/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file @brief Implementation of the CompleteQuest class. */ #include "CompleteQuest.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "QuestManager.h" #include "Quest.h" namespace orxonox { CreateFactory(CompleteQuest); /** @brief Constructor. Registers the object. */ CompleteQuest::CompleteQuest(BaseObject* creator) : ChangeQuestStatus(creator) { RegisterObject(CompleteQuest); } /** @brief Destructor. */ CompleteQuest::~CompleteQuest() { } /** @brief Method for creating a CompleteQuest object through XML. */ void CompleteQuest::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(CompleteQuest, XMLPort, xmlelement, mode); COUT(3) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl; } /** @brief Invokes the QuestEffect. @param player The player the QuestEffect is invoked on. @return Returns true if the QuestEffect was invoked successfully. */ bool CompleteQuest::invoke(PlayerInfo* player) { if(player == NULL) //!< You know, what we think of NULL-pointers... { COUT(2) << "Input player is NULL." << std::endl; return false; } COUT(3) << "CompleteQuest on player: " << player << " ." << std::endl; Quest* quest; try { quest = QuestManager::getInstance().findQuest(this->getQuestId()); if(quest == NULL || !quest->complete(player)) { return false; } } catch(const Exception& e) { COUT(2) << e.getFullDescription() << std::endl; return false; } COUT(3) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl; return true; } }