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source: code/branches/questsystem2/src/orxonox/objects/quest/LocalQuest.cc @ 2159

Last change on this file since 2159 was 2159, checked in by dafrick, 16 years ago

Completed documentation of finished classes.

File size: 6.2 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/**
30    @file LocalQuest.cc
31    @brief
32        Implementation of the LocalQuest class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "LocalQuest.h"
37
38#include "core/CoreIncludes.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/worldentities/ControllableEntity.h"
42#include "QuestEffect.h"
43
44namespace orxonox {
45
46    CreateFactory(LocalQuest);
47
48    /**
49    @brief
50        Constructor. Registers and initializes the object.
51    */
52    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
53    {
54        RegisterObject(LocalQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    LocalQuest::~LocalQuest()
62    {
63
64    }
65
66    /**
67    @brief
68        Method for creating a LocalQuest object through XML.
69    */
70    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(LocalQuest, XMLPort, xmlelement, mode);
73
74        COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
75    }
76
77    /**
78    @brief
79        Fails the quest for a given player.
80        Invokes all the failEffects on the player.
81    @param player
82        The player.
83    @return
84        Returns true if the quest could be failed, false if not.
85    */
86    bool LocalQuest::fail(ControllableEntity* player)
87    {
88        if(this->isFailable(player)) //!< Checks whether the quest can be failed.
89        {
90            this->setStatus(player, questStatus::failed);
91            QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
92            return true;
93        }
94       
95        COUT(2) << "A non-failable quest was trying to be failed." << std::endl;
96        return false;
97    }
98
99    /**
100    @brief
101        Completes the quest for a given player.
102        Invokes all the completeEffects on the player.
103    @param player
104        The player.
105    @return
106        Returns true if the quest could be completed, false if not.
107    */
108    bool LocalQuest::complete(ControllableEntity* player)
109    {
110        if(this->isCompletable(player)) //!< Checks whether the quest can be completed.
111        {
112            this->setStatus(player, questStatus::completed);
113            QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the completeEffects.
114            return true;
115        }
116       
117        COUT(2) << "A non-completable quest was trying to be completed." << std::endl;
118        return false;
119    }
120
121    /**
122    @brief
123        Checks whether the quest can be started.
124    @param player
125        The player for whom is to be checked.
126    @return
127        Returns true if the quest can be started, false if not.
128    @throws
129        Throws an exception if isInactive(ControllableEntity*) throws one.
130    */
131    bool LocalQuest::isStartable(const ControllableEntity* player) const
132    {
133        return this->isInactive(player);
134    }
135
136    /**
137    @brief
138        Checks whether the quest can be failed.
139    @param player
140        The player for whom is to be checked.
141    @return
142        Returns true if the quest can be failed, false if not.
143    @throws
144        Throws an exception if isActive(ControllableEntity*) throws one.
145    */
146    bool LocalQuest::isFailable(const ControllableEntity* player) const
147    {
148        return this->isActive(player);
149    }
150
151    /**
152    @brief
153        Checks whether the quest can be completed.
154    @param player
155        The player for whom is to be checked.
156    @return
157        Returns true if the quest can be completed, false if not.
158    @throws
159        Throws an exception if isInactive(ControllableEntity*) throws one.
160    */
161    bool LocalQuest::isCompletable(const ControllableEntity* player) const
162    {
163        return this->isActive(player);
164    }
165
166    /**
167    @brief
168        Returns the status of the quest for a specific player.
169    @param player
170        The player.
171    @return
172        Returns the status of the quest for the input player.
173    @throws
174        Throws an Exception if player is NULL.
175    */
176    questStatus::Enum LocalQuest::getStatus(const ControllableEntity* player) const
177    {
178        if(player == NULL) //!< No player has no defined status.
179        {
180            ThrowException(Argument, "The input ControllableEntity* is NULL.");
181        }
182
183        std::map<ControllableEntity*, questStatus::Enum>::const_iterator it = this->playerStatus_.find((ControllableEntity*)(void*)player); //Thx. to x3n for the (ControllableEntity*)(void*) 'hack'.
184        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
185        {
186            return it->second;
187        }
188       
189        return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
190    }
191
192    /**
193    @brief
194        Sets the status for a specific player.
195        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. Really!
196    @param player
197        The player the status should be set for.
198    @param status
199        The status to be set.
200    @return
201        Returns false if player is NULL.
202    */
203    bool LocalQuest::setStatus(ControllableEntity* player, const questStatus::Enum & status)
204    {
205        if(player == NULL) //!< We can't set a status for no player.
206        {
207            return false;
208        }
209       
210        this->playerStatus_[player] = status;
211        return true;
212    }
213
214}
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