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source: code/branches/questsystem/src/orxonox/objects/GlobalQuest.cc @ 2118

Last change on this file since 2118 was 2081, checked in by dafrick, 16 years ago

Ready for merge! (It won't compile after the merge, though ;) )

File size: 4.2 KB
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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 "GlobalQuest.h"
33
34namespace orxonox {
35
36    CreateFactory(GlobalQuest);
37
38    /**
39    @brief
40        Constructor.
41    */
42    GlobalQuest::GlobalQuest() : Quest()
43    {
44        this->initialize();
45    }
46   
47    /**
48    @brief
49        Destructor.
50    */
51    GlobalQuest::~GlobalQuest()
52    {
53       
54    }
55   
56    void GlobalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
57    {
58        SUPER(GlobalQuest, XMLPort, xmlelement, mode);
59
60        COUT(3) << "New GlobalQuest {" << this->getId() << "} created." << std::endl;
61    }
62   
63    void GlobalQuest::initialize(void)
64    {
65        RegisterObject(GlobalQuest);
66    }
67   
68    /**
69    @brief
70        Checks whether the quest can be started.
71    @param player
72        The player for whom is to be checked.
73    @return
74        Returns true if the quest can be started, false if not.
75    @throws
76        Throws an exception if either isInactive() of isActive() throws one.
77    */
78    bool GlobalQuest::isStartable(const Player* player) const
79    {
80        return this->isInactive(player) ||  this->isActive(player);
81    }
82   
83    /**
84    @brief
85        Checks whether the quest can be failed.
86    @param player
87        The player for whom is to be checked.
88    @return
89        Returns true if the quest can be failed, false if not.
90    @throws
91        Throws an Exception if isActive() throws one.
92    */
93    bool GlobalQuest::isFailable(const Player* player) const
94    {
95        return this->isActive(player);
96
97    }
98   
99    /**
100    @brief
101        Checks whether the quest can be completed.
102    @param player
103        The player for whom is to be checked.
104    @return
105        Returns true if the quest can be completed, false if not.
106    @throws
107        Throws an Exception if isActive() throws one.
108    */
109    bool GlobalQuest::isCompletable(const Player* player) const
110    {
111        return this->isActive(player);
112    }
113
114    /**
115    @brief
116        Returns the status of the quest for a specific player.
117    @param player
118        The player.
119    @throws
120        Throws an Exception if player is NULL.
121    */
122    questStatus::Enum GlobalQuest::getStatus(const Player* player) const
123    {
124        if(player == NULL)
125        {
126            ThrowException(Argument, "The input Player* is NULL.");
127        }
128       
129        //TDO: Does this really work???
130        std::set<Player*>::const_iterator it = this->players_.find((Player*)(void*)player);
131        if (it != this->players_.end())
132        {
133            return this->status_;
134        }
135        else
136        {
137           return questStatus::inactive;
138        }
139
140    }
141   
142    /**
143    @brief
144        Sets the status for a specific player.
145        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.
146    @param player
147        The player.
148    @param status
149        The status to be set.
150    @return
151        Returns false if player is NULL.
152    */
153    bool GlobalQuest::setStatus(Player* player, const questStatus::Enum & status)
154    {
155        if(player == NULL)
156        {
157            return false;
158        }
159       
160        std::set<Player*>::const_iterator it = this->players_.find(player);
161        if (it == this->players_.end()) //!< Player is not yet in the list.
162        {
163            this->players_.insert(player);
164        }
165        this->status_ = status;
166        return true;
167    }
168
169
170}
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