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source: code/trunk/src/orxonox/objects/quest/QuestHint.cc @ 3172

Last change on this file since 3172 was 3110, checked in by rgrieder, 16 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
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/**
[2911]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"
[2068]37#include "util/Exception.h"
[2021]38
[2261]39#include "orxonox/objects/infos/PlayerInfo.h"
40#include "QuestManager.h"
[2662]41#include "QuestDescription.h"
[2021]42#include "Quest.h"
[1992]43
[2662]44namespace orxonox
45{
[1992]46    CreateFactory(QuestHint);
47
[2068]48    /**
49    @brief
[2261]50        Constructor. Registers the object.
[2068]51    */
[2092]52    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]53    {
[2092]54        RegisterObject(QuestHint);
[2021]55    }
[2092]56
[1992]57    /**
58    @brief
59        Destructor.
60    */
61    QuestHint::~QuestHint()
62    {
[2092]63
[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
[2911]74        QuestManager::getInstance().registerHint(this); //!< Registers the QuestHint with the QuestManager.
[2261]75       
[2093]76        COUT(3) << "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.
[2068]85    @throws
86        Throws an Argument Exception if the input Player-pointer is NULL.
[1996]87    @return
[2261]88        Returns true if the QuestHint is active for the specified player.
[1996]89    */
[2261]90    bool QuestHint::isActive(const PlayerInfo* player) const
[1992]91    {
[2261]92        if(player == NULL) //!< NULL-Pointers are ugly!
[2068]93        {
[2261]94            ThrowException(Argument, "The input PlayerInfo* is NULL.");
[2068]95            return false;
96        }
[2092]97
[2261]98        //! Find the player.
99        std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
100        if (it != this->playerStatus_.end()) //!< If the player is in the map.
[2093]101        {
102            return it->second;
103        }
[2261]104       
[2093]105        return questStatus::inactive;
[1992]106    }
[2092]107
[2021]108    /**
109    @brief
[2068]110        Activates a QuestHint for a given player.
[2021]111    @param player
[2068]112        The player.
[2021]113    @return
[2068]114        Returns true if the activation was successful, false if there were problems.
[2021]115    */
[2261]116    bool QuestHint::setActive(PlayerInfo* player)
[1992]117    {
[2261]118        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
[1992]119        {
[2261]120            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
[2093]121            {
122                this->playerStatus_[player] = questHintStatus::active;
[2662]123               
124                this->getDescription()->sendAddHintNotification();
[2093]125                return true;
126            }
127            else
128            {
[2068]129                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
130                return false;
[2093]131            }
[1992]132        }
[2261]133       
[2093]134        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
135        return false;
[1992]136    }
137
[2021]138    /**
139    @brief
[2261]140        Sets the Quest the QuestHint belongs to.
[2021]141    @param quest
[2261]142        The Quest to be set as Quest the QuestHint is attached to.
[2021]143    @return
[2261]144        Returns true if successful.
[2021]145    */
[2068]146    bool QuestHint::setQuest(Quest* quest)
[1992]147    {
[2261]148        if(quest == NULL) //!< NULL-Pointer. Again..?
[2068]149        {
150            COUT(2) << "The input Quest* is NULL." << std::endl;
151            return false;
152        }
[2092]153
[1992]154        this->quest_ = quest;
[2068]155        return true;
[1992]156    }
157
158}
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