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

Last change on this file since 2226 was 2226, checked in by dafrick, 16 years ago

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

File size: 4.2 KB
RevLine 
[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
[2205]41#include "orxonox/objects/infos/PlayerInfo.h"
[2226]42#include "QuestManager.h"
[2021]43#include "Quest.h"
[1992]44
45namespace orxonox {
46
47    CreateFactory(QuestHint);
48
[2068]49    /**
50    @brief
[2159]51        Constructor. Registers the object.
[2068]52    */
[2092]53    QuestHint::QuestHint(BaseObject* creator) : QuestItem(creator)
[2021]54    {
[2146]55        RegisterObject(QuestHint);
56    }
[2092]57
[1992]58    /**
59    @brief
60        Destructor.
61    */
62    QuestHint::~QuestHint()
63    {
[2092]64
[1992]65    }
[2092]66
[2146]67    /**
68    @brief
69        Method for creating a QuestHint object through XML.
70    */
[2068]71    void QuestHint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
[2093]73        SUPER(QuestHint, XMLPort, xmlelement, mode);
[2092]74
[2226]75        QuestManager::registerHint(this); //!< Registers the QuestHint with the QuestManager.
76       
[2093]77        COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
[2068]78    }
79
[2092]80
[1996]81    /**
82    @brief
[2191]83        Checks whether the QuestHint is active for a specific player.
[1996]84    @param player
85        The player.
[2068]86    @throws
87        Throws an Argument Exception if the input Player-pointer is NULL.
[1996]88    @return
[2191]89        Returns true if the QuestHint is active for the specified player.
[1996]90    */
[2205]91    bool QuestHint::isActive(const PlayerInfo* player) const
[1992]92    {
[2146]93        if(player == NULL) //!< NULL-Pointers are ugly!
[2068]94        {
[2205]95            ThrowException(Argument, "The input PlayerInfo* is NULL.");
[2068]96            return false;
97        }
[2092]98
[2146]99        //! Find the player.
[2205]100        std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player);
[2146]101        if (it != this->playerStatus_.end()) //!< If the player is in the map.
[2093]102        {
103            return it->second;
104        }
[2146]105       
[2093]106        return questStatus::inactive;
[1992]107    }
[2092]108
[2021]109    /**
110    @brief
[2068]111        Activates a QuestHint for a given player.
[2021]112    @param player
[2068]113        The player.
[2021]114    @return
[2068]115        Returns true if the activation was successful, false if there were problems.
[2021]116    */
[2205]117    bool QuestHint::setActive(PlayerInfo* player)
[1992]118    {
[2146]119        if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
[1992]120        {
[2146]121            if(!(this->isActive(player)))  //!< If the hint is already active, activation is pointless.
[2093]122            {
123                this->playerStatus_[player] = questHintStatus::active;
124                return true;
125            }
126            else
127            {
[2068]128                COUT(2) << "An already active questHint was trying to get activated." << std::endl;
129                return false;
[2093]130            }
[1992]131        }
[2146]132       
[2093]133        COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
134        return false;
[1992]135    }
136
[2021]137    /**
138    @brief
[2191]139        Sets the Quest the QuestHint belongs to.
[2021]140    @param quest
[2191]141        The Quest to be set as Quest the QuestHint is attached to.
[2021]142    @return
[2146]143        Returns true if successful.
[2021]144    */
[2068]145    bool QuestHint::setQuest(Quest* quest)
[1992]146    {
[2146]147        if(quest == NULL) //!< NULL-Pointer. Again..?
[2068]148        {
149            COUT(2) << "The input Quest* is NULL." << std::endl;
150            return false;
151        }
[2092]152
[1992]153        this->quest_ = quest;
[2068]154        return true;
[1992]155    }
156
157}
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