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source: code/branches/presentation2012merge/src/modules/questsystem/LocalQuest.cc @ 9323

Last change on this file since 9323 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: 5.5 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 LocalQuest.cc
31    @brief Implementation of the LocalQuest class.
32*/
33
34#include "LocalQuest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "QuestEffect.h"
40
41namespace orxonox
42{
43    CreateFactory(LocalQuest);
44
45    /**
46    @brief
47        Constructor. Registers and initializes the object.
48    */
49    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
50    {
51        RegisterObject(LocalQuest);
52    }
53
54    /**
55    @brief
56        Destructor.
57    */
58    LocalQuest::~LocalQuest()
59    {
60
61    }
62
63    /**
64    @brief
65        Method for creating a LocalQuest object through XML.
66    */
67    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(LocalQuest, XMLPort, xmlelement, mode);
70
71        orxout(verbose, context::quests) << "New LocalQuest {" << this->getId() << "} created." << endl;
72    }
73
74    /**
75    @brief
76        Fails the Quest for a given player.
77        Invokes all the failEffects on the player.
78    @param player
79        The player.
80    @return
81        Returns true if the Quest could be failed, false if not.
82    */
83    bool LocalQuest::fail(PlayerInfo* player)
84    {
85        if(!this->isFailable(player)) // Checks whether the quest can be failed.
86        {
87            orxout(verbose, context::quests) << "A non-failable quest was trying to be failed." << endl;
88            return false;
89        }
90
91        Quest::fail(player);
92
93        QuestEffect::invokeEffects(player, this->getFailEffectList()); // Invoke the failEffects.
94        return true;
95    }
96
97    /**
98    @brief
99        Completes the Quest for a given player.
100    Invokes all the complete QuestEffects on the player.
101    @param player
102        The player.
103    @return
104        Returns true if the Quest could be completed, false if not.
105    */
106    bool LocalQuest::complete(PlayerInfo* player)
107    {
108        if(!this->isCompletable(player)) // Checks whether the Quest can be completed.
109        {
110            orxout(verbose, context::quests) << "A non-completable quest was trying to be completed." << endl;
111            return false;
112        }
113
114        Quest::complete(player);
115
116        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); // Invoke the complete QuestEffects.
117        return true;
118    }
119
120    /**
121    @brief
122        Checks whether the Quest can be started.
123    @param player
124        The player for whom is to be checked.
125    @return
126        Returns true if the Quest can be started, false if not.
127    */
128    bool LocalQuest::isStartable(const PlayerInfo* player) const
129    {
130        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
131            return false;
132
133        return this->isInactive(player);
134    }
135
136    /**
137    @brief
138        Checks whether the Quest can be failed.
139    @param player
140        The player for whom is to be checked.
141    @return
142        Returns true if the Quest can be failed, false if not.
143    */
144    bool LocalQuest::isFailable(const PlayerInfo* player) const
145    {
146        return this->isActive(player);
147    }
148
149    /**
150    @brief
151        Checks whether the Quest can be completed.
152    @param player
153        The player for whom is to be checked.
154    @return
155        Returns true if the Quest can be completed, false if not.
156    */
157    bool LocalQuest::isCompletable(const PlayerInfo* player) const
158    {
159        return this->isActive(player);
160    }
161
162    /**
163    @brief
164        Returns the status of the Quest for a specific player.
165    @param player
166        The player.
167    @return
168        Returns the status of the Quest for the input player.
169    */
170    QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const
171    {
172        assert(player);
173
174        std::map<const PlayerInfo*, QuestStatus::Value>::const_iterator it = this->playerStatus_.find(player);
175        if (it != this->playerStatus_.end()) // If there is a player in the map.
176            return it->second;
177
178        return QuestStatus::Inactive; // If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
179    }
180
181    /**
182    @brief
183        Sets the status for a specific player.
184        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!
185    @param player
186        The player the status should be set for.
187    @param status
188        The status to be set.
189    @return
190        Returns false if player is NULL.
191    */
192    bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status)
193    {
194        assert(player);
195
196        this->playerStatus_[player] = status;
197        return true;
198    }
199
200}
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