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source: code/branches/buildsystem3/src/orxonox/objects/quest/LocalQuest.cc @ 2710

Last change on this file since 2710 was 2664, checked in by rgrieder, 16 years ago

Merged buildsystem2 to buildsystem3.

Note: Bare merge, just resolved conflicts. To testing, no nothing.

File size: 6.1 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
31    @brief Implementation of the LocalQuest class.
32*/
33
34#include "OrxonoxStableHeaders.h"
35#include "LocalQuest.h"
36
37#include "core/CoreIncludes.h"
38#include "core/Super.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/infos/PlayerInfo.h"
42#include "QuestEffect.h"
43
44namespace orxonox
45{
46    CreateFactory(LocalQuest);
47
48    /**
49    @brief
50        Constructor. Registers and initializes the object.
51    */
52    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
53    {
54        RegisterObject(LocalQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    LocalQuest::~LocalQuest()
62    {
63
64    }
65
66    /**
67    @brief
68        Method for creating a LocalQuest object through XML.
69    */
70    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(LocalQuest, XMLPort, xmlelement, mode);
73
74        COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
75    }
76
77    /**
78    @brief
79        Fails the Quest for a given player.
80        Invokes all the failEffects on the player.
81    @param player
82        The player.
83    @return
84        Returns true if the Quest could be failed, false if not.
85    */
86    bool LocalQuest::fail(PlayerInfo* player)
87    {
88        if(!this->isFailable(player)) //!< Checks whether the quest can be failed.
89        {
90            COUT(4) << "A non-failable quest was trying to be failed." << std::endl;
91            return false;
92        }
93       
94        Quest::fail(player);
95       
96        QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
97        return true;
98    }
99
100    /**
101    @brief
102        Completes the Quest for a given player.
103    Invokes all the complete QuestEffects on the player.
104    @param player
105        The player.
106    @return
107        Returns true if the Quest could be completed, false if not.
108    */
109    bool LocalQuest::complete(PlayerInfo* player)
110    {
111        if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed.
112        {
113            COUT(4) << "A non-completable quest was trying to be completed." << std::endl;
114            return false;
115        }
116       
117        Quest::complete(player);
118       
119        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects.
120        return true;
121    }
122
123    /**
124    @brief
125        Checks whether the Quest can be started.
126    @param player
127        The player for whom is to be checked.
128    @return
129        Returns true if the Quest can be started, false if not.
130    @throws
131        Throws an exception if isInactive(PlayerInfo*) throws one.
132    */
133    bool LocalQuest::isStartable(const PlayerInfo* player) const
134    {
135        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
136        {
137            return false;
138        }
139        return this->isInactive(player);
140    }
141
142    /**
143    @brief
144        Checks whether the Quest can be failed.
145    @param player
146        The player for whom is to be checked.
147    @return
148        Returns true if the Quest can be failed, false if not.
149    @throws
150        Throws an exception if isActive(PlayerInfo*) throws one.
151    */
152    bool LocalQuest::isFailable(const PlayerInfo* player) const
153    {
154        return this->isActive(player);
155    }
156
157    /**
158    @brief
159        Checks whether the Quest can be completed.
160    @param player
161        The player for whom is to be checked.
162    @return
163        Returns true if the Quest can be completed, false if not.
164    @throws
165        Throws an exception if isInactive(PlayerInfo*) throws one.
166    */
167    bool LocalQuest::isCompletable(const PlayerInfo* player) const
168    {
169        return this->isActive(player);
170    }
171
172    /**
173    @brief
174        Returns the status of the Quest for a specific player.
175    @param player
176        The player.
177    @return
178        Returns the status of the Quest for the input player.
179    @throws
180        Throws an Exception if player is NULL.
181    */
182    questStatus::Enum LocalQuest::getStatus(const PlayerInfo* player) const
183    {
184        if(player == NULL) //!< No player has no defined status.
185        {
186            ThrowException(Argument, "The input PlayerInfo* is NULL.");
187        }
188
189        std::map<const PlayerInfo*, questStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
190        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
191        {
192            return it->second;
193        }
194       
195        return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
196    }
197
198    /**
199    @brief
200        Sets the status for a specific player.
201        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!
202    @param player
203        The player the status should be set for.
204    @param status
205        The status to be set.
206    @return
207        Returns false if player is NULL.
208    */
209    bool LocalQuest::setStatus(PlayerInfo* player, const questStatus::Enum & status)
210    {
211        if(player == NULL) //!< We can't set a status for no player.
212        {
213            return false;
214        }
215       
216        this->playerStatus_[player] = status;
217        return true;
218    }
219
220}
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