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source: code/branches/sound2/src/orxonox/objects/quest/CompleteQuest.cc @ 3050

Last change on this file since 3050 was 3013, checked in by bknecht, 16 years ago

merged sound changes into sound2 use sound2 from now on

File size: 3.0 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 CompleteQuest.cc
31    @brief Implementation of the CompleteQuest class.
32*/
33
34#include "OrxonoxStableHeaders.h"
35#include "CompleteQuest.h"
36
37#include "core/CoreIncludes.h"
38#include "util/Exception.h"
39
40#include "orxonox/objects/infos/PlayerInfo.h"
41#include "QuestManager.h"
42#include "Quest.h"
43
44namespace orxonox
45{
46    CreateFactory(CompleteQuest);
47
48    /**
49    @brief
50        Constructor. Registers the object.
51    */
52    CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator)
53    {
54        RegisterObject(CompleteQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    CompleteQuest::~CompleteQuest()
62    {
63    }
64
65    /**
66    @brief
67        Method for creating a CompleteQuest object through XML.
68    */
69    void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
72       
73        COUT(3) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
74    }
75
76    /**
77    @brief
78        Invokes the QuestEffect.
79    @param player
80        The player the QuestEffect is invoked on.
81    @return
82        Returns true if the QuestEffect was invoked successfully.
83    */
84    bool CompleteQuest::invoke(PlayerInfo* player)
85    {
86        if(player == NULL) //!< You know, what we think of NULL-pointers...
87        {
88            COUT(2) << "Input player is NULL." << std::endl;
89            return false;
90        }
91
92        COUT(3) << "CompleteQuest on player: " << player << " ." << std::endl;
93
94        Quest* quest;
95
96        try
97        {
98            quest = QuestManager::getInstance().findQuest(this->getQuestId());
99            if(quest == NULL || !quest->complete(player))
100            {
101               return false;
102            }
103        }
104        catch(const Exception& e)
105        {
106            COUT(2) << e.getFullDescription() << std::endl;
107            return false;
108        }
109
110        COUT(3) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl;
111        return true;
112    }
113
114
115}
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