- Timestamp:
- Dec 3, 2008, 4:40:00 PM (16 years ago)
- File:
-
- 1 edited
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code/branches/questsystem3/src/orxonox/objects/quest/GlobalQuest.cc
r2261 r2328 38 38 #include "orxonox/objects/infos/PlayerInfo.h" 39 39 #include "core/CoreIncludes.h" 40 #include "core/Super.h" 40 41 #include "util/Exception.h" 41 42 … … 88 89 bool GlobalQuest::fail(PlayerInfo* player) 89 90 { 90 if( this->isFailable(player)) //!< Check whether the Quest can be failed.91 { 92 this->setStatus(player, questStatus::failed);93 94 //! Iterate through all players possessing this Quest.95 for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++)96 {97 QuestEffect::invokeEffects(*it, this->getFailEffectList()); 98 } 99 100 return true; 101 } 102 103 COUT(4) << "A non-completable quest was trying to be failed." << std::endl; 104 return false;91 if(!this->isFailable(player)) //!< Check whether the Quest can be failed. 92 { 93 COUT(4) << "A non-completable quest was trying to be failed." << std::endl; 94 return false; 95 } 96 97 Quest::fail(player); 98 99 //! Iterate through all players possessing this Quest. 100 for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) 101 { 102 QuestEffect::invokeEffects(*it, this->getFailEffectList()); 103 } 104 105 return true; 105 106 } 106 107 … … 117 118 bool GlobalQuest::complete(PlayerInfo* player) 118 119 { 119 if( this->isCompletable(player)) //!< Check whether the Quest can be completed.120 { 121 this->setStatus(player, questStatus::completed);122 123 //! Iterate through all players possessing the Quest.124 for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++)125 {126 QuestEffect::invokeEffects(*it, this->getCompleteEffectList()); 127 } 128 129 QuestEffect::invokeEffects(player, this->rewards_); //!< Invoke reward QuestEffects on the player completing the Quest. 130 return true; 131 } 132 133 COUT(4) << "A non-completable quest was trying to be completed." << std::endl; 134 return false;120 if(!this->isCompletable(player)) //!< Check whether the Quest can be completed. 121 { 122 COUT(4) << "A non-completable quest was trying to be completed." << std::endl; 123 return false; 124 } 125 126 //! Iterate through all players possessing the Quest. 127 for(std::set<PlayerInfo*>::const_iterator it = players_.begin(); it != players_.end(); it++) 128 { 129 QuestEffect::invokeEffects(*it, this->getCompleteEffectList()); 130 } 131 132 Quest::complete(player); 133 134 QuestEffect::invokeEffects(player, this->rewards_); //!< Invoke reward QuestEffects on the player completing the Quest. 135 return true; 135 136 } 136 137
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