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source: code/branches/presentation3/src/modules/questsystem/QuestHint.cc @ 7002

Last change on this file since 7002 was 6945, checked in by dafrick, 14 years ago

A lot of cleanup, mostly increasing output levels, which means, that the console is no longer cluttered by lots and lots of Quest-stuff (the log file still is, but that should be ok…).
Also some possible bugs (or let's say pitfalls) removed, which have been around for a long time and didn't cause any problems so far. Now they never will.
Also, regarding my previous commit. Quests seem tu work just fine, even the second time the level is loaded, which is awesome.

Ergo: Questsystem/Notificationsystem segfault upon loading a level with Quests/Notifications in it twice is now officially resolved.

  • Property svn:eol-style set to native
File size: 4.3 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 QuestHint class.
32*/
33
34#include "QuestHint.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "QuestManager.h"
39#include "QuestDescription.h"
40#include "Quest.h"
41
42namespace orxonox
43{
44    CreateFactory(QuestHint);
45
46    /**
47    @brief
48        Constructor. Registers the object.
49    */
50    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
51    {
52        RegisterObject(QuestHint);
53    }
54
55    /**
56    @brief
57        Destructor.
58    */
59    QuestHint::~QuestHint()
60    {
61        if(this->isRegistered())
62            QuestManager::getInstance().unregisterHint(this);
63    }
64
65    /**
66    @brief
67        Method for creating a QuestHint object through XML.
68    */
69    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(QuestHint, XMLPort, xmlelement, mode);
72
73        QuestManager::getInstance().registerHint(this); //!< Registers the QuestHint with the QuestManager.
74
75        COUT(4) << "New QuestHint {" << this->getId() << "} created." << std::endl;
76    }
77
78
79    /**
80    @brief
81        Checks whether the QuestHint is active for a specific player.
82    @param player
83        The player.
84    @throws
85        Throws an Argument Exception if the input Player-pointer is NULL.
86    @return
87        Returns true if the QuestHint is active for the specified player.
88    */
89    bool QuestHint::isActive(const PlayerInfo* player) const
90    {
91        if(player == NULL) //!< NULL-Pointers are ugly!
92        {
93            ThrowException(Argument, "The input PlayerInfo* is NULL.");
94            return false;
95        }
96
97        //! Find the player.
98        std::map<const PlayerInfo*, QuestHintStatus::Value>::const_iterator it = this->playerStatus_.find(player);
99        if (it != this->playerStatus_.end()) //!< If the player is in the map.
100        {
101            return it->second;
102        }
103
104        return QuestStatus::Inactive;
105    }
106
107    /**
108    @brief
109        Activates a QuestHint for a given player.
110    @param player
111        The player.
112    @return
113        Returns true if the activation was successful, false if there were problems.
114    */
115    bool QuestHint::setActive(PlayerInfo* player)
116    {
117        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
118        {
119            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
120            {
121                this->playerStatus_[player] = QuestHintStatus::Active;
122
123                this->getDescription()->sendAddHintNotification();
124                return true;
125            }
126            else
127            {
128                COUT(4) << "An already active questHint was trying to get activated." << std::endl;
129                return false;
130            }
131        }
132
133        COUT(4) << "A hint of a non-active quest was trying to get activated." << std::endl;
134        return false;
135    }
136
137    /**
138    @brief
139        Sets the Quest the QuestHint belongs to.
140    @param quest
141        The Quest to be set as Quest the QuestHint is attached to.
142    @return
143        Returns true if successful.
144    */
145    bool QuestHint::setQuest(Quest* quest)
146    {
147        if(quest == NULL) //!< NULL-Pointer. Again..?
148        {
149            COUT(2) << "The input Quest* is NULL." << std::endl;
150            return false;
151        }
152
153        this->quest_ = quest;
154        return true;
155    }
156
157}
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