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source: code/branches/questsystem/src/orxonox/objects/Quest.cc @ 2068

Last change on this file since 2068 was 2068, checked in by dafrick, 16 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "core/CoreIncludes.h"
30
31#include "Quest.h"
32#include "QuestManager.h"
33
34namespace orxonox {
35
36    Quest::Quest() : QuestItem()
37    {
38        this->initialize();
39    }
40
41    /**
42    @brief
43        Constructor. Creates a quest with a given id, title and description.
44    @param id
45        The unique identifier of the quest.
46    @param title
47        The title of the quest.
48    @param description
49        The description of the quest.
50    */
51    Quest::Quest(std::string id) : QuestItem(id)
52    {
53        this->initialize();
54    }
55   
56    /**
57    @brief
58        Destructor.
59    */
60    Quest::~Quest()
61    {
62       
63    }
64   
65    /**
66    @brief
67        Initializes the object. Needs to be called first in every constructor of this class.
68    */
69    void Quest::initialize(void)
70    {
71        RegisterObject(Quest);
72       
73        this->parentQuest_ = NULL;
74        QuestManager::registerQuest(this); //Registers the quest with the QuestManager.
75    }
76
77    /**
78    @brief
79        Sets the parent quest of the quest.
80    @param quest
81        A pointer to the quest to be set as parent quest.
82    @return
83        Returns true if the parentQuest could be set.
84    */
85    bool Quest::setParentQuest(Quest* quest)
86    {
87        if(quest == NULL)
88        {
89            COUT(2) << "The parentquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
90            return false;
91        }
92       
93        this->parentQuest_ = quest;
94        return true;
95    }
96   
97    /**
98    @brief
99        Adds a sub quest to the quest.
100    @param quest
101        A pointer to the quest to be set as sub quest.
102    @return
103        Returns true if the subQuest vould be set.
104    */
105    bool Quest::addSubQuest(Quest* quest)
106    {
107        if(quest == NULL)
108        {
109            COUT(2) << "The subquest to be added to quest {" << this->getId() << "} was NULL." << std::endl;
110            return false;
111        }
112       
113        this->subQuests_.push_back(quest);
114        return true;
115    }
116   
117    /**
118    @brief
119        Returns true if the quest status for the specific player is 'inactive'.
120    @param player
121        The player.
122    @return
123        Returns true if the quest status for the specific player is 'inactive'.
124    @throws
125        Throws an exception if getStatus throws one.
126    */
127    bool Quest::isInactive(const Player* player) const
128    {
129        return this->getStatus(player) == questStatus::inactive;
130    }
131   
132    /**
133    @brief
134        Returns true if the quest status for the specific player is 'active'.
135    @param player
136        The player.
137    @return
138        Returns true if the quest status for the specific player is 'active'.
139    @throws
140        Throws an exception if getStatus throws one.
141    */
142    bool Quest::isActive(const Player* player) const
143    {
144
145        return this->getStatus(player) == questStatus::active;
146    }
147   
148    /**
149    @brief
150        Returns true if the quest status for the specific player is 'failed'.
151    @param player
152        The player.
153    @return
154        Returns true if the quest status for the specific player is 'failed'.
155    @throws
156        Throws an exception if getStatus throws one.
157    */
158    bool Quest::isFailed(const Player* player) const
159    {
160        return this->getStatus(player) == questStatus::failed;
161    }
162   
163    /**
164    @brief
165        Returns true if the quest status for the specific player is 'completed'.
166    @param player
167        The player.
168    @return
169        Returns true if the quest status for the specific player is 'completed'.
170    @throws
171        Throws an exception if getStatus throws one.
172    */
173    bool Quest::isCompleted(const Player* player) const
174    {
175        return this->getStatus(player) == questStatus::completed;
176    }
177
178    /**
179    @brief
180        Adds a Hint to the list of hints
181    @param hint
182        The hint that should be added to the list of hints.
183    @return
184        Returns true if the hint was successfully added.
185    */
186    bool Quest::addHint(QuestHint* hint)
187    {
188        if(hint == NULL)
189        {
190            COUT(2) << "A NULL-QuestHint was trying to be added." << std::endl;
191            return false;
192        }
193       
194        this->hints_.push_back(hint);
195        hint->setQuest(this);
196        return true;
197    }
198   
199    /**
200    @brief
201        Starts the quest.
202    @param player
203        The player.
204    @return
205        Returns true if the quest could be started, false if not.
206    */
207    bool Quest::start(Player* player)
208    {
209        if(this->isStartable(player))
210        {
211            this->setStatus(player, questStatus::active);
212            return true;
213        }
214        COUT(2) << "A non-startable quest was trying to be started." << std::endl;
215        return false;
216    }
217   
218    /**
219    @brief
220        Fails the quest.
221    @param player
222        The player.
223    @return
224        Returns true if the quest could be failed, false if not.
225    */
226    bool Quest::fail(Player* player)
227    {
228        if(this->isFailable(player))
229        {
230            this->setStatus(player, questStatus::failed);
231            QuestEffect::invokeEffects(player, this->failEffects_);
232            return true;
233        }
234        COUT(2) << "A non-failable quest was trying to be failed." << std::endl;
235        return false;
236    }
237   
238    /**
239    @brief
240        Completes the quest.
241    @param player
242        The player.
243    @return
244        Returns true if the quest could be completed, false if not.
245    */
246    bool Quest::complete(Player* player)
247    {
248        if(this->isCompletable(player))
249        {
250            this->setStatus(player, questStatus::completed);
251            QuestEffect::invokeEffects(player, this->completeEffects_);
252            return true;
253        }
254        COUT(2) << "A non-completable quest was trying to be completed." << std::endl;
255        return false;
256    }
257
258}
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