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source: code/branches/formationupdate/src/modules/questsystem/effects/FailQuest.cc @ 10045

Last change on this file since 10045 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 2.7 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 FailQuest.cc
31    @brief Implementation of the FailQuest class.
32*/
33
34#include "FailQuest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "questsystem/Quest.h"
40#include "questsystem/QuestManager.h"
41
42namespace orxonox
43{
44    CreateFactory(FailQuest);
45
46    /**
47    @brief
48        Constructor. Registers the object.
49    */
50    FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator)
51    {
52        RegisterObject(FailQuest);
53    }
54
55    /**
56    @brief
57        Destructor.
58    */
59    FailQuest::~FailQuest()
60    {
61
62    }
63
64    /**
65    @brief
66        Method for creating a FailQuest object through XML.
67    */
68    void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(FailQuest, XMLPort, xmlelement, mode);
71
72        orxout(verbose, context::quests) << "New FailQuest, with target Quest {" << this->getQuestId() << "}, created." << endl;
73    }
74
75    /**
76    @brief
77        Invokes the QuestEffect.
78    @param player
79        The player the QuestEffect is invoked on.
80    @return
81        Returns true if the QuestEffect was invoked successfully.
82    */
83    bool FailQuest::invoke(PlayerInfo* player)
84    {
85        assert(player);
86
87        orxout(verbose, context::quests) << "FailQuest on player: " << player << " ." << endl;
88
89        Quest* quest;
90        try
91        {
92            quest = QuestManager::getInstance().findQuest(this->getQuestId());
93            if(quest == NULL || !quest->fail(player))
94               return false;
95        }
96        catch(const Exception& e)
97        {
98            orxout(internal_warning, context::quests) << e.getFullDescription() << endl;
99            return false;
100        }
101
102        orxout(verbose, context::quests) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << endl;
103        return true;
104    }
105
106
107}
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