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source: code/branches/presentation/src/orxonox/objects/quest/FailQuest.cc @ 2490

Last change on this file since 2490 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

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 FailQuest class.
32*/
33
34#include "OrxonoxStableHeaders.h"
35#include "FailQuest.h"
36
37#include "core/CoreIncludes.h"
38#include "util/Exception.h"
39
40#include "orxonox/objects/infos/PlayerInfo.h"
41#include "QuestManager.h"
42#include "Quest.h"
43
44namespace orxonox
45{
46    CreateFactory(FailQuest);
47
48    /**
49    @brief
50        Constructor. Registers the object.
51    */
52    FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator)
53    {
54        RegisterObject(FailQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    FailQuest::~FailQuest()
62    {
63    }
64
65    /**
66    @brief
67        Method for creating a FailQuest object through XML.
68    */
69    void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(FailQuest, XMLPort, xmlelement, mode);
72       
73        COUT(3) << "New FailQUest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
74    }
75
76    /**
77    @brief
78        Invokes the QuestEffect.
79    @param player
80        The player the QuestEffect is invoked on.
81    @return
82        Returns true if the QuestEffect was invoked successfully.
83    */
84    bool FailQuest::invoke(PlayerInfo* player)
85    {
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(3) << "FailQuest on player: " << player << " ." << std::endl;
93
94        Quest* quest;
95        try
96        {
97            quest = QuestManager::findQuest(this->getQuestId());
98            if(quest == NULL || !quest->fail(player))
99            {
100               return false;
101            }
102        }
103        catch(const Exception& e)
104        {
105            COUT(2) << e.getFullDescription() << std::endl;
106            return false;
107        }
108       
109        COUT(3) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << std::endl;
110        return true;
111    }
112
113
114}
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