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source: code/branches/questsystem/src/orxonox/objects/FailQuest.cc @ 2068

Last change on this file since 2068 was 2068, checked in by dafrick, 16 years ago

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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#include "core/CoreIncludes.h"
30#include "util/Exception.h"
31
32#include "QuestManager.h"
33#include "Quest.h"
34#include "FailQuest.h"
35
36namespace orxonox {
37
38    CreateFactory(FailQuest);
39
40    FailQuest::FailQuest() : ChangeQuestStatus()
41    {
42       
43    }
44
45    /**
46    @brief
47        Constructor.
48    @param questId
49        The id of the quest to be failed.
50    */
51    FailQuest::FailQuest(std::string questId) : ChangeQuestStatus(questId)
52    {
53        RegisterObject(FailQuest);
54    }
55   
56    /**
57    @brief
58        Destructor.
59    */
60    FailQuest::~FailQuest()
61    {
62    }
63   
64    /**
65    @brief
66        Invokes the effect.
67    @param player
68        The player the effect is invoked on.
69    @return
70        Returns true if the effect was invoked successfully.
71    */
72    bool FailQuest::invoke(Player* player)
73    {
74        if(player == NULL)
75        {
76            COUT(2) << "Input player is NULL." << std::endl;
77            return false;
78        }
79   
80        try
81        {
82            Quest* quest = QuestManager::findQuest(this->getQuestId());
83            if(!quest->fail(player))
84            {
85               return false;
86            }
87        }
88        catch(const Exception& e)
89        {
90            COUT(2) << e.getFullDescription() << std::endl;
91            return false;
92        }
93       
94        return true;
95    }
96
97
98}
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