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source: code/archive/lod/src/orxonox/objects/quest/QuestHint.cc @ 10422

Last change on this file since 10422 was 2261, checked in by landauf, 16 years ago

merged questsystem2 back to trunk

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/questsystem2/src/orxonox/objects/quest/QuestHint.cc2107-2259
    /code/trunk/src/orxonox/objects/quest/QuestHint.cc2-2089
File size: 4.2 KB
Line 
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 QuestHint.cc
31    @brief
32    Implementation of the QuestHint class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "QuestHint.h"
37
38#include "core/CoreIncludes.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/infos/PlayerInfo.h"
42#include "QuestManager.h"
43#include "Quest.h"
44
45namespace orxonox {
46
47    CreateFactory(QuestHint);
48
49    /**
50    @brief
51        Constructor. Registers the object.
52    */
53    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
54    {
55        RegisterObject(QuestHint);
56    }
57
58    /**
59    @brief
60        Destructor.
61    */
62    QuestHint::~QuestHint()
63    {
64
65    }
66
67    /**
68    @brief
69        Method for creating a QuestHint object through XML.
70    */
71    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
73        SUPER(QuestHint, XMLPort, xmlelement, mode);
74
75        QuestManager::registerHint(this); //!< Registers the QuestHint with the QuestManager.
76       
77        COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
78    }
79
80
81    /**
82    @brief
83        Checks whether the QuestHint is active for a specific player.
84    @param player
85        The player.
86    @throws
87        Throws an Argument Exception if the input Player-pointer is NULL.
88    @return
89        Returns true if the QuestHint is active for the specified player.
90    */
91    bool QuestHint::isActive(const PlayerInfo* player) const
92    {
93        if(player == NULL) //!< NULL-Pointers are ugly!
94        {
95            ThrowException(Argument, "The input PlayerInfo* is NULL.");
96            return false;
97        }
98
99        //! Find the player.
100        std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
101        if (it != this->playerStatus_.end()) //!< If the player is in the map.
102        {
103            return it->second;
104        }
105       
106        return questStatus::inactive;
107    }
108
109    /**
110    @brief
111        Activates a QuestHint for a given player.
112    @param player
113        The player.
114    @return
115        Returns true if the activation was successful, false if there were problems.
116    */
117    bool QuestHint::setActive(PlayerInfo* player)
118    {
119        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
120        {
121            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
122            {
123                this->playerStatus_[player] = questHintStatus::active;
124                return true;
125            }
126            else
127            {
128                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
129                return false;
130            }
131        }
132       
133        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
134        return false;
135    }
136
137    /**
138    @brief
139        Sets the Quest the QuestHint belongs to.
140    @param quest
141        The Quest to be set as Quest the QuestHint is attached to.
142    @return
143        Returns true if successful.
144    */
145    bool QuestHint::setQuest(Quest* quest)
146    {
147        if(quest == NULL) //!< NULL-Pointer. Again..?
148        {
149            COUT(2) << "The input Quest* is NULL." << std::endl;
150            return false;
151        }
152
153        this->quest_ = quest;
154        return true;
155    }
156
157}
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