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source: code/branches/questsystem/src/orxonox/objects/Quest.cc @ 2022

Last change on this file since 2022 was 2021, checked in by dafrick, 16 years ago

Nearly compiles, some minor improvements.

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#include "core/CoreIncludes.h"
30
31#include "Quest.h"
32
33namespace orxonox {
34
35    Quest::Quest() : QuestItem()
36    {
37       
38    }
39
40    /**
41    @brief
42        Constructor. Creates a quest with a given id, title and description.
43    @param id
44        The unique identifier of the quest.
45    @param title
46        The title of the quest.
47    @param description
48        The description of the quest.
49    */
50    Quest::Quest(std::string id, std::string title, std::string description) : QuestItem(id, title, description)
51    {
52        initialize();
53    }
54   
55    /**
56    @brief
57        Destructor.
58    */
59    Quest::~Quest()
60    {
61        //TDO: Unload lists...
62    }
63   
64    /**
65    @brief
66        Initializes the object. Needs to be called first in every constructor of this class.
67    */
68    void Quest::initialize(void)
69    {
70        RegisterObject(Quest);
71       
72        this->parentQuest_ = 0;
73    }
74
75    /**
76    @brief
77        Sets the parent quest of the quest.
78    @param quest
79        A pointer to the quest to be set as parent quest.
80    */
81    bool Quest::setParentQuest(Quest* quest)
82    {
83        this->parentQuest_ = quest;
84        return true;
85    }
86   
87    /**
88    @brief
89        Adds a sub quest to the quest.
90    @param quest
91        A pointer to the quest to be set as sub quest.
92    */
93    bool Quest::addSubQuest(Quest* quest)
94    {
95        this->subQuests_.push_back(quest);
96        return true;
97    }
98
99    /**
100    @brief
101        Adds a Hint to the list of hints
102    @param hint
103        The hint that should be added to the list of hints.
104    */
105    void Quest::addHint(QuestHint* hint)
106    {
107        if ( hint != NULL )
108        {
109            this->hints_.push_back(hint);
110            hint->setQuest(this);
111        }
112        else
113        {
114            COUT(2) << "A NULL-QuestHint was trying to be added." << std::endl;
115        }
116    }
117   
118    /**
119    @brief
120        Starts the quest.
121    @param player
122        The player.
123    @return
124        Returns true if the quest could be started, false if not.
125    */
126    bool Quest::start(Player* player)
127    {
128        if(this->isStartable(player))
129        {
130            this->setStatus(player, questStatus::active);
131            return true;
132        }
133        COUT(2) << "A non-startable quest was trying to be started." << std::endl;
134        return false;
135    }
136   
137    /**
138    @brief
139        Fails the quest.
140    @param player
141        The player.
142    @return
143        Returns true if the quest could be failed, false if not.
144    */
145    bool Quest::fail(Player* player)
146    {
147        if(this->isFailable(player))
148        {
149            this->setStatus(player, questStatus::failed);
150            QuestEffect::invokeEffects(player, this->failEffects_);
151            return true;
152        }
153        COUT(2) << "A non-failable quest was trying to be failed." << std::endl;
154        return false;
155    }
156   
157    /**
158    @brief
159        Completes the quest.
160    @param player
161        The player.
162    @return
163        Returns true if the quest could be completed, false if not.
164    */
165    bool Quest::complete(Player* player)
166    {
167        if(this->isCompletable(player))
168        {
169            this->setStatus(player, questStatus::completed);
170            QuestEffect::invokeEffects(player, this->completeEffects_);
171            return true;
172        }
173        COUT(2) << "A non-completable quest was trying to be completed." << std::endl;
174        return false;
175    }
176
177}
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