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source: code/branches/questsystem2/src/orxonox/objects/quest/QuestHint.cc @ 2195

Last change on this file since 2195 was 2191, checked in by dafrick, 16 years ago

Just changed some small stuff…

File size: 4.1 KB
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[1992]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 */
[2146]28 
29/**
30    @file QuestHint.cc
31    @brief
32        Implementation of the QuestHint class.
33*/
[1992]34
[2105]35#include "OrxonoxStableHeaders.h"
36#include "QuestHint.h"
37
[1992]38#include "core/CoreIncludes.h"
[2068]39#include "util/Exception.h"
[2021]40
[2146]41#include "orxonox/objects/worldentities/ControllableEntity.h"
[2021]42#include "Quest.h"
[1992]43
44namespace orxonox {
45
46    CreateFactory(QuestHint);
47
[2068]48    /**
49    @brief
[2159]50        Constructor. Registers the object.
[2068]51    */
[2092]52    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]53    {
[2146]54        RegisterObject(QuestHint);
55    }
[2092]56
[1992]57    /**
58    @brief
59        Destructor.
60    */
61    QuestHint::~QuestHint()
62    {
[2092]63
[1992]64    }
[2092]65
[2146]66    /**
67    @brief
68        Method for creating a QuestHint object through XML.
69    */
[2068]70    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
[2093]72        SUPER(QuestHint, XMLPort, xmlelement, mode);
[2092]73
[2093]74        COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
[2068]75    }
76
[2092]77
[1996]78    /**
79    @brief
[2191]80        Checks whether the QuestHint is active for a specific player.
[1996]81    @param player
82        The player.
[2068]83    @throws
84        Throws an Argument Exception if the input Player-pointer is NULL.
[1996]85    @return
[2191]86        Returns true if the QuestHint is active for the specified player.
[1996]87    */
[2146]88    bool QuestHint::isActive(ControllableEntity* player)
[1992]89    {
[2146]90        if(player == NULL) //!< NULL-Pointers are ugly!
[2068]91        {
[2146]92            ThrowException(Argument, "The input ControllableEntity* is NULL.");
[2068]93            return false;
94        }
[2092]95
[2146]96        //! Find the player.
97        std::map<ControllableEntity*, questHintStatus::Enum>::iterator it = this->playerStatus_.find(player);
98        if (it != this->playerStatus_.end()) //!< If the player is in the map.
[2093]99        {
100            return it->second;
101        }
[2146]102       
[2093]103        return questStatus::inactive;
[1992]104    }
[2092]105
[2021]106    /**
107    @brief
[2068]108        Activates a QuestHint for a given player.
[2021]109    @param player
[2068]110        The player.
[2021]111    @return
[2068]112        Returns true if the activation was successful, false if there were problems.
[2021]113    */
[2146]114    bool QuestHint::setActive(ControllableEntity* player)
[1992]115    {
[2146]116        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
[1992]117        {
[2146]118            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
[2093]119            {
120                this->playerStatus_[player] = questHintStatus::active;
121                return true;
122            }
123            else
124            {
[2068]125                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
126                return false;
[2093]127            }
[1992]128        }
[2146]129       
[2093]130        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
131        return false;
[1992]132    }
133
[2021]134    /**
135    @brief
[2191]136        Sets the Quest the QuestHint belongs to.
[2021]137    @param quest
[2191]138        The Quest to be set as Quest the QuestHint is attached to.
[2021]139    @return
[2146]140        Returns true if successful.
[2021]141    */
[2068]142    bool QuestHint::setQuest(Quest* quest)
[1992]143    {
[2146]144        if(quest == NULL) //!< NULL-Pointer. Again..?
[2068]145        {
146            COUT(2) << "The input Quest* is NULL." << std::endl;
147            return false;
148        }
[2092]149
[1992]150        this->quest_ = quest;
[2068]151        return true;
[1992]152    }
153
154}
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