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source: code/branches/weaponsystem/src/orxonox/objects/quest/CompleteQuest.cc @ 3006

Last change on this file since 3006 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 2.9 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
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::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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