source:
code/branches/presentation/src/orxonox/objects/quest/LocalQuest.cc
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| 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 | */ | 
| 28 | |
| 29 | /** | 
| 30 | @file | 
| 31 | @brief Implementation of the LocalQuest class. | 
| 32 | */ | 
| 33 | |
| 34 | #include "OrxonoxStableHeaders.h" | 
| 35 | #include "LocalQuest.h" | 
| 36 | |
| 37 | #include "core/CoreIncludes.h" | 
| 38 | #include "core/Super.h" | 
| 39 | #include "util/Exception.h" | 
| 40 | |
| 41 | #include "orxonox/objects/infos/PlayerInfo.h" | 
| 42 | #include "QuestEffect.h" | 
| 43 | |
| 44 | namespace orxonox | 
| 45 | { | 
| 46 | CreateFactory(LocalQuest); | 
| 47 | |
| 48 | /** | 
| 49 | @brief | 
| 50 | Constructor. Registers and initializes the object. | 
| 51 | */ | 
| 52 | LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator) | 
| 53 | { | 
| 54 | RegisterObject(LocalQuest); | 
| 55 | } | 
| 56 | |
| 57 | /** | 
| 58 | @brief | 
| 59 | Destructor. | 
| 60 | */ | 
| 61 | LocalQuest::~LocalQuest() | 
| 62 | { | 
| 63 | |
| 64 | } | 
| 65 | |
| 66 | /** | 
| 67 | @brief | 
| 68 | Method for creating a LocalQuest object through XML. | 
| 69 | */ | 
| 70 | void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
| 71 | { | 
| 72 | SUPER(LocalQuest, XMLPort, xmlelement, mode); | 
| 73 | |
| 74 | COUT(3) << "New LocalQuest {" << this->getId() << "} created." << std::endl; | 
| 75 | } | 
| 76 | |
| 77 | /** | 
| 78 | @brief | 
| 79 | Fails the Quest for a given player. | 
| 80 | Invokes all the failEffects on the player. | 
| 81 | @param player | 
| 82 | The player. | 
| 83 | @return | 
| 84 | Returns true if the Quest could be failed, false if not. | 
| 85 | */ | 
| 86 | bool LocalQuest::fail(PlayerInfo* player) | 
| 87 | { | 
| 88 | if(!this->isFailable(player)) //!< Checks whether the quest can be failed. | 
| 89 | { | 
| 90 | COUT(4) << "A non-failable quest was trying to be failed." << std::endl; | 
| 91 | return false; | 
| 92 | } | 
| 93 | |
| 94 | Quest::fail(player); | 
| 95 | |
| 96 | QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects. | 
| 97 | return true; | 
| 98 | } | 
| 99 | |
| 100 | /** | 
| 101 | @brief | 
| 102 | Completes the Quest for a given player. | 
| 103 | Invokes all the complete QuestEffects on the player. | 
| 104 | @param player | 
| 105 | The player. | 
| 106 | @return | 
| 107 | Returns true if the Quest could be completed, false if not. | 
| 108 | */ | 
| 109 | bool LocalQuest::complete(PlayerInfo* player) | 
| 110 | { | 
| 111 | if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed. | 
| 112 | { | 
| 113 | COUT(4) << "A non-completable quest was trying to be completed." << std::endl; | 
| 114 | return false; | 
| 115 | } | 
| 116 | |
| 117 | Quest::complete(player); | 
| 118 | |
| 119 | QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects. | 
| 120 | return true; | 
| 121 | } | 
| 122 | |
| 123 | /** | 
| 124 | @brief | 
| 125 | Checks whether the Quest can be started. | 
| 126 | @param player | 
| 127 | The player for whom is to be checked. | 
| 128 | @return | 
| 129 | Returns true if the Quest can be started, false if not. | 
| 130 | @throws | 
| 131 | Throws an exception if isInactive(PlayerInfo*) throws one. | 
| 132 | */ | 
| 133 | bool LocalQuest::isStartable(const PlayerInfo* player) const | 
| 134 | { | 
| 135 | if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player))) | 
| 136 | { | 
| 137 | return false; | 
| 138 | } | 
| 139 | return this->isInactive(player); | 
| 140 | } | 
| 141 | |
| 142 | /** | 
| 143 | @brief | 
| 144 | Checks whether the Quest can be failed. | 
| 145 | @param player | 
| 146 | The player for whom is to be checked. | 
| 147 | @return | 
| 148 | Returns true if the Quest can be failed, false if not. | 
| 149 | @throws | 
| 150 | Throws an exception if isActive(PlayerInfo*) throws one. | 
| 151 | */ | 
| 152 | bool LocalQuest::isFailable(const PlayerInfo* player) const | 
| 153 | { | 
| 154 | return this->isActive(player); | 
| 155 | } | 
| 156 | |
| 157 | /** | 
| 158 | @brief | 
| 159 | Checks whether the Quest can be completed. | 
| 160 | @param player | 
| 161 | The player for whom is to be checked. | 
| 162 | @return | 
| 163 | Returns true if the Quest can be completed, false if not. | 
| 164 | @throws | 
| 165 | Throws an exception if isInactive(PlayerInfo*) throws one. | 
| 166 | */ | 
| 167 | bool LocalQuest::isCompletable(const PlayerInfo* player) const | 
| 168 | { | 
| 169 | return this->isActive(player); | 
| 170 | } | 
| 171 | |
| 172 | /** | 
| 173 | @brief | 
| 174 | Returns the status of the Quest for a specific player. | 
| 175 | @param player | 
| 176 | The player. | 
| 177 | @return | 
| 178 | Returns the status of the Quest for the input player. | 
| 179 | @throws | 
| 180 | Throws an Exception if player is NULL. | 
| 181 | */ | 
| 182 | questStatus::Enum LocalQuest::getStatus(const PlayerInfo* player) const | 
| 183 | { | 
| 184 | if(player == NULL) //!< No player has no defined status. | 
| 185 | { | 
| 186 | ThrowException(Argument, "The input PlayerInfo* is NULL."); | 
| 187 | } | 
| 188 | |
| 189 | std::map<const PlayerInfo*, questStatus::Enum>::const_iterator it = this->playerStatus_.find(player); | 
| 190 | if (it != this->playerStatus_.end()) //!< If there is a player in the map. | 
| 191 | { | 
| 192 | return it->second; | 
| 193 | } | 
| 194 | |
| 195 | return questStatus::inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'. | 
| 196 | } | 
| 197 | |
| 198 | /** | 
| 199 | @brief | 
| 200 | Sets the status for a specific player. | 
| 201 | 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. Really! | 
| 202 | @param player | 
| 203 | The player the status should be set for. | 
| 204 | @param status | 
| 205 | The status to be set. | 
| 206 | @return | 
| 207 | Returns false if player is NULL. | 
| 208 | */ | 
| 209 | bool LocalQuest::setStatus(PlayerInfo* player, const questStatus::Enum & status) | 
| 210 | { | 
| 211 | if(player == NULL) //!< We can't set a status for no player. | 
| 212 | { | 
| 213 | return false; | 
| 214 | } | 
| 215 | |
| 216 | this->playerStatus_[player] = status; | 
| 217 | return true; | 
| 218 | } | 
| 219 | |
| 220 | } | 
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