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source: code/branches/sound2/src/orxonox/objects/quest/QuestHint.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: 4.3 KB
RevLine 
[1992]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 */
[2261]28 
29/**
[2911]30    @file QuestHint.cc
[2662]31    @brief Implementation of the QuestHint class.
[2261]32*/
[1992]33
[2105]34#include "OrxonoxStableHeaders.h"
35#include "QuestHint.h"
36
[1992]37#include "core/CoreIncludes.h"
[2068]38#include "util/Exception.h"
[2021]39
[2261]40#include "orxonox/objects/infos/PlayerInfo.h"
41#include "QuestManager.h"
[2662]42#include "QuestDescription.h"
[2021]43#include "Quest.h"
[1992]44
[2662]45namespace orxonox
46{
[1992]47    CreateFactory(QuestHint);
48
[2068]49    /**
50    @brief
[2261]51        Constructor. Registers the object.
[2068]52    */
[2092]53    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]54    {
[2092]55        RegisterObject(QuestHint);
[2021]56    }
[2092]57
[1992]58    /**
59    @brief
60        Destructor.
61    */
62    QuestHint::~QuestHint()
63    {
[2092]64
[1992]65    }
[2092]66
[2261]67    /**
68    @brief
69        Method for creating a QuestHint object through XML.
70    */
[2068]71    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
[2093]73        SUPER(QuestHint, XMLPort, xmlelement, mode);
[2092]74
[2911]75        QuestManager::getInstance().registerHint(this); //!< Registers the QuestHint with the QuestManager.
[2261]76       
[2093]77        COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
[2068]78    }
79
[2092]80
[1996]81    /**
82    @brief
[2261]83        Checks whether the QuestHint is active for a specific player.
[1996]84    @param player
85        The player.
[2068]86    @throws
87        Throws an Argument Exception if the input Player-pointer is NULL.
[1996]88    @return
[2261]89        Returns true if the QuestHint is active for the specified player.
[1996]90    */
[2261]91    bool QuestHint::isActive(const PlayerInfo* player) const
[1992]92    {
[2261]93        if(player == NULL) //!< NULL-Pointers are ugly!
[2068]94        {
[2261]95            ThrowException(Argument, "The input PlayerInfo* is NULL.");
[2068]96            return false;
97        }
[2092]98
[2261]99        //! Find the player.
100        std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
101        if (it != this->playerStatus_.end()) //!< If the player is in the map.
[2093]102        {
103            return it->second;
104        }
[2261]105       
[2093]106        return questStatus::inactive;
[1992]107    }
[2092]108
[2021]109    /**
110    @brief
[2068]111        Activates a QuestHint for a given player.
[2021]112    @param player
[2068]113        The player.
[2021]114    @return
[2068]115        Returns true if the activation was successful, false if there were problems.
[2021]116    */
[2261]117    bool QuestHint::setActive(PlayerInfo* player)
[1992]118    {
[2261]119        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
[1992]120        {
[2261]121            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
[2093]122            {
123                this->playerStatus_[player] = questHintStatus::active;
[2662]124               
125                this->getDescription()->sendAddHintNotification();
[2093]126                return true;
127            }
128            else
129            {
[2068]130                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
131                return false;
[2093]132            }
[1992]133        }
[2261]134       
[2093]135        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
136        return false;
[1992]137    }
138
[2021]139    /**
140    @brief
[2261]141        Sets the Quest the QuestHint belongs to.
[2021]142    @param quest
[2261]143        The Quest to be set as Quest the QuestHint is attached to.
[2021]144    @return
[2261]145        Returns true if successful.
[2021]146    */
[2068]147    bool QuestHint::setQuest(Quest* quest)
[1992]148    {
[2261]149        if(quest == NULL) //!< NULL-Pointer. Again..?
[2068]150        {
151            COUT(2) << "The input Quest* is NULL." << std::endl;
152            return false;
153        }
[2092]154
[1992]155        this->quest_ = quest;
[2068]156        return true;
[1992]157    }
158
159}
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