/* * 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; } }