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source: code/trunk/src/orxonox/objects/quest/CompleteQuest.cc @ 2095

Last change on this file since 2095 was 2093, checked in by landauf, 16 years ago

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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#include "core/CoreIncludes.h"
30#include "util/Exception.h"
31
32#include "QuestManager.h"
33#include "Quest.h"
34#include "CompleteQuest.h"
35
36namespace orxonox {
37
38    CreateFactory(CompleteQuest);
39
40    CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator)
41    {
42        RegisterObject(CompleteQuest);
43    }
44
45    /**
46    @brief
47        Destructor.
48    */
49    CompleteQuest::~CompleteQuest()
50    {
51    }
52
53    void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
54    {
55        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
56    }
57
58    /**
59    @brief
60        Invokes the effect.
61    @param player
62        The player the effect is invoked on.
63    @return
64        Returns true if the effect was invoked successfully.
65    */
66    bool CompleteQuest::invoke(Player* player)
67    {
68        if(player == NULL)
69        {
70            COUT(2) << "Input player is NULL." << std::endl;
71            return false;
72        }
73
74        try
75        {
76            Quest* quest = QuestManager::findQuest(this->getQuestId());
77            if(!quest->complete(player))
78            {
79               return false;
80            }
81        }
82        catch(const Exception& e)
83        {
84            COUT(2) << e.getFullDescription() << std::endl;
85            return false;
86        }
87
88        return true;
89    }
90
91
92}
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