| 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 LocalQuest class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "LocalQuest.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(LocalQuest); |
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| 43 | |
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| 44 | /** |
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| 45 | @brief |
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| 46 | Constructor. Registers and initializes the object. |
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| 47 | */ |
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| 48 | LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator) |
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| 49 | { |
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| 50 | RegisterObject(LocalQuest); |
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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 | LocalQuest::~LocalQuest() |
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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 LocalQuest object through XML. |
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| 65 | */ |
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| 66 | void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 67 | { |
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| 68 | SUPER(LocalQuest, XMLPort, xmlelement, mode); |
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| 69 | |
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| 70 | COUT(4) << "New LocalQuest {" << this->getId() << "} created." << std::endl; |
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| 71 | } |
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| 72 | |
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| 73 | /** |
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| 74 | @brief |
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| 75 | Fails the Quest for a given player. |
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| 76 | Invokes all the failEffects on the player. |
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| 77 | @param player |
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| 78 | The player. |
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| 79 | @return |
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| 80 | Returns true if the Quest could be failed, false if not. |
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| 81 | */ |
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| 82 | bool LocalQuest::fail(PlayerInfo* player) |
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| 83 | { |
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| 84 | if(!this->isFailable(player)) //!< Checks whether the quest can be failed. |
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| 85 | { |
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| 86 | COUT(4) << "A non-failable quest was trying to be failed." << std::endl; |
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| 87 | return false; |
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| 88 | } |
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| 89 | |
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| 90 | Quest::fail(player); |
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| 91 | |
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| 92 | QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects. |
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| 93 | return true; |
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| 94 | } |
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| 95 | |
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| 96 | /** |
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| 97 | @brief |
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| 98 | Completes the Quest for a given player. |
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| 99 | Invokes all the complete QuestEffects on the player. |
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| 100 | @param player |
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| 101 | The player. |
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| 102 | @return |
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| 103 | Returns true if the Quest could be completed, false if not. |
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| 104 | */ |
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| 105 | bool LocalQuest::complete(PlayerInfo* player) |
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| 106 | { |
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| 107 | if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed. |
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| 108 | { |
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| 109 | COUT(4) << "A non-completable quest was trying to be completed." << std::endl; |
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| 110 | return false; |
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| 111 | } |
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| 112 | |
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| 113 | Quest::complete(player); |
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| 114 | |
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| 115 | QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects. |
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| 116 | return true; |
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| 117 | } |
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| 118 | |
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| 119 | /** |
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| 120 | @brief |
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| 121 | Checks whether the Quest can be started. |
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| 122 | @param player |
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| 123 | The player for whom is to be checked. |
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| 124 | @return |
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| 125 | Returns true if the Quest can be started, false if not. |
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| 126 | @throws |
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| 127 | Throws an exception if isInactive(PlayerInfo*) throws one. |
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| 128 | */ |
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| 129 | bool LocalQuest::isStartable(const PlayerInfo* player) const |
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| 130 | { |
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| 131 | if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player))) |
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| 132 | { |
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| 133 | return false; |
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| 134 | } |
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| 135 | return this->isInactive(player); |
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| 136 | } |
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| 137 | |
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| 138 | /** |
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| 139 | @brief |
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| 140 | Checks whether the Quest can be failed. |
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| 141 | @param player |
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| 142 | The player for whom is to be checked. |
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| 143 | @return |
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| 144 | Returns true if the Quest can be failed, false if not. |
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| 145 | @throws |
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| 146 | Throws an exception if isActive(PlayerInfo*) throws one. |
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| 147 | */ |
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| 148 | bool LocalQuest::isFailable(const PlayerInfo* player) const |
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| 149 | { |
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| 150 | return this->isActive(player); |
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| 151 | } |
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| 152 | |
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| 153 | /** |
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| 154 | @brief |
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| 155 | Checks whether the Quest can be completed. |
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| 156 | @param player |
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| 157 | The player for whom is to be checked. |
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| 158 | @return |
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| 159 | Returns true if the Quest can be completed, false if not. |
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| 160 | @throws |
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| 161 | Throws an exception if isInactive(PlayerInfo*) throws one. |
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| 162 | */ |
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| 163 | bool LocalQuest::isCompletable(const PlayerInfo* player) const |
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| 164 | { |
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| 165 | return this->isActive(player); |
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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 | Returns the status of the Quest for a specific player. |
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| 171 | @param player |
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| 172 | The player. |
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| 173 | @return |
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| 174 | Returns the status of the Quest for the input player. |
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| 175 | @throws |
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| 176 | Throws an Exception if player is NULL. |
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| 177 | */ |
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| 178 | QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const |
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| 179 | { |
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| 180 | if(player == NULL) //!< No player has no defined status. |
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| 181 | { |
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| 182 | ThrowException(Argument, "The input PlayerInfo* is NULL."); |
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| 183 | } |
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| 184 | |
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| 185 | std::map<const PlayerInfo*, QuestStatus::Value>::const_iterator it = this->playerStatus_.find(player); |
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| 186 | if (it != this->playerStatus_.end()) //!< If there is a player in the map. |
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| 187 | { |
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| 188 | return it->second; |
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| 189 | } |
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| 190 | |
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| 191 | return QuestStatus::Inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'. |
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| 192 | } |
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| 193 | |
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| 194 | /** |
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| 195 | @brief |
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| 196 | Sets the status for a specific player. |
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| 197 | 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. Really! |
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| 198 | @param player |
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| 199 | The player the status should be set for. |
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| 200 | @param status |
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| 201 | The status to be set. |
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| 202 | @return |
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| 203 | Returns false if player is NULL. |
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| 204 | */ |
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| 205 | bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status) |
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| 206 | { |
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| 207 | if(player == NULL) //!< We can't set a status for no player. |
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| 208 | { |
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| 209 | return false; |
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| 210 | } |
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| 211 | |
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| 212 | this->playerStatus_[player] = status; |
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| 213 | return true; |
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| 214 | } |
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| 215 | |
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| 216 | } |
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