/*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that
* it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*/
package silentium.gameserver.model.quest;
/**
* @author Luis Arias; version 2 by Fulminus This class merely enumerates the three necessary states for all quests: CREATED: a quest state is
* created but the quest is not yet accepted. STARTED: the player has accepted the quest. Quest is currently in progress COMPLETED: the
* quest has been completed. In addition, this class defines two functions for lookup and inverse lookup of the state given a name. This
* is useful only for saving the state values into the database with a more readable form and then being able to read the string back and
* remap them to their correct states. All quests have these and only these states.
*/
public class State
{
public static final byte CREATED = 0;
public static final byte STARTED = 1;
public static final byte COMPLETED = 2;
// discover the string representation of the state, for readable DB storage
public static String getStateName(byte state)
{
switch (state)
{
case 1:
return "Started";
case 2:
return "Completed";
default:
return "Start";
}
}
// discover the state from its string representation (for reconstruction after DB read)
public static byte getStateId(String statename)
{
if (statename.equals("Started"))
return 1;
if (statename.equals("Completed"))
return 2;
return 0;
}
}