| 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 "LocalQuest.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(LocalQuest); |
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| 38 | |
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| 39 | LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator) |
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| 40 | { |
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| 41 | RegisterObject(LocalQuest); |
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| 42 | |
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| 43 | this->initialize(); |
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| 44 | } |
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| 45 | |
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| 46 | /** |
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| 47 | @brief |
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| 48 | Destructor. |
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| 49 | */ |
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| 50 | LocalQuest::~LocalQuest() |
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| 51 | { |
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| 52 | |
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| 53 | } |
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| 54 | |
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| 55 | void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 56 | { |
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| 57 | SUPER(LocalQuest, XMLPort, xmlelement, mode); |
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| 58 | |
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| 59 | COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl; |
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| 60 | } |
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| 61 | |
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| 62 | void LocalQuest::initialize(void) |
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| 63 | { |
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| 64 | RegisterObject(LocalQuest); |
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| 65 | } |
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| 66 | |
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| 67 | /** |
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| 68 | @brief |
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| 69 | Checks whether the quest can be started. |
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| 70 | @param player |
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| 71 | The player for whom is to be checked. |
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| 72 | @return |
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| 73 | Returns true if the quest can be started, false if not. |
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| 74 | @throws |
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| 75 | Throws an exception if isInactive(Player*) throws one. |
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| 76 | */ |
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| 77 | bool LocalQuest::isStartable(const Player* player) const |
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| 78 | { |
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| 79 | return this->isInactive(player); |
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| 80 | } |
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| 81 | |
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| 82 | /** |
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| 83 | @brief |
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| 84 | Checks whether the quest can be failed. |
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| 85 | @param player |
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| 86 | The player for whom is to be checked. |
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| 87 | @return |
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| 88 | Returns true if the quest can be failed, false if not. |
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| 89 | @throws |
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| 90 | Throws an exception if isActive(Player*) throws one. |
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| 91 | */ |
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| 92 | bool LocalQuest::isFailable(const Player* player) const |
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| 93 | { |
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| 94 | return this->isActive(player); |
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| 95 | } |
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| 96 | |
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| 97 | /** |
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| 98 | @brief |
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| 99 | Checks whether the quest can be completed. |
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| 100 | @param player |
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| 101 | The player for whom is to be checked. |
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| 102 | @return |
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| 103 | Returns true if the quest can be completed, false if not. |
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| 104 | @throws |
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| 105 | Throws an exception if isInactive(Player*) throws one. |
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| 106 | */ |
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| 107 | bool LocalQuest::isCompletable(const Player* player) const |
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| 108 | { |
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| 109 | return this->isActive(player); |
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| 110 | } |
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| 111 | |
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| 112 | /** |
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| 113 | @brief |
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| 114 | Returns the status of the quest for a specific player. |
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| 115 | @param player |
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| 116 | The player. |
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| 117 | @return |
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| 118 | Returns the status of the quest for the input player. |
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| 119 | @throws |
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| 120 | Throws an Exception if player is NULL. |
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| 121 | */ |
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| 122 | questStatus::Enum LocalQuest::getStatus(const Player* player) const |
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| 123 | { |
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| 124 | if(player == NULL) |
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| 125 | { |
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| 126 | ThrowException(Argument, "The input Player* is NULL."); |
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| 127 | } |
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| 128 | |
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| 129 | std::map<Player*, questStatus::Enum>::const_iterator it = this->playerStatus_.find((Player*)(void*)player); //Thx. to x3n for the (Player*)(void*) 'hack'. |
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| 130 | if (it != this->playerStatus_.end()) |
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| 131 | { |
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| 132 | return it->second; |
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| 133 | } |
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| 134 | return questStatus::inactive; |
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| 135 | } |
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| 136 | |
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| 137 | /** |
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| 138 | @brief |
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| 139 | Sets the status for a specific player. |
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| 140 | 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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| 141 | @param player |
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| 142 | The player. |
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| 143 | @param status |
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| 144 | The status. |
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| 145 | @return |
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| 146 | Returns false if player is NULL. |
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| 147 | */ |
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| 148 | bool LocalQuest::setStatus(Player* player, const questStatus::Enum & status) |
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| 149 | { |
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| 150 | if(player == NULL) |
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| 151 | { |
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| 152 | return false; |
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| 153 | } |
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| 154 | this->playerStatus_[player] = status; |
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| 155 | return true; |
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| 156 | } |
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| 157 | |
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| 158 | } |
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