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source: code/branches/tutorial2/src/modules/questsystem/QuestItem.cc @ 10385

Last change on this file since 10385 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: 2.6 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 QuestItem.cc
31    @brief Implementation of the QuestItem class.
32*/
33
34#include "QuestItem.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "QuestDescription.h"
40
41namespace orxonox
42{
43
44    CreateUnloadableFactory(QuestItem);
45
46    /**
47    @brief
48        Constructor. Registers and initializes the object.
49    */
50    QuestItem::QuestItem(BaseObject* creator) : BaseObject(creator)
51    {
52        this->registered_ = false;
53
54        RegisterObject(QuestItem);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    QuestItem::~QuestItem()
62    {
63
64    }
65
66    /**
67    @brief
68        Method for creating a QuestItem object through XML.
69    */
70    void QuestItem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(QuestItem, XMLPort, xmlelement, mode);
73
74        XMLPortParam(QuestItem, "id", setId, getId, xmlelement, mode);
75        XMLPortObject(QuestItem, QuestDescription, "", setDescription, getDescription, xmlelement, mode);
76    }
77
78    /**
79    @brief
80        Sets the id of the QuestItem.
81        The id can be any string and must be unique in the context it is used (commonly a level file). To ensure uniqueness one could use GUIDs, however they are in general less readable, so make your own choice.
82    @see
83        http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure
84    @param id
85        The id to be set.
86    */
87    void QuestItem::setId(const std::string & id)
88    {
89        if(id == "") // Checks whether the id is a valid id.
90        {
91            orxout(internal_warning, context::quests) << "Invalid id. QuestItem id {" << id << "} could not be set." << endl;
92            return;
93        }
94
95        this->id_ = id;
96    }
97
98}
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