuestHint.h" |
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| 50 | #include "QuestItem.h" |
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| 51 | |
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| 52 | namespace orxonox |
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| 53 | { |
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| 54 | // Register tolua_open function when loading the library |
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| 55 | DeclareToluaInterface(Questsystem); |
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| 56 | |
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| 57 | ManageScopedSingleton(QuestManager, ScopeID::Root, false); |
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| 58 | |
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| 59 | /** |
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| 60 | @brief |
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| 61 | Constructor. Registers the object. |
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| 62 | @todo |
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| 63 | Is inheriting from BaseObject proper? |
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| 64 | */ |
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| 65 | QuestManager::QuestManager() |
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| 66 | { |
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| 67 | RegisterRootObject(QuestManager); |
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| 68 | } |
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| 69 | |
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| 70 | /** |
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| 71 | @brief |
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| 72 | Destructor. |
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| 73 | */ |
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| 74 | QuestManager::~QuestManager() |
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| 75 | { |
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| 76 | for(std::map<PlayerInfo*, QuestGUI*>::iterator it = this->questGUIs_.begin(); it != this->questGUIs_.end(); it++) |
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| 77 | { |
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| 78 | it->second->destroy(); |
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| 79 | } |
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| 80 | this->questGUIs_.clear(); |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | @brief |
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| 85 | Retreive all Quests. |
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| 86 | @return |
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| 87 | Returns a map with all Quests indexed by their id's. |
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| 88 | */ |
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| 89 | std::map<std::string, Quest*> & QuestManager::getQuests(void) |
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| 90 | { |
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| 91 | return this->questMap_; |
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| 92 | } |
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| 93 | |
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| 94 | /** |
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| 95 | @brief |
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| 96 | Registers a Quest with the QuestManager to make it globally accessable. |
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| 97 | Uses it's id to make sure to be able to be identify and retrieve it later. |
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| 98 | @param quest |
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| 99 | The Quest that is to be registered. |
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| 100 | @return |
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| 101 | Returns true if successful, false if not. |
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| 102 | */ |
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| 103 | bool QuestManager::registerQuest(Quest* quest) |
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| 104 | { |
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| 105 | if(quest == NULL) //!< Doh! Just as if there were actual quests behind NULL-pointers. |
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| 106 | { |
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| 107 | COUT(2) << "Registration of Quest in QuestManager failed, because inserted Quest-pointer was NULL." << std::endl; |
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| 108 | return false; |
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| 109 | } |
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| 110 | |
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| 111 | std::pair<std::map<std::string, Quest*>::iterator,bool> result; |
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| 112 | result = this->questMap_.insert( std::pair<std::string,Quest*>(quest->getId(),quest) ); //!< Inserting the Quest. |
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| 113 | |
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| 114 | if(result.second) //!< If inserting was a success. |
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| 115 | { |
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| 116 | COUT(3) << "Quest with questId {" << quest->getId() << "} successfully inserted." << std::endl; |
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| 117 | return true; |
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| 118 | } |
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| 119 | else |
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| 120 | { |
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| 121 | COUT(2) << "Quest with the same id was already present." << std::endl; |
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| 122 | return false; |
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| 123 | } |
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| 124 | } |
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| 125 | |
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| 126 | /** |
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| 127 | @brief |
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| 128 | Registers a QuestHint with the QuestManager to make it globally accessable. |
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| 129 | Uses it's id to make sure to be able to be identify and retrieve it later. |
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| 130 | @param hint |
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| 131 | The QuestHint to be registered. |
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| 132 | @return |
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| 133 | Returns true if successful, false if not. |
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| 134 | */ |
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| 135 | bool QuestManager::registerHint(QuestHint* hint) |
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| 136 | { |
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| 137 | if(hint == NULL) //!< Still not liking NULL-pointers. |
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| 138 | { |
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| 139 | COUT(2) << "Registration of QuestHint in QuestManager failed, because inserted QuestHint-pointer was NULL." << std::endl; |
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| 140 | return false; |
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| 141 | } |
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| 142 | |
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| 143 | std::pair<std::map<std::string, QuestHint*>::iterator,bool> result; |
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| 144 | result = this->hintMap_.insert ( std::pair<std::string,QuestHint*>(hint->getId(),hint) ); //!< Inserting the QuestHSint. |
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| 145 | |
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| 146 | if(result.second) //!< If inserting was a success. |
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| 147 | { |
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| 148 | COUT(3) << "QuestHint with hintId {" << hint->getId() << "} successfully inserted." << std::endl; |
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| 149 | return true; |
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| 150 | } |
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| 151 | else |
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| 152 | { |
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| 153 | COUT(2) << "QuestHint with the same id was already present." << std::endl; |
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| 154 | return false; |
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| 155 | } |
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| 156 | } |
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| 157 | |
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| 158 | /** |
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| 159 | @brief |
