1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Damian 'Mozork' Frick |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file FailQuest.cc |
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31 | @brief Implementation of the FailQuest class. |
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32 | */ |
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33 | |
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34 | #include "OrxonoxStableHeaders.h" |
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35 | #include "FailQuest.h" |
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36 | |
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37 | #include "core/CoreIncludes.h" |
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38 | #include "util/Exception.h" |
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39 | |
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40 | #include "orxonox/objects/infos/PlayerInfo.h" |
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41 | #include "QuestManager.h" |
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42 | #include "Quest.h" |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | CreateFactory(FailQuest); |
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47 | |
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48 | /** |
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49 | @brief |
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50 | Constructor. Registers the object. |
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51 | */ |
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52 | FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator) |
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53 | { |
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54 | RegisterObject(FailQuest); |
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55 | } |
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56 | |
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57 | /** |
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58 | @brief |
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59 | Destructor. |
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60 | */ |
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61 | FailQuest::~FailQuest() |
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62 | { |
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63 | } |
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64 | |
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65 | /** |
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66 | @brief |
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67 | Method for creating a FailQuest object through XML. |
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68 | */ |
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69 | void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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70 | { |
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71 | SUPER(FailQuest, XMLPort, xmlelement, mode); |
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72 | |
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73 | COUT(3) << "New FailQUest, with target Quest {" << this->getQuestId() << "}, created." << std::endl; |
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74 | } |
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75 | |
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76 | /** |
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77 | @brief |
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78 | Invokes the QuestEffect. |
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79 | @param player |
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80 | The player the QuestEffect is invoked on. |
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81 | @return |
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82 | Returns true if the QuestEffect was invoked successfully. |
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83 | */ |
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84 | bool FailQuest::invoke(PlayerInfo* player) |
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85 | { |
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86 | if(player == NULL) //!< We don't know what to do with no player. |
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87 | { |
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88 | COUT(2) << "Input player is NULL." << std::endl; |
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89 | return false; |
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90 | } |
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91 | |
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92 | COUT(3) << "FailQuest on player: " << player << " ." << std::endl; |
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93 | |
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94 | Quest* quest; |
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95 | try |
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96 | { |
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97 | quest = QuestManager::getInstance().findQuest(this->getQuestId()); |
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98 | if(quest == NULL || !quest->fail(player)) |
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99 | { |
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100 | return false; |
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101 | } |
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102 | } |
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103 | catch(const Exception& e) |
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104 | { |
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105 | COUT(2) << e.getFullDescription() << std::endl; |
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106 | return false; |
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107 | } |
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108 | |
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109 | COUT(3) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << std::endl; |
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110 | return true; |
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111 | } |
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112 | |
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113 | |
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114 | } |
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