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source: code/archive/ggz2/src/modules/questsystem/LocalQuest.cc @ 10908

Last change on this file since 10908 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 6.0 KB
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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/**
30    @file
31    @brief Implementation of the LocalQuest class.
32*/
33
34#include "LocalQuest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "QuestEffect.h"
39
40namespace orxonox
41{
42    CreateFactory(LocalQuest);
43
44    /**
45    @brief
46        Constructor. Registers and initializes the object.
47    */
48    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
49    {
50        RegisterObject(LocalQuest);
51    }
52
53    /**
54    @brief
55        Destructor.
56    */
57    LocalQuest::~LocalQuest()
58    {
59
60    }
61
62    /**
63    @brief
64        Method for creating a LocalQuest object through XML.
65    */
66    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(LocalQuest, XMLPort, xmlelement, mode);
69
70        COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
71    }
72
73    /**
74    @brief
75        Fails the Quest for a given player.
76        Invokes all the failEffects on the player.
77    @param player
78        The player.
79    @return
80        Returns true if the Quest could be failed, false if not.
81    */
82    bool LocalQuest::fail(PlayerInfo* player)
83    {
84        if(!this->isFailable(player)) //!< Checks whether the quest can be failed.
85        {
86            COUT(4) << "A non-failable quest was trying to be failed." << std::endl;
87            return false;
88        }
89       
90        Quest::fail(player);
91       
92        QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
93        return true;
94    }
95
96    /**
97    @brief
98        Completes the Quest for a given player.
99    Invokes all the complete QuestEffects on the player.
100    @param player
101        The player.
102    @return
103        Returns true if the Quest could be completed, false if not.
104    */
105    bool LocalQuest::complete(PlayerInfo* player)
106    {
107        if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed.
108        {
109            COUT(4) << "A non-completable quest was trying to be completed." << std::endl;
110            return false;
111        }
112       
113        Quest::complete(player);
114       
115        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects.
116        return true;
117    }
118
119    /**
120    @brief
121        Checks whether the Quest can be started.
122    @param player
123        The player for whom is to be checked.
124    @return
125        Returns true if the Quest can be started, false if not.
126    @throws
127        Throws an exception if isInactive(PlayerInfo*) throws one.
128    */
129    bool LocalQuest::isStartable(const PlayerInfo* player) const
130    {
131        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
132        {
133            return false;
134        }
135        return this->isInactive(player);
136    }
137
138    /**
139    @brief
140        Checks whether the Quest can be failed.
141    @param player
142        The player for whom is to be checked.
143    @return
144        Returns true if the Quest can be failed, false if not.
145    @throws
146        Throws an exception if isActive(PlayerInfo*) throws one.
147    */
148    bool LocalQuest::isFailable(const PlayerInfo* player) const
149    {
150        return this->isActive(player);
151    }
152
153    /**
154    @brief
155        Checks whether the Quest can be completed.
156    @param player
157        The player for whom is to be checked.
158    @return
159        Returns true if the Quest can be completed, false if not.
160    @throws
161        Throws an exception if isInactive(PlayerInfo*) throws one.
162    */
163    bool LocalQuest::isCompletable(const PlayerInfo* player) const
164    {
165        return this->isActive(player);
166    }
167
168    /**
169    @brief
170        Returns the status of the Quest for a specific player.
171    @param player
172        The player.
173    @return
174        Returns the status of the Quest for the input player.
175    @throws
176        Throws an Exception if player is NULL.
177    */
178    QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const
179    {
180        if(player == NULL) //!< No player has no defined status.
181        {
182            ThrowException(Argument, "The input PlayerInfo* is NULL.");
183        }
184
185        std::map<const PlayerInfo*, QuestStatus::Value>::const_iterator it = this->playerStatus_.find(player);
186        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
187        {
188            return it->second;
189        }
190       
191        return QuestStatus::Inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
192    }
193
194    /**
195    @brief
196        Sets the status for a specific player.
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!
198    @param player
199        The player the status should be set for.
200    @param status
201        The status to be set.
202    @return
203        Returns false if player is NULL.
204    */
205    bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status)
206    {
207        if(player == NULL) //!< We can't set a status for no player.
208        {
209            return false;
210        }
211       
212        this->playerStatus_[player] = status;
213        return true;
214    }
215
216}
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