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source: code/trunk/src/modules/questsystem/QuestHint.cc @ 8195

Last change on this file since 8195 was 7552, checked in by dafrick, 14 years ago

Resolving some TODOs and doing some additional cleanup. Almost done now…

  • Property svn:eol-style set to native
File size: 4.0 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 */
[6417]28
[2261]29/**
[7456]30    @file QuestHint.cc
[2662]31    @brief Implementation of the QuestHint class.
[2261]32*/
[1992]33
[2105]34#include "QuestHint.h"
35
[1992]36#include "core/CoreIncludes.h"
[3196]37#include "core/XMLPort.h"
[7456]38
39#include "Quest.h"
40#include "QuestDescription.h"
[2261]41#include "QuestManager.h"
[1992]42
[2662]43namespace orxonox
44{
[1992]45    CreateFactory(QuestHint);
46
[2068]47    /**
48    @brief
[2261]49        Constructor. Registers the object.
[2068]50    */
[2092]51    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]52    {
[2092]53        RegisterObject(QuestHint);
[2021]54    }
[2092]55
[1992]56    /**
57    @brief
58        Destructor.
59    */
60    QuestHint::~QuestHint()
61    {
[7163]62        if(this->isRegistered())
63            QuestManager::getInstance().unregisterHint(this);
[1992]64    }
[2092]65
[2261]66    /**
67    @brief
68        Method for creating a QuestHint object through XML.
69    */
[2068]70    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
[2093]72        SUPER(QuestHint, XMLPort, xmlelement, mode);
[2092]73
[7456]74        QuestManager::getInstance().registerHint(this); // Registers the QuestHint with the QuestManager.
[6417]75
[7163]76        COUT(4) << "New QuestHint {" << this->getId() << "} created." << std::endl;
[2068]77    }
78
[2092]79
[1996]80    /**
81    @brief
[2261]82        Checks whether the QuestHint is active for a specific player.
[1996]83    @param player
84        The player.
85    @return
[2261]86        Returns true if the QuestHint is active for the specified player.
[1996]87    */
[2261]88    bool QuestHint::isActive(const PlayerInfo* player) const
[1992]89    {
[7552]90        if(player == NULL) // If the player is NULL, the Quest obviously can't be active.
[2068]91            return false;
[2092]92
[7456]93        // Find the player.
[3280]94        std::map<const PlayerInfo*, QuestHintStatus::Value>::const_iterator it = this->playerStatus_.find(player);
[7456]95        if (it != this->playerStatus_.end()) // If the player is in the map.
[2093]96            return it->second;
[6417]97
[3280]98        return QuestStatus::Inactive;
[1992]99    }
[2092]100
[2021]101    /**
102    @brief
[2068]103        Activates a QuestHint for a given player.
[2021]104    @param player
[2068]105        The player.
[2021]106    @return
[2068]107        Returns true if the activation was successful, false if there were problems.
[2021]108    */
[2261]109    bool QuestHint::setActive(PlayerInfo* player)
[1992]110    {
[7456]111        if(this->quest_->isActive(player)) // For a hint to get activated the quest must be active.
[1992]112        {
[7456]113            if(!(this->isActive(player)))  // If the hint is already active, activation is pointless.
[2093]114            {
[3280]115                this->playerStatus_[player] = QuestHintStatus::Active;
[6417]116
[7403]117                this->getDescription()->sendAddHintNotification(player);
[2093]118                return true;
119            }
120            else
121            {
[7163]122                COUT(4) << "An already active questHint was trying to get activated." << std::endl;
[2068]123                return false;
[2093]124            }
[1992]125        }
[6417]126
[7163]127        COUT(4) << "A hint of a non-active quest was trying to get activated." << std::endl;
[2093]128        return false;
[1992]129    }
130
[2021]131    /**
132    @brief
[2261]133        Sets the Quest the QuestHint belongs to.
[2021]134    @param quest
[2261]135        The Quest to be set as Quest the QuestHint is attached to.
[2021]136    @return
[2261]137        Returns true if successful.
[2021]138    */
[2068]139    bool QuestHint::setQuest(Quest* quest)
[1992]140    {
[7552]141        assert(quest);
[2092]142
[1992]143        this->quest_ = quest;
[2068]144        return true;
[1992]145    }
146
147}
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