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source: code/trunk/src/orxonox/objects/quest/QuestHint.cc @ 2736

Last change on this file since 2736 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: 4.3 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 */
[2261]28 
29/**
[2662]30    @file
31    @brief Implementation of the QuestHint class.
[2261]32*/
[1992]33
[2105]34#include "OrxonoxStableHeaders.h"
35#include "QuestHint.h"
36
[1992]37#include "core/CoreIncludes.h"
[2068]38#include "util/Exception.h"
[2021]39
[2261]40#include "orxonox/objects/infos/PlayerInfo.h"
41#include "QuestManager.h"
[2662]42#include "QuestDescription.h"
[2021]43#include "Quest.h"
[1992]44
[2662]45namespace orxonox
46{
[1992]47    CreateFactory(QuestHint);
48
[2068]49    /**
50    @brief
[2261]51        Constructor. Registers the object.
[2068]52    */
[2092]53    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]54    {
[2092]55        RegisterObject(QuestHint);
[2021]56    }
[2092]57
[1992]58    /**
59    @brief
60        Destructor.
61    */
62    QuestHint::~QuestHint()
63    {
[2092]64
[1992]65    }
[2092]66
[2261]67    /**
68    @brief
69        Method for creating a QuestHint object through XML.
70    */
[2068]71    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
[2093]73        SUPER(QuestHint, XMLPort, xmlelement, mode);
[2092]74
[2261]75        QuestManager::registerHint(this); //!< Registers the QuestHint with the QuestManager.
76       
[2093]77        COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
[2068]78    }
79
[2092]80
[1996]81    /**
82    @brief
[2261]83        Checks whether the QuestHint is active for a specific player.
[1996]84    @param player
85        The player.
[2068]86    @throws
87        Throws an Argument Exception if the input Player-pointer is NULL.
[1996]88    @return
[2261]89        Returns true if the QuestHint is active for the specified player.
[1996]90    */
[2261]91    bool QuestHint::isActive(const PlayerInfo* player) const
[1992]92    {
[2261]93        if(player == NULL) //!< NULL-Pointers are ugly!
[2068]94        {
[2261]95            ThrowException(Argument, "The input PlayerInfo* is NULL.");
[2068]96            return false;
97        }
[2092]98
[2261]99        //! Find the player.
100        std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
101        if (it != this->playerStatus_.end()) //!< If the player is in the map.
[2093]102        {
103            return it->second;
104        }
[2261]105       
[2093]106        return questStatus::inactive;
[1992]107    }
[2092]108
[2021]109    /**
110    @brief
[2068]111        Activates a QuestHint for a given player.
[2021]112    @param player
[2068]113        The player.
[2021]114    @return
[2068]115        Returns true if the activation was successful, false if there were problems.
[2021]116    */
[2261]117    bool QuestHint::setActive(PlayerInfo* player)
[1992]118    {
[2261]119        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
[1992]120        {
[2261]121            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
[2093]122            {
123                this->playerStatus_[player] = questHintStatus::active;
[2662]124               
125                this->getDescription()->sendAddHintNotification();
[2093]126                return true;
127            }
128            else
129            {
[2068]130                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
131                return false;
[2093]132            }
[1992]133        }
[2261]134       
[2093]135        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
136        return false;
[1992]137    }
138
[2021]139    /**
140    @brief
[2261]141        Sets the Quest the QuestHint belongs to.
[2021]142    @param quest
[2261]143        The Quest to be set as Quest the QuestHint is attached to.
[2021]144    @return
[2261]145        Returns true if successful.
[2021]146    */
[2068]147    bool QuestHint::setQuest(Quest* quest)
[1992]148    {
[2261]149        if(quest == NULL) //!< NULL-Pointer. Again..?
[2068]150        {
151            COUT(2) << "The input Quest* is NULL." << std::endl;
152            return false;
153        }
[2092]154
[1992]155        this->quest_ = quest;
[2068]156        return true;
[1992]157    }
158
159}
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