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source: code/branches/weaponsystem/src/orxonox/objects/quest/FailQuest.cc @ 2989

Last change on this file since 2989 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 FailQuest class.
32*/
33
34#include "OrxonoxStableHeaders.h"
35#include "FailQuest.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(FailQuest);
47
48    /**
49    @brief
50        Constructor. Registers the object.
51    */
52    FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator)
53    {
54        RegisterObject(FailQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    FailQuest::~FailQuest()
62    {
63    }
64
65    /**
66    @brief
67        Method for creating a FailQuest object through XML.
68    */
69    void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(FailQuest, XMLPort, xmlelement, mode);
72       
73        COUT(3) << "New FailQUest, 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 FailQuest::invoke(PlayerInfo* player)
85    {
86        if(player == NULL) //!< We don't know what to do with no player.
87        {
88            COUT(2) << "Input player is NULL." << std::endl;
89            return false;
90        }
91
92        COUT(3) << "FailQuest on player: " << player << " ." << std::endl;
93
94        Quest* quest;
95        try
96        {
97            quest = QuestManager::findQuest(this->getQuestId());
98            if(quest == NULL || !quest->fail(player))
99            {
100               return false;
101            }
102        }
103        catch(const Exception& e)
104        {
105            COUT(2) << e.getFullDescription() << std::endl;
106            return false;
107        }
108       
109        COUT(3) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << std::endl;
110        return true;
111    }
112
113
114}
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