/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file LocalQuest.cc @brief Implementation of the LocalQuest class. */ #include "LocalQuest.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "QuestEffect.h" namespace orxonox { RegisterClass(LocalQuest); /** @brief Constructor. Registers and initializes the object. */ LocalQuest::LocalQuest(Context* context) : Quest(context) { RegisterObject(LocalQuest); } /** @brief Destructor. */ LocalQuest::~LocalQuest() { } /** @brief Method for creating a LocalQuest object through XML. */ void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(LocalQuest, XMLPort, xmlelement, mode); orxout(verbose, context::quests) << "New LocalQuest {" << this->getId() << "} created." << endl; } /** @brief Fails the Quest for a given player. Invokes all the failEffects on the player. @param player The player. @return Returns true if the Quest could be failed, false if not. */ bool LocalQuest::fail(PlayerInfo* player) { if(!this->isFailable(player)) // Checks whether the quest can be failed. { orxout(verbose, context::quests) << "A non-failable quest was trying to be failed." << endl; return false; } Quest::fail(player); QuestEffect::invokeEffects(player, this->getFailEffectList()); // Invoke the failEffects. return true; } /** @brief Completes the Quest for a given player. Invokes all the complete QuestEffects on the player. @param player The player. @return Returns true if the Quest could be completed, false if not. */ bool LocalQuest::complete(PlayerInfo* player) { if(!this->isCompletable(player)) // Checks whether the Quest can be completed. { orxout(verbose, context::quests) << "A non-completable quest was trying to be completed." << endl; return false; } Quest::complete(player); QuestEffect::invokeEffects(player, this->getCompleteEffectList()); // Invoke the complete QuestEffects. return true; } /** @brief Checks whether the Quest can be started. @param player The player for whom is to be checked. @return Returns true if the Quest can be started, false if not. */ bool LocalQuest::isStartable(const PlayerInfo* player) const { if(!(this->getParentQuest() == nullptr || this->getParentQuest()->isActive(player))) return false; return this->isInactive(player); } /** @brief Checks whether the Quest can be failed. @param player The player for whom is to be checked. @return Returns true if the Quest can be failed, false if not. */ bool LocalQuest::isFailable(const PlayerInfo* player) const { return this->isActive(player); } /** @brief Checks whether the Quest can be completed. @param player The player for whom is to be checked. @return Returns true if the Quest can be completed, false if not. */ bool LocalQuest::isCompletable(const PlayerInfo* player) const { return this->isActive(player); } /** @brief Returns the status of the Quest for a specific player. @param player The player. @return Returns the status of the Quest for the input player. */ QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const { assert(player); std::map::const_iterator it = this->playerStatus_.find(player); if (it != this->playerStatus_.end()) // If there is a player in the map. return it->second; return QuestStatus::Inactive; // If the player is not yet in the map, that means the status of the quest form him is 'inactive'. } /** @brief Sets the status for a specific player. 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! @param player The player the status should be set for. @param status The status to be set. @return Returns false if player is nullptr. */ bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status) { assert(player); this->playerStatus_[player] = status; return true; } }