source:
code/branches/buildsystem3/src/orxonox/objects/quest/CompleteQuest.cc
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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 CompleteQuest class. |
32 | */ |
33 | |
34 | #include "OrxonoxStableHeaders.h" |
35 | #include "CompleteQuest.h" |
36 | |
37 | #include "core/CoreIncludes.h" |
38 | #include "util/Exception.h" |
39 | |
40 | #include "orxonox/objects/infos/PlayerInfo.h" |
41 | #include "QuestManager.h" |
42 | #include "Quest.h" |
43 | |
44 | namespace orxonox |
45 | { |
46 | CreateFactory(CompleteQuest); |
47 | |
48 | /** |
49 | @brief |
50 | Constructor. Registers the object. |
51 | */ |
52 | CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator) |
53 | { |
54 | RegisterObject(CompleteQuest); |
55 | } |
56 | |
57 | /** |
58 | @brief |
59 | Destructor. |
60 | */ |
61 | CompleteQuest::~CompleteQuest() |
62 | { |
63 | } |
64 | |
65 | /** |
66 | @brief |
67 | Method for creating a CompleteQuest object through XML. |
68 | */ |
69 | void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
70 | { |
71 | SUPER(CompleteQuest, XMLPort, xmlelement, mode); |
72 | |
73 | COUT(3) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl; |
74 | } |
75 | |
76 | /** |
77 | @brief |
78 | Invokes the QuestEffect. |
79 | @param player |
80 | The player the QuestEffect is invoked on. |
81 | @return |
82 | Returns true if the QuestEffect was invoked successfully. |
83 | */ |
84 | bool CompleteQuest::invoke(PlayerInfo* player) |
85 | { |
86 | if(player == NULL) //!< You know, what we think of NULL-pointers... |
87 | { |
88 | COUT(2) << "Input player is NULL." << std::endl; |
89 | return false; |
90 | } |
91 | |
92 | COUT(3) << "CompleteQuest on player: " << player << " ." << std::endl; |
93 | |
94 | Quest* quest; |
95 | |
96 | try |
97 | { |
98 | quest = QuestManager::findQuest(this->getQuestId()); |
99 | if(quest == NULL || !quest->complete(player)) |
100 | { |
101 | return false; |
102 | } |
103 | } |
104 | catch(const Exception& e) |
105 | { |
106 | COUT(2) << e.getFullDescription() << std::endl; |
107 | return false; |
108 | } |
109 | |
110 | COUT(3) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl; |
111 | return true; |
112 | } |
113 | |
114 | |
115 | } |
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