| 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 | CreateFactory(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(BaseObject* creator) : Quest(creator) |
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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 | COUT(4) << "New GlobalQuest {" << this->getId() << "} created." << std::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 | COUT(4) << "A non-completable quest was trying to be failed." << std::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(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) |
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| 97 | QuestEffect::invokeEffects(*it, 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 | COUT(4) << "A non-completable quest was trying to be completed." << std::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(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) |
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| 122 | QuestEffect::invokeEffects(*it, 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 | @throws |
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| 138 | Throws an exception if either isInactive() of isActive() throws one. |
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| 139 | */ |
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| 140 | bool GlobalQuest::isStartable(const PlayerInfo* player) const |
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| 141 | { |
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| 142 | if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player))) |
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| 143 | return false; |
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| 144 | |
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| 145 | return (this->isInactive(player) && !(this->status_ == QuestStatus::Completed || this->status_ == QuestStatus::Failed)); |
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| 146 | } |
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| 147 | |
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| 148 | /** |
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| 149 | @brief |
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| 150 | Checks whether the Quest can be failed. |
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| 151 | @param player |
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| 152 | The player for whom is to be checked. |
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| 153 | @return |
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| 154 | Returns true if the Quest can be failed, false if not. |
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| 155 | @throws |
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| 156 | Throws an Exception if isActive() throws one. |
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| 157 | */ |
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| 158 | bool GlobalQuest::isFailable(const PlayerInfo* player) const |
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| 159 | { |
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| 160 | return this->isActive(player); |
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| 161 | |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | @brief |
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| 166 | Checks whether the Quest can be completed. |
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| 167 | @param player |
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| 168 | The player for whom is to be checked. |
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| 169 | @return |
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| 170 | Returns true if the Quest can be completed, false if not. |
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| 171 | @throws |
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| 172 | Throws an Exception if isActive() throws one. |
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| 173 | */ |
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| 174 | bool GlobalQuest::isCompletable(const PlayerInfo* player) const |
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| 175 | { |
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| 176 | return this->isActive(player); |
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| 177 | } |
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| 178 | |
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| 179 | /** |
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| 180 | @brief |
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| 181 | Returns the status of the Quest for a specific player. |
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| 182 | @param player |
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| 183 | The player. |
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| 184 | @throws |
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| 185 | Throws an Exception if player is NULL. |
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| 186 | */ |
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| 187 | QuestStatus::Value GlobalQuest::getStatus(const PlayerInfo* player) const |
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| 188 | { |
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| 189 | //TODO: Replace with assert. |
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| 190 | if(player == NULL) // We don't want NULL-Pointers! |
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| 191 | ThrowException(Argument, "The input PlayerInfo* is NULL."); |
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| 192 | |
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| 193 | // Find the player. |
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| 194 | std::set<PlayerInfo*>::const_iterator it = this->players_.find((PlayerInfo*)(void*)player); |
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| 195 | if (it != this->players_.end()) // If the player was found. |
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| 196 | return this->status_; |
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| 197 | |
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| 198 | return QuestStatus::Inactive; |
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| 199 | } |
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| 200 | |
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| 201 | /** |
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| 202 | @brief |
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| 203 | Sets the status for a specific player. |
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| 204 | 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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| 205 | @param player |
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| 206 | The player. |
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| 207 | @param status |
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| 208 | The status to be set. |
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| 209 | @return |
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| 210 | Returns false if player is NULL. |
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| 211 | */ |
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| 212 | bool GlobalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status) |
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| 213 | { |
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| 214 | //TODO: Replace with assert. |
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| 215 | if(player == NULL) // We don't want NULL-Pointers! |
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| 216 | return false; |
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| 217 | |
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| 218 | // Find the player. |
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| 219 | std::set<PlayerInfo*>::const_iterator it = this->players_.find(player); |
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| 220 | if (it == this->players_.end()) // Player is not yet in the list. |
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| 221 | this->players_.insert(player); // Add the player to the set. |
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| 222 | |
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| 223 | this->status_ = status; // Set the status, which is global, remember...? |
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| 224 | return true; |
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| 225 | } |
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| 226 | |
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| 227 | /** |
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| 228 | @brief |
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| 229 | Adds a reward QuestEffect to the list of reward QuestEffects. |
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| 230 | @param effect |
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| 231 | The QuestEffect to be added. |
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| 232 | @return |
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| 233 | Returns true if successful. |
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| 234 | */ |
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| 235 | bool GlobalQuest::addRewardEffect(QuestEffect* effect) |
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| 236 | { |
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| 237 | //TODO: Replace with assert? |
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| 238 | if(effect == NULL) // We don't want NULL-Pointers! |
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| 239 | { |
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| 240 | COUT(2) << "The reward effect to be added to quest {" << this->getId() << "} was NULL." << std::endl; |
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| 241 | return false; |
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| 242 | } |
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| 243 | |
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| 244 | this->rewards_.push_back(effect); // Add the QuestEffect to the list. |
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| 245 | |
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| 246 | COUT(4) << "Reward effect was added to Quest {" << this->getId() << "}." << std::endl; |
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| 247 | return true; |
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| 248 | } |
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| 249 | |
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| 250 | /** |
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| 251 | @brief |
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| 252 | Returns the reward QuestEffect at the given index. |
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| 253 | @param index |
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| 254 | The index. |
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| 255 | @return |
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| 256 | Returns the QuestEffect at the given index. |
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| 257 | */ |
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| 258 | const QuestEffect* GlobalQuest::getRewardEffects(unsigned int index) const |
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| 259 | { |
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| 260 | int i = index; |
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| 261 | for (std::list<QuestEffect*>::const_iterator effect = this->rewards_.begin(); effect != this->rewards_.end(); ++effect) |
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| 262 | { |
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| 263 | if(i == 0) |
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| 264 | return *effect; |
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| 265 | |
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| 266 | i--; |
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| 267 | } |
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| 268 | return NULL; |
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| 269 | } |
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| 270 | |
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| 271 | } |
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