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source: code/branches/questsystem2/src/orxonox/objects/quest/FailQuest.cc @ 2146

Last change on this file since 2146 was 2146, checked in by dafrick, 15 years ago

Started implementation of QuestEffectBeacon.
Done some documentation of QuestItem and subclasses.

File size: 2.3 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#include "OrxonoxStableHeaders.h"
30#include "FailQuest.h"
31
32#include "core/CoreIncludes.h"
33#include "util/Exception.h"
34
35#include "orxonox/objects/worldentities/ControllableEntity.h"
36#include "QuestManager.h"
37#include "Quest.h"
38
39namespace orxonox {
40
41    CreateFactory(FailQuest);
42
43    FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator)
44    {
45        RegisterObject(FailQuest);
46    }
47
48    /**
49    @brief
50        Destructor.
51    */
52    FailQuest::~FailQuest()
53    {
54    }
55
56    void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
57    {
58        SUPER(FailQuest, XMLPort, xmlelement, mode);
59    }
60
61    /**
62    @brief
63        Invokes the effect.
64    @param player
65        The player the effect is invoked on.
66    @return
67        Returns true if the effect was invoked successfully.
68    */
69    bool FailQuest::invoke(ControllableEntity* player)
70    {
71        if(player == NULL)
72        {
73            COUT(2) << "Input player is NULL." << std::endl;
74            return false;
75        }
76
77        try
78        {
79            Quest* quest = QuestManager::findQuest(this->getQuestId());
80            if(!quest->fail(player))
81            {
82               return false;
83            }
84        }
85        catch(const Exception& e)
86        {
87            COUT(2) << e.getFullDescription() << std::endl;
88            return false;
89        }
90
91        return true;
92    }
93
94
95}
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