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source: code/branches/gamestates3/src/modules/questsystem/CompleteQuest.cc @ 10256

Last change on this file since 10256 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 2.9 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 CompleteQuest class.
32*/
33
34#include "CompleteQuest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "QuestManager.h"
39#include "Quest.h"
40
41namespace orxonox
42{
43    CreateFactory(CompleteQuest);
44
45    /**
46    @brief
47        Constructor. Registers the object.
48    */
49    CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator)
50    {
51        RegisterObject(CompleteQuest);
52    }
53
54    /**
55    @brief
56        Destructor.
57    */
58    CompleteQuest::~CompleteQuest()
59    {
60    }
61
62    /**
63    @brief
64        Method for creating a CompleteQuest object through XML.
65    */
66    void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
69
70        COUT(3) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
71    }
72
73    /**
74    @brief
75        Invokes the QuestEffect.
76    @param player
77        The player the QuestEffect is invoked on.
78    @return
79        Returns true if the QuestEffect was invoked successfully.
80    */
81    bool CompleteQuest::invoke(PlayerInfo* player)
82    {
83        if(player == NULL) //!< You know, what we think of NULL-pointers...
84        {
85            COUT(2) << "Input player is NULL." << std::endl;
86            return false;
87        }
88
89        COUT(3) << "CompleteQuest on player: " << player << " ." << std::endl;
90
91        Quest* quest;
92
93        try
94        {
95            quest = QuestManager::getInstance().findQuest(this->getQuestId());
96            if(quest == NULL || !quest->complete(player))
97            {
98               return false;
99            }
100        }
101        catch(const Exception& e)
102        {
103            COUT(2) << e.getFullDescription() << std::endl;
104            return false;
105        }
106
107        COUT(3) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl;
108        return true;
109    }
110
111
112}
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