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 QuestHint.cc |
---|
31 | @brief |
---|
32 | Implementation of the QuestHint class. |
---|
33 | */ |
---|
34 | |
---|
35 | #include "OrxonoxStableHeaders.h" |
---|
36 | #include "QuestHint.h" |
---|
37 | |
---|
38 | #include "core/CoreIncludes.h" |
---|
39 | #include "util/Exception.h" |
---|
40 | |
---|
41 | #include "orxonox/objects/infos/PlayerInfo.h" |
---|
42 | #include "Quest.h" |
---|
43 | |
---|
44 | namespace orxonox { |
---|
45 | |
---|
46 | CreateFactory(QuestHint); |
---|
47 | |
---|
48 | /** |
---|
49 | @brief |
---|
50 | Constructor. Registers the object. |
---|
51 | */ |
---|
52 | QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator) |
---|
53 | { |
---|
54 | RegisterObject(QuestHint); |
---|
55 | } |
---|
56 | |
---|
57 | /** |
---|
58 | @brief |
---|
59 | Destructor. |
---|
60 | */ |
---|
61 | QuestHint::~QuestHint() |
---|
62 | { |
---|
63 | |
---|
64 | } |
---|
65 | |
---|
66 | /** |
---|
67 | @brief |
---|
68 | Method for creating a QuestHint object through XML. |
---|
69 | */ |
---|
70 | void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
71 | { |
---|
72 | SUPER(QuestHint, XMLPort, xmlelement, mode); |
---|
73 | |
---|
74 | COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl; |
---|
75 | } |
---|
76 | |
---|
77 | |
---|
78 | /** |
---|
79 | @brief |
---|
80 | Checks whether the QuestHint is active for a specific player. |
---|
81 | @param player |
---|
82 | The player. |
---|
83 | @throws |
---|
84 | Throws an Argument Exception if the input Player-pointer is NULL. |
---|
85 | @return |
---|
86 | Returns true if the QuestHint is active for the specified player. |
---|
87 | */ |
---|
88 | bool QuestHint::isActive(const PlayerInfo* player) const |
---|
89 | { |
---|
90 | if(player == NULL) //!< NULL-Pointers are ugly! |
---|
91 | { |
---|
92 | ThrowException(Argument, "The input PlayerInfo* is NULL."); |
---|
93 | return false; |
---|
94 | } |
---|
95 | |
---|
96 | //! Find the player. |
---|
97 | std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player); |
---|
98 | if (it != this->playerStatus_.end()) //!< If the player is in the map. |
---|
99 | { |
---|
100 | return it->second; |
---|
101 | } |
---|
102 | |
---|
103 | return questStatus::inactive; |
---|
104 | } |
---|
105 | |
---|
106 | /** |
---|
107 | @brief |
---|
108 | Activates a QuestHint for a given player. |
---|
109 | @param player |
---|
110 | The player. |
---|
111 | @return |
---|
112 | Returns true if the activation was successful, false if there were problems. |
---|
113 | */ |
---|
114 | bool QuestHint::setActive(PlayerInfo* player) |
---|
115 | { |
---|
116 | if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active. |
---|
117 | { |
---|
118 | if(!(this->isActive(player))) //!< If the hint is already active, activation is pointless. |
---|
119 | { |
---|
120 | this->playerStatus_[player] = questHintStatus::active; |
---|
121 | return true; |
---|
122 | } |
---|
123 | else |
---|
124 | { |
---|
125 | COUT(2) << "An already active questHint was trying to get activated." << std::endl; |
---|
126 | return false; |
---|
127 | } |
---|
128 | } |
---|
129 | |
---|
130 | COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl; |
---|
131 | return false; |
---|
132 | } |
---|
133 | |
---|
134 | /** |
---|
135 | @brief |
---|
136 | Sets the Quest the QuestHint belongs to. |
---|
137 | @param quest |
---|
138 | The Quest to be set as Quest the QuestHint is attached to. |
---|
139 | @return |
---|
140 | Returns true if successful. |
---|
141 | */ |
---|
142 | bool QuestHint::setQuest(Quest* quest) |
---|
143 | { |
---|
144 | if(quest == NULL) //!< NULL-Pointer. Again..? |
---|
145 | { |
---|
146 | COUT(2) << "The input Quest* is NULL." << std::endl; |
---|
147 | return false; |
---|
148 | } |
---|
149 | |
---|
150 | this->quest_ = quest; |
---|
151 | return true; |
---|
152 | } |
---|
153 | |
---|
154 | } |
---|