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source: code/branches/release2012/src/modules/questsystem/QuestEffect.cc @ 11801

Last change on this file since 11801 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 2.2 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 QuestEffect.cc
31    @brief Implementation of the QuestEffect class.
32*/
33
34#include "QuestEffect.h"
35#include "core/CoreIncludes.h"
36
37namespace orxonox
38{
39    /**
40    @brief
41        Constructor. Creates a new QuestEffect.
42        Is not meant to be invoked directly, since this is only an interface.
43    */
44    QuestEffect::QuestEffect(BaseObject* creator) : BaseObject(creator)
45    {
46        RegisterObject(QuestEffect);
47    }
48
49    /**
50    @brief
51        Destructor.
52    */
53    QuestEffect::~QuestEffect()
54    {
55
56    }
57
58    /**
59    @brief
60        Static method. Invoke all QuestEffects in an QuestEffect-list on a given player.
61    @param player
62        The player the QuestEffects are invoked on.
63    @param effects
64        A list of all the QuestEffects to be invoked.
65    @return
66        Returns false if there was an error, view console or log for further details.
67    */
68    /*static*/ bool QuestEffect::invokeEffects(PlayerInfo* player, std::list<QuestEffect*> & effects)
69    {
70        bool temp = true;
71
72        orxout(verbose, context::quests) << "Invoking QuestEffects on player: " << player << " ."  << endl;
73
74        for (std::list<QuestEffect*>::iterator effect = effects.begin(); effect != effects.end(); effect++)
75            temp = temp && (*effect)->invoke(player);
76
77        return temp;
78    }
79
80}
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