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source: code/branches/presentation3/src/modules/questsystem/LocalQuest.cc @ 7128

Last change on this file since 7128 was 6945, checked in by dafrick, 14 years ago

A lot of cleanup, mostly increasing output levels, which means, that the console is no longer cluttered by lots and lots of Quest-stuff (the log file still is, but that should be ok…).
Also some possible bugs (or let's say pitfalls) removed, which have been around for a long time and didn't cause any problems so far. Now they never will.
Also, regarding my previous commit. Quests seem tu work just fine, even the second time the level is loaded, which is awesome.

Ergo: Questsystem/Notificationsystem segfault upon loading a level with Quests/Notifications in it twice is now officially resolved.

  • Property svn:eol-style set to native
File size: 5.9 KB
Line 
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 "LocalQuest.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "QuestEffect.h"
39
40namespace orxonox
41{
42    CreateFactory(LocalQuest);
43
44    /**
45    @brief
46        Constructor. Registers and initializes the object.
47    */
48    LocalQuest::LocalQuest(BaseObject* creator) : Quest(creator)
49    {
50        RegisterObject(LocalQuest);
51    }
52
53    /**
54    @brief
55        Destructor.
56    */
57    LocalQuest::~LocalQuest()
58    {
59
60    }
61
62    /**
63    @brief
64        Method for creating a LocalQuest object through XML.
65    */
66    void LocalQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(LocalQuest, XMLPort, xmlelement, mode);
69
70        COUT(4) << "New LocalQuest {" << this->getId() << "} created." << std::endl;
71    }
72
73    /**
74    @brief
75        Fails the Quest for a given player.
76        Invokes all the failEffects on the player.
77    @param player
78        The player.
79    @return
80        Returns true if the Quest could be failed, false if not.
81    */
82    bool LocalQuest::fail(PlayerInfo* player)
83    {
84        if(!this->isFailable(player)) //!< Checks whether the quest can be failed.
85        {
86            COUT(4) << "A non-failable quest was trying to be failed." << std::endl;
87            return false;
88        }
89
90        Quest::fail(player);
91
92        QuestEffect::invokeEffects(player, this->getFailEffectList()); //!< Invoke the failEffects.
93        return true;
94    }
95
96    /**
97    @brief
98        Completes the Quest for a given player.
99    Invokes all the complete QuestEffects on the player.
100    @param player
101        The player.
102    @return
103        Returns true if the Quest could be completed, false if not.
104    */
105    bool LocalQuest::complete(PlayerInfo* player)
106    {
107        if(!this->isCompletable(player)) //!< Checks whether the Quest can be completed.
108        {
109            COUT(4) << "A non-completable quest was trying to be completed." << std::endl;
110            return false;
111        }
112
113        Quest::complete(player);
114
115        QuestEffect::invokeEffects(player, this->getCompleteEffectList()); //!< Invoke the complete QuestEffects.
116        return true;
117    }
118
119    /**
120    @brief
121        Checks whether the Quest can be started.
122    @param player
123        The player for whom is to be checked.
124    @return
125        Returns true if the Quest can be started, false if not.
126    @throws
127        Throws an exception if isInactive(PlayerInfo*) throws one.
128    */
129    bool LocalQuest::isStartable(const PlayerInfo* player) const
130    {
131        if(!(this->getParentQuest() == NULL || this->getParentQuest()->isActive(player)))
132        {
133            return false;
134        }
135        return this->isInactive(player);
136    }
137
138    /**
139    @brief
140        Checks whether the Quest can be failed.
141    @param player
142        The player for whom is to be checked.
143    @return
144        Returns true if the Quest can be failed, false if not.
145    @throws
146        Throws an exception if isActive(PlayerInfo*) throws one.
147    */
148    bool LocalQuest::isFailable(const PlayerInfo* player) const
149    {
150        return this->isActive(player);
151    }
152
153    /**
154    @brief
155        Checks whether the Quest can be completed.
156    @param player
157        The player for whom is to be checked.
158    @return
159        Returns true if the Quest can be completed, false if not.
160    @throws
161        Throws an exception if isInactive(PlayerInfo*) throws one.
162    */
163    bool LocalQuest::isCompletable(const PlayerInfo* player) const
164    {
165        return this->isActive(player);
166    }
167
168    /**
169    @brief
170        Returns the status of the Quest for a specific player.
171    @param player
172        The player.
173    @return
174        Returns the status of the Quest for the input player.
175    @throws
176        Throws an Exception if player is NULL.
177    */
178    QuestStatus::Value LocalQuest::getStatus(const PlayerInfo* player) const
179    {
180        if(player == NULL) //!< No player has no defined status.
181        {
182            ThrowException(Argument, "The input PlayerInfo* is NULL.");
183        }
184
185        std::map<const PlayerInfo*, QuestStatus::Value>::const_iterator it = this->playerStatus_.find(player);
186        if (it != this->playerStatus_.end()) //!< If there is a player in the map.
187        {
188            return it->second;
189        }
190
191        return QuestStatus::Inactive; //!< If the player is not yet in the map, that means the status of the quest form him is 'inactive'.
192    }
193
194    /**
195    @brief
196        Sets the status for a specific player.
197        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!
198    @param player
199        The player the status should be set for.
200    @param status
201        The status to be set.
202    @return
203        Returns false if player is NULL.
204    */
205    bool LocalQuest::setStatus(PlayerInfo* player, const QuestStatus::Value & status)
206    {
207        if(player == NULL) //!< We can't set a status for no player.
208        {
209            return false;
210        }
211
212        this->playerStatus_[player] = status;
213        return true;
214    }
215
216}
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