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source: code/branches/questsystem2/src/orxonox/objects/quest/CompleteQuest.cc @ 2208

Last change on this file since 2208 was 2205, checked in by dafrick, 16 years ago

Changed from ControllableEntity to PlayerInfo…

File size: 2.6 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 CompleteQuest.cc
31    @brief
32        Implementation of the CompleteQuest class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "CompleteQuest.h"
37
38#include "core/CoreIncludes.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/infos/PlayerInfo.h"
42#include "QuestManager.h"
43#include "Quest.h"
44
45namespace orxonox {
46
47    CreateFactory(CompleteQuest);
48
49    /**
50    @brief
51        Constructor. Registers the object.
52    */
53    CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator)
54    {
55        RegisterObject(CompleteQuest);
56    }
57
58    /**
59    @brief
60        Destructor.
61    */
62    CompleteQuest::~CompleteQuest()
63    {
64    }
65
66    /**
67    @brief
68        Method for creating a CompleteQuest object through XML.
69    */
70    void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
73    }
74
75    /**
76    @brief
77        Invokes the QuestEffect.
78    @param player
79        The player the QuestEffect is invoked on.
80    @return
81        Returns true if the QuestEffect was invoked successfully.
82    */
83    bool CompleteQuest::invoke(PlayerInfo* player)
84    {
85        if(player == NULL) //!< You know, what we think of NULL-pointers...
86        {
87            COUT(2) << "Input player is NULL." << std::endl;
88            return false;
89        }
90
91        try
92        {
93            Quest* quest = QuestManager::findQuest(this->getQuestId());
94            if(!quest->complete(player))
95            {
96               return false;
97            }
98        }
99        catch(const Exception& e)
100        {
101            COUT(2) << e.getFullDescription() << std::endl;
102            return false;
103        }
104
105        return true;
106    }
107
108
109}
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