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source: code/branches/ois_update/src/modules/questsystem/effects/FailQuest.cc @ 7571

Last change on this file since 7571 was 7456, checked in by dafrick, 14 years ago

Reviewing documentation fo Questsystem, moving documentation fully into doxygen.
Added some files to modules they belong to.

  • Property svn:eol-style set to native
File size: 2.8 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        COUT(4) << "New FailQuest, with target Quest {" << this->getQuestId() << "}, created." << std::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        //TODO: Replace with assert?
86        if(player == NULL) // We don't know what to do with no player.
87        {
88            COUT(2) << "Input player is NULL." << std::endl;
89            return false;
90        }
91
92        COUT(4) << "FailQuest on player: " << player << " ." << std::endl;
93
94        Quest* quest;
95        try
96        {
97            quest = QuestManager::getInstance().findQuest(this->getQuestId());
98            if(quest == NULL || !quest->fail(player))
99               return false;
100        }
101        catch(const Exception& e)
102        {
103            COUT(2) << e.getFullDescription() << std::endl;
104            return false;
105        }
106
107        COUT(4) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << std::endl;
108        return true;
109    }
110
111
112}
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