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source: code/branches/questsystem2/src/orxonox/objects/quest/FailQuest.cc @ 2226

Last change on this file since 2226 was 2226, checked in by dafrick, 15 years ago

Resolved some issues, should be complete now.
Done some testing, no obvious errors uncovered.

File size: 2.9 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 FailQuest.cc
31    @brief
32        Implementation of the FailQuest class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "FailQuest.h"
37
38#include "core/CoreIncludes.h"
39#include "util/Exception.h"
40
41#include "orxonox/objects/infos/PlayerInfo.h"
42#include "QuestManager.h"
43#include "Quest.h"
44
45namespace orxonox {
46
47    CreateFactory(FailQuest);
48
49    /**
50    @brief
51        Constructor. Registers the object.
52    */
53    FailQuest::FailQuest(BaseObject* creator) : ChangeQuestStatus(creator)
54    {
55        RegisterObject(FailQuest);
56    }
57
58    /**
59    @brief
60        Destructor.
61    */
62    FailQuest::~FailQuest()
63    {
64    }
65
66    /**
67    @brief
68        Method for creating a FailQuest object through XML.
69    */
70    void FailQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(FailQuest, XMLPort, xmlelement, mode);
73       
74        COUT(3) << "New FailQUest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
75    }
76
77    /**
78    @brief
79        Invokes the QuestEffect.
80    @param player
81        The player the QuestEffect is invoked on.
82    @return
83        Returns true if the QuestEffect was invoked successfully.
84    */
85    bool FailQuest::invoke(PlayerInfo* player)
86    {
87        if(player == NULL) //!< We don't know what to do with no player.
88        {
89            COUT(2) << "Input player is NULL." << std::endl;
90            return false;
91        }
92
93        COUT(3) << "FailQuest on player: " << player << " ." << std::endl;
94
95        Quest* quest;
96        try
97        {
98            quest = QuestManager::findQuest(this->getQuestId());
99            if(quest == NULL || !quest->fail(player))
100            {
101               return false;
102            }
103        }
104        catch(const Exception& e)
105        {
106            COUT(2) << e.getFullDescription() << std::endl;
107            return false;
108        }
109       
110        COUT(3) << "Quest {" << quest->getId() << "} failed by player: " << player << " ." << std::endl;
111        return true;
112    }
113
114
115}
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