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| 160 | Finds a Quest with the given id. |
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| 161 | @param questId |
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| 162 | The id of the Quest sought for. |
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| 163 | @return |
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| 164 | Returns a pointer to the Quest with the input id. |
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| 165 | Returns NULL if there is no Quest with the given questId. |
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| 166 | @throws |
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| 167 | Throws an exception if the given questId is invalid. |
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| 168 | */ |
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| 169 | Quest* QuestManager::findQuest(const std::string & questId) |
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| 170 | { |
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| 171 | if(!QuestItem::isId(questId)) //!< Check vor validity of the given id. |
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| 172 | { |
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| 173 | ThrowException(Argument, "Invalid questId."); |
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| 174 | } |
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| 175 | |
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| 176 | Quest* quest; |
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| 177 | std::map<std::string, Quest*>::iterator it = this->questMap_.find(questId); |
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| 178 | if (it != this->questMap_.end()) //!< If the Quest is registered. |
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| 179 | { |
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| 180 | quest = it->second; |
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| 181 | } |
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| 182 | else |
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| 183 | { |
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| 184 | quest = NULL; |
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| 185 | COUT(2) << "The quest with id {" << questId << "} is nowhere to be found." << std::endl; |
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| 186 | } |
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| 187 | |
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| 188 | return quest; |
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| 189 | |
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| 190 | } |
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| 191 | |
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| 192 | /** |
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| 193 | @brief |
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| 194 | Finds a QuestHint with the given id. |
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| 195 | @param hintId |
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| 196 | The id of the QuestHint sought for. |
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| 197 | @return |
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| 198 | Returns a pointer to the QuestHint with the input id. |
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| 199 | Returns NULL if there is no QuestHint with the given hintId. |
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| 200 | @throws |
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| 201 | Throws an exception if the given hintId is invalid. |
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| 202 | */ |
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| 203 | QuestHint* QuestManager::findHint(const std::string & hintId) |
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| 204 | { |
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| 205 | if(!QuestItem::isId(hintId)) //!< Check vor validity of the given id. |
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| 206 | { |
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| 207 | ThrowException(Argument, "Invalid hintId."); |
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| 208 | } |
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| 209 | |
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| 210 | QuestHint* hint; |
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| 211 | std::map<std::string, QuestHint*>::iterator it = this->hintMap_.find(hintId); |
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| 212 | if (it != this->hintMap_.end()) //!< If the QuestHint is registered. |
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| 213 | { |
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| 214 | hint = it->second; |
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| 215 | } |
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| 216 | else |
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| 217 | { |
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| 218 | hint = NULL; |
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| 219 | COUT(2) << "The hint with id {" << hintId << "} is nowhere to be found." << std::endl; |
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| 220 | } |
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| 221 | |
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| 222 | return hint; |
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| 223 | |
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| 224 | } |
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| 225 | |
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| 226 | /** |
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| 227 | @brief |
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| 228 | Retreive the main window for the GUI. |
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| 229 | This is for the use in the lua script tu start the QuestGUI. |
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| 230 | @param guiName |
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| 231 | The name of the GUI. |
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| 232 | @return |
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| 233 | Returns a CEGUI Window. |
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| 234 | */ |
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| 235 | CEGUI::Window* QuestManager::getQuestGUI(const std::string & guiName) |
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| 236 | { |
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| 237 | PlayerInfo* player = this->retreivePlayer(guiName); |
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| 238 | |
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| 239 | if(this->questGUIs_.find(player) == this->questGUIs_.end()) //!< Create a new GUI, if there is none, yet. |
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| 240 | this->questGUIs_[player] = new QuestGUI(player); |
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| 241 | |
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| 242 | return this->questGUIs_[player]->getGUI(); |
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| 243 | } |
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| 244 | |
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| 245 | /** |
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| 246 | @brief |
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| 247 | Retrieve the player for a certain GUI. |
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| 248 | @param guiName |
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| 249 | The name of the GUI the player is retrieved for. |
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| 250 | @return |
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| 251 | Returns the player. |
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| 252 | @todo |
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| 253 | This very well might be outdated. So: Check if still needed, and update if necessary. |
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| 254 | */ |
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| 255 | PlayerInfo* QuestManager::retreivePlayer(const std::string & guiName) |
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| 256 | { |
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| 257 | PlayerInfo* player = GUIManager::getInstance().getPlayer(guiName); |
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| 258 | if(player == NULL) |
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| 259 | { |
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| 260 | COUT(1) << "Error: GUIOverlay with name '" << guiName << "' has no player." << std::endl; |
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| 261 | return NULL; |
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| 262 | } |
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| 263 | |
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| 264 | return player; |
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| 265 | } |
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| 266 | |
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| 267 | } |
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