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source: code/trunk/src/modules/questsystem/LocalQuest.cc @ 9872

Last change on this file since 9872 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

  • Property svn:eol-style set to native
File size: 5.5 KB
RevLine 
[1992]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
[2261]29/**
[7456]30    @file LocalQuest.cc
[2662]31    @brief Implementation of the LocalQuest class.
[2261]32*/
33
[2105]34#include "LocalQuest.h"
35
[1992]36#include "core/CoreIncludes.h"
[3196]37#include "core/XMLPort.h"
[7456]38
[2261]39#include "QuestEffect.h"
40
[2662]41namespace orxonox
42{
[9667]43    RegisterClass(LocalQuest);
[1992]44
[2261]45    /**
46    @brief
47        Constructor. Registers and initializes the object.
48    */
[9667]49    LocalQuest::LocalQuest(Context* context) : Quest(context)
[2021]50    {
[2092]51        RegisterObject(LocalQuest);
[2021]52    }
[2092]53
[1992]54    /**
55    @brief
56        Destructor.
57    */
58    LocalQuest::~LocalQuest()
59    {
[2092]60
[1992]61    }
[2092]62
[2261]63    /**
64    @brief
65        Method for creating a LocalQuest object through XML.
66    */
[2076]67    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(LocalQuest, XMLPort, xmlelement, mode);
70
[8858]71        orxout(verbose, context::quests) << "New LocalQuest {" << this->getId() << "} created." << endl;
[2076]72    }
[2092]73
[2261]74    /**
75    @brief
76        Fails the Quest for a given player.
77        Invokes all the failEffects on the player.
78    @param player
79        The player.
80    @return
81        Returns true if the Quest could be failed, false if not.
82    */
83    bool LocalQuest::fail(PlayerInfo* player)
[2068]84    {
[7456]85        if(!this->isFailable(player)) // Checks whether the quest can be failed.
[2261]86        {
[8858]87            orxout(verbose, context::quests) << "A non-failable quest was trying to be failed." << endl;
[2662]88            return false;
[2261]89        }
[6417]90
[2662]91        Quest::fail(player);
[6417]92
[7456]93        QuestEffect::invokeEffects(player, this->getFailEffectList()); // Invoke the failEffects.
[2662]94        return true;
[2068]95    }
[2092]96
[1992]97    /**
98    @brief
[2261]99        Completes the Quest for a given player.
100    Invokes all the complete QuestEffects on the player.
[1996]101    @param player
[2261]102        The player.
103    @return
104        Returns true if the Quest could be completed, false if not.
105    */
106    bool LocalQuest::complete(PlayerInfo* player)
107    {
[7456]108        if(!this->isCompletable(player)) // Checks whether the Quest can be completed.
[2261]109        {
[8858]110            orxout(verbose, context::quests) << "A non-completable quest was trying to be completed." << endl;
[2662]111            return false;
[2261]112        }
[6417]113
[2662]114        Quest::complete(player);
[6417]115
[7456]116        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); // Invoke the complete QuestEffects.
[2662]117        return true;
[2261]118    }
119
120    /**
121    @brief
122        Checks whether the Quest can be started.
123    @param player
[1996]124        The player for whom is to be checked.
125    @return
[2261]126        Returns true if the Quest can be started, false if not.
[1996]127    */
[2261]128    bool LocalQuest::isStartable(const PlayerInfo* player) const
[1996]129    {
[2261]130        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
131            return false;
[7456]132
[1996]133        return this->isInactive(player);
134    }
[2092]135
[1996]136    /**
137    @brief
[2261]138        Checks whether the Quest can be failed.
[1996]139    @param player
140        The player for whom is to be checked.
141    @return
[2261]142        Returns true if the Quest can be failed, false if not.
[1996]143    */
[2261]144    bool LocalQuest::isFailable(const PlayerInfo* player) const
[1996]145    {
146        return this->isActive(player);
147    }
[2092]148
[1996]149    /**
150    @brief
[2261]151        Checks whether the Quest can be completed.
[1996]152    @param player
153        The player for whom is to be checked.
154    @return
[2261]155        Returns true if the Quest can be completed, false if not.
[1996]156    */
[2261]157    bool LocalQuest::isCompletable(const PlayerInfo* player) const
[1996]158    {
159        return this->isActive(player);
160    }
[2092]161
[1996]162    /**
163    @brief
[2261]164        Returns the status of the Quest for a specific player.
[1992]165    @param player
[1996]166        The player.
167    @return
[2261]168        Returns the status of the Quest for the input player.
[1992]169    */
[3280]170    QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const
[1992]171    {
[7552]172        assert(player);
[2092]173
[3280]174        std::map<const PlayerInfo*, QuestStatus::Value>::const_iterator it = this->playerStatus_.find(player);
[7456]175        if (it != this->playerStatus_.end()) // If there is a player in the map.
[2093]176            return it->second;
[6417]177
[7456]178        return QuestStatus::Inactive; // If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
[1992]179    }
[2092]180
[1992]181    /**
182    @brief
183        Sets the status for a specific player.
[2261]184        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!
[1992]185    @param player
[2261]186        The player the status should be set for.
[1992]187    @param status
[2261]188        The status to be set.
[2068]189    @return
190        Returns false if player is NULL.
[1992]191    */
[3280]192    bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status)
[1992]193    {
[7552]194        assert(player);
[6417]195
[2021]196        this->playerStatus_[player] = status;
197        return true;
[1992]198    }
199
200}
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