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source: code/branches/weaponsystem/src/orxonox/objects/quest/LocalQuest.cc @ 3003

Last change on this file since 3003 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: 6.1 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 LocalQuest class.
32*/
33
34#include "OrxonoxStableHeaders.h"
35#include "LocalQuest.h"
36
37#include "core/CoreIncludes.h"
38#include "core/Super.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/infos/PlayerInfo.h"
42#include "QuestEffect.h"
43
44namespace orxonox
45{
46    CreateFactory(LocalQuest);
47
48    /**
49    @brief
50        Constructor. Registers and initializes the object.
51    */
52    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
53    {
54        RegisterObject(LocalQuest);
55    }
56
57    /**
58    @brief
59        Destructor.
60    */
61    LocalQuest::~LocalQuest()
62    {
63
64    }
65
66    /**
67    @brief
68        Method for creating a LocalQuest object through XML.
69    */
70    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(LocalQuest, XMLPort, xmlelement, mode);
73
74        COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
75    }
76
77    /**
78    @brief
79        Fails the Quest for a given player.
80        Invokes all the failEffects on the player.
81    @param player
82        The player.
83    @return
84        Returns true if the Quest could be failed, false if not.
85    */
86    bool LocalQuest::fail(PlayerInfo* player)
87    {
88        if(!this->isFailable(player)) //!< Checks whether the quest can be failed.
89        {
90            COUT(4) << "A non-failable quest was trying to be failed." << std::endl;
91            return false;
92        }
93       
94        Quest::fail(player);
95       
96        QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
97        return true;
98    }
99
100    /**
101    @brief
102        Completes the Quest for a given player.
103    Invokes all the complete QuestEffects on the player.
104    @param player
105        The player.
106    @return
107        Returns true if the Quest could be completed, false if not.
108    */
109    bool LocalQuest::complete(PlayerInfo* player)
110    {
111        if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed.
112        {
113            COUT(4) << "A non-completable quest was trying to be completed." << std::endl;
114            return false;
115        }
116       
117        Quest::complete(player);
118       
119        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects.
120        return true;
121    }
122
123    /**
124    @brief
125        Checks whether the Quest can be started.
126    @param player
127        The player for whom is to be checked.
128    @return
129        Returns true if the Quest can be started, false if not.
130    @throws
131        Throws an exception if isInactive(PlayerInfo*) throws one.
132    */
133    bool LocalQuest::isStartable(const PlayerInfo* player) const
134    {
135        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
136        {
137            return false;
138        }
139        return this->isInactive(player);
140    }
141
142    /**
143    @brief
144        Checks whether the Quest can be failed.
145    @param player
146        The player for whom is to be checked.
147    @return
148        Returns true if the Quest can be failed, false if not.
149    @throws
150        Throws an exception if isActive(PlayerInfo*) throws one.
151    */
152    bool LocalQuest::isFailable(const PlayerInfo* player) const
153    {
154        return this->isActive(player);
155    }
156
157    /**
158    @brief
159        Checks whether the Quest can be completed.
160    @param player
161        The player for whom is to be checked.
162    @return
163        Returns true if the Quest can be completed, false if not.
164    @throws
165        Throws an exception if isInactive(PlayerInfo*) throws one.
166    */
167    bool LocalQuest::isCompletable(const PlayerInfo* player) const
168    {
169        return this->isActive(player);
170    }
171
172    /**
173    @brief
174        Returns the status of the Quest for a specific player.
175    @param player
176        The player.
177    @return
178        Returns the status of the Quest for the input player.
179    @throws
180        Throws an Exception if player is NULL.
181    */
182    questStatus::Enum LocalQuest::getStatus(const PlayerInfo* player) const
183    {
184        if(player == NULL) //!< No player has no defined status.
185        {
186            ThrowException(Argument, "The input PlayerInfo* is NULL.");
187        }
188
189        std::map<const PlayerInfo*, questStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
190        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
191        {
192            return it->second;
193        }
194       
195        return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
196    }
197
198    /**
199    @brief
200        Sets the status for a specific player.
201        But be careful wit this one, the status will just be set without checking for its validity. You have to know what you're doing. Really!
202    @param player
203        The player the status should be set for.
204    @param status
205        The status to be set.
206    @return
207        Returns false if player is NULL.
208    */
209    bool LocalQuest::setStatus(PlayerInfo* player, const questStatus::Enum & status)
210    {
211        if(player == NULL) //!< We can't set a status for no player.
212        {
213            return false;
214        }
215       
216        this->playerStatus_[player] = status;
217        return true;
218    }
219
220}
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