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source: code/branches/questsystem3/src/orxonox/objects/quest/LocalQuest.cc @ 2328

Last change on this file since 2328 was 2328, checked in by dafrick, 16 years ago
  • Created QuestListeners, they can be used to affect Objects due to status changes of quests.
File size: 6.1 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 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 "core/Super.h"
40#include "util/Exception.h"
41
42#include "orxonox/objects/infos/PlayerInfo.h"
43#include "QuestEffect.h"
44
45namespace orxonox {
46
47    CreateFactory(LocalQuest);
48
49    /**
50    @brief
51        Constructor. Registers and initializes the object.
52    */
53    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
54    {
55        RegisterObject(LocalQuest);
56    }
57
58    /**
59    @brief
60        Destructor.
61    */
62    LocalQuest::~LocalQuest()
63    {
64
65    }
66
67    /**
68    @brief
69        Method for creating a LocalQuest object through XML.
70    */
71    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
73        SUPER(LocalQuest, XMLPort, xmlelement, mode);
74
75        COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
76    }
77
78    /**
79    @brief
80        Fails the Quest for a given player.
81        Invokes all the failEffects on the player.
82    @param player
83        The player.
84    @return
85        Returns true if the Quest could be failed, false if not.
86    */
87    bool LocalQuest::fail(PlayerInfo* player)
88    {
89        if(!this->isFailable(player)) //!< Checks whether the quest can be failed.
90        {
91            COUT(4) << "A non-failable quest was trying to be failed." << std::endl;
92            return false;
93        }
94       
95        Quest::fail(player);
96       
97        QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
98        return true;
99    }
100
101    /**
102    @brief
103        Completes the Quest for a given player.
104    Invokes all the complete QuestEffects on the player.
105    @param player
106        The player.
107    @return
108        Returns true if the Quest could be completed, false if not.
109    */
110    bool LocalQuest::complete(PlayerInfo* player)
111    {
112        if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed.
113        {
114            COUT(4) << "A non-completable quest was trying to be completed." << std::endl;
115            return false;
116        }
117       
118        Quest::complete(player);
119       
120        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects.
121        return true;
122    }
123
124    /**
125    @brief
126        Checks whether the Quest can be started.
127    @param player
128        The player for whom is to be checked.
129    @return
130        Returns true if the Quest can be started, false if not.
131    @throws
132        Throws an exception if isInactive(PlayerInfo*) throws one.
133    */
134    bool LocalQuest::isStartable(const PlayerInfo* player) const
135    {
136        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
137        {
138            return false;
139        }
140        return this->isInactive(player);
141    }
142
143    /**
144    @brief
145        Checks whether the Quest can be failed.
146    @param player
147        The player for whom is to be checked.
148    @return
149        Returns true if the Quest can be failed, false if not.
150    @throws
151        Throws an exception if isActive(PlayerInfo*) throws one.
152    */
153    bool LocalQuest::isFailable(const PlayerInfo* player) const
154    {
155        return this->isActive(player);
156    }
157
158    /**
159    @brief
160        Checks whether the Quest can be completed.
161    @param player
162        The player for whom is to be checked.
163    @return
164        Returns true if the Quest can be completed, false if not.
165    @throws
166        Throws an exception if isInactive(PlayerInfo*) throws one.
167    */
168    bool LocalQuest::isCompletable(const PlayerInfo* player) const
169    {
170        return this->isActive(player);
171    }
172
173    /**
174    @brief
175        Returns the status of the Quest for a specific player.
176    @param player
177        The player.
178    @return
179        Returns the status of the Quest for the input player.
180    @throws
181        Throws an Exception if player is NULL.
182    */
183    questStatus::Enum LocalQuest::getStatus(const PlayerInfo* player) const
184    {
185        if(player == NULL) //!< No player has no defined status.
186        {
187            ThrowException(Argument, "The input PlayerInfo* is NULL.");
188        }
189
190        std::map<const PlayerInfo*, questStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
191        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
192        {
193            return it->second;
194        }
195       
196        return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
197    }
198
199    /**
200    @brief
201        Sets the status for a specific player.
202        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!
203    @param player
204        The player the status should be set for.
205    @param status
206        The status to be set.
207    @return
208        Returns false if player is NULL.
209    */
210    bool LocalQuest::setStatus(PlayerInfo* player, const questStatus::Enum & status)
211    {
212        if(player == NULL) //!< We can't set a status for no player.
213        {
214            return false;
215        }
216       
217        this->playerStatus_[player] = status;
218        return true;
219    }
220
221}
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