/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file QuestHint.cc @brief Implementation of the QuestHint class. */ #include "OrxonoxStableHeaders.h" #include "QuestHint.h" #include "core/CoreIncludes.h" #include "util/Exception.h" #include "orxonox/objects/infos/PlayerInfo.h" #include "Quest.h" namespace orxonox { CreateFactory(QuestHint); /** @brief Constructor. Registers the object. */ QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator) { RegisterObject(QuestHint); } /** @brief Destructor. */ QuestHint::~QuestHint() { } /** @brief Method for creating a QuestHint object through XML. */ void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(QuestHint, XMLPort, xmlelement, mode); COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl; } /** @brief Checks whether the QuestHint is active for a specific player. @param player The player. @throws Throws an Argument Exception if the input Player-pointer is NULL. @return Returns true if the QuestHint is active for the specified player. */ bool QuestHint::isActive(const PlayerInfo* player) const { if(player == NULL) //!< NULL-Pointers are ugly! { ThrowException(Argument, "The input PlayerInfo* is NULL."); return false; } //! Find the player. std::map::const_iterator it = this->playerStatus_.find(player); if (it != this->playerStatus_.end()) //!< If the player is in the map. { return it->second; } return questStatus::inactive; } /** @brief Activates a QuestHint for a given player. @param player The player. @return Returns true if the activation was successful, false if there were problems. */ bool QuestHint::setActive(PlayerInfo* player) { if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active. { if(!(this->isActive(player))) //!< If the hint is already active, activation is pointless. { this->playerStatus_[player] = questHintStatus::active; return true; } else { COUT(2) << "An already active questHint was trying to get activated." << std::endl; return false; } } COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl; return false; } /** @brief Sets the Quest the QuestHint belongs to. @param quest The Quest to be set as Quest the QuestHint is attached to. @return Returns true if successful. */ bool QuestHint::setQuest(Quest* quest) { if(quest == NULL) //!< NULL-Pointer. Again..? { COUT(2) << "The input Quest* is NULL." << std::endl; return false; } this->quest_ = quest; return true; } }