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source: code/branches/weapon2/src/orxonox/objects/quest/CompleteQuest.cc @ 2682

Last change on this file since 2682 was 2105, checked in by rgrieder, 16 years ago

updated msvc files and precompiled headers.

File size: 2.3 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#include "OrxonoxStableHeaders.h"
30#include "CompleteQuest.h"
31
32#include "core/CoreIncludes.h"
33#include "util/Exception.h"
34
35#include "QuestManager.h"
36#include "Quest.h"
37
38namespace orxonox {
39
40    CreateFactory(CompleteQuest);
41
42    CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator)
43    {
44        RegisterObject(CompleteQuest);
45    }
46
47    /**
48    @brief
49        Destructor.
50    */
51    CompleteQuest::~CompleteQuest()
52    {
53    }
54
55    void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
58    }
59
60    /**
61    @brief
62        Invokes the effect.
63    @param player
64        The player the effect is invoked on.
65    @return
66        Returns true if the effect was invoked successfully.
67    */
68    bool CompleteQuest::invoke(Player* player)
69    {
70        if(player == NULL)
71        {
72            COUT(2) << "Input player is NULL." << std::endl;
73            return false;
74        }
75
76        try
77        {
78            Quest* quest = QuestManager::findQuest(this->getQuestId());
79            if(!quest->complete(player))
80            {
81               return false;
82            }
83        }
84        catch(const Exception& e)
85        {
86            COUT(2) << e.getFullDescription() << std::endl;
87            return false;
88        }
89
90        return true;
91    }
92
93
94}
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