1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Damian 'Mozork' Frick |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "GlobalQuest.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "util/Exception.h" |
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34 | |
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35 | namespace orxonox { |
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36 | |
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37 | CreateFactory(GlobalQuest); |
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38 | |
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39 | /** |
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40 | @brief |
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41 | Constructor. |
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42 | */ |
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43 | GlobalQuest::GlobalQuest(BaseObject* creator) : Quest(creator) |
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44 | { |
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45 | RegisterObject(GlobalQuest); |
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46 | |
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47 | this->initialize(); |
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48 | } |
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49 | |
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50 | /** |
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51 | @brief |
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52 | Destructor. |
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53 | */ |
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54 | GlobalQuest::~GlobalQuest() |
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55 | { |
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56 | |
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57 | } |
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58 | |
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59 | void GlobalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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60 | { |
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61 | SUPER(GlobalQuest, XMLPort, xmlelement, mode); |
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62 | |
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63 | COUT(3) << "New GlobalQuest {" << this->getId() << "} created." << std::endl; |
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64 | } |
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65 | |
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66 | void GlobalQuest::initialize(void) |
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67 | { |
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68 | RegisterObject(GlobalQuest); |
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69 | } |
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70 | |
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71 | /** |
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72 | @brief |
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73 | Checks whether the quest can be started. |
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74 | @param player |
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75 | The player for whom is to be checked. |
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76 | @return |
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77 | Returns true if the quest can be started, false if not. |
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78 | @throws |
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79 | Throws an exception if either isInactive() of isActive() throws one. |
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80 | */ |
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81 | bool GlobalQuest::isStartable(const Player* player) const |
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82 | { |
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83 | return this->isInactive(player) || this->isActive(player); |
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84 | } |
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85 | |
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86 | /** |
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87 | @brief |
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88 | Checks whether the quest can be failed. |
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89 | @param player |
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90 | The player for whom is to be checked. |
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91 | @return |
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92 | Returns true if the quest can be failed, false if not. |
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93 | @throws |
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94 | Throws an Exception if isActive() throws one. |
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95 | */ |
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96 | bool GlobalQuest::isFailable(const Player* player) const |
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97 | { |
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98 | return this->isActive(player); |
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99 | |
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100 | } |
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101 | |
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102 | /** |
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103 | @brief |
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104 | Checks whether the quest can be completed. |
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105 | @param player |
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106 | The player for whom is to be checked. |
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107 | @return |
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108 | Returns true if the quest can be completed, false if not. |
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109 | @throws |
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110 | Throws an Exception if isActive() throws one. |
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111 | */ |
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112 | bool GlobalQuest::isCompletable(const Player* player) const |
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113 | { |
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114 | return this->isActive(player); |
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115 | } |
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116 | |
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117 | /** |
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118 | @brief |
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119 | Returns the status of the quest for a specific player. |
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120 | @param player |
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121 | The player. |
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122 | @throws |
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123 | Throws an Exception if player is NULL. |
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124 | */ |
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125 | questStatus::Enum GlobalQuest::getStatus(const Player* player) const |
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126 | { |
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127 | if(player == NULL) |
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128 | { |
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129 | ThrowException(Argument, "The input Player* is NULL."); |
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130 | } |
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131 | |
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132 | //TDO: Does this really work??? |
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133 | std::set<Player*>::const_iterator it = this->players_.find((Player*)(void*)player); |
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134 | if (it != this->players_.end()) |
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135 | { |
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136 | return this->status_; |
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137 | } |
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138 | else |
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139 | { |
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140 | return questStatus::inactive; |
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141 | } |
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142 | |
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143 | } |
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144 | |
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145 | /** |
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146 | @brief |
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147 | Sets the status for a specific player. |
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148 | 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. |
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149 | @param player |
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150 | The player. |
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151 | @param status |
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152 | The status to be set. |
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153 | @return |
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154 | Returns false if player is NULL. |
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155 | */ |
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156 | bool GlobalQuest::setStatus(Player* player, const questStatus::Enum & status) |
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157 | { |
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158 | if(player == NULL) |
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159 | { |
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160 | return false; |
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161 | } |
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162 | |
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163 | std::set<Player*>::const_iterator it = this->players_.find(player); |
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164 | if (it == this->players_.end()) //!< Player is not yet in the list. |
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165 | { |
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166 | this->players_.insert(player); |
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167 | } |
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168 | this->status_ = status; |
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169 | return true; |
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170 | } |
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171 | |
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172 | |
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173 | } |
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