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source: code/archive/ggz2/src/modules/questsystem/GlobalQuest.h @ 10181

Last change on this file since 10181 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
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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
31    @brief Definition of the GlobalQuest class.
32*/
33
34#ifndef _GlobalQuest_H__
35#define _GlobalQuest_H__
36
37#include "questsystem/QuestsystemPrereqs.h"
38
39#include <list>
40#include <set>
41#include "Quest.h"
42
43namespace orxonox
44{
45    /**
46    @brief
47        GlobalQuests are Quests, that have the same status for all players.
48        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
49
50        Creating a GlobalQuest through XML goes as follows:
51
52        <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
53            <QuestDescription title="Title" description="Description." /> //The description of the quest.
54            <subquests>
55                <Quest id ="questId1" /> //A list of n subquest, be aware, each of the <Quest /> tags must have a description and so on and so forth as well.
56                ...
57                <Quest id="questIdn" />
58            </subquests>
59            <hints>
60                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
61                ...
62                <QuestHint id="hintIdn" />
63            </hints>
64            <fail-effects>
65                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation.
66                ...
67                <QuestEffect />
68            </fail-effects>
69            <complete-effects>
70                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.
71                ...
72                <QuestEffect />
73            </complete-effects>
74            <reward-effects>
75                <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.
76                ...
77                <QuestEffect />
78            </reward-effects>
79        </GlobalQuest>
80    @author
81        Damian 'Mozork' Frick
82    */
83    class _QuestsystemExport GlobalQuest : public Quest
84    {
85        public:
86            GlobalQuest(BaseObject* creator);
87            virtual ~GlobalQuest();
88
89            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
90
91            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
92            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
93
94        protected:
95            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
96            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
97            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
98
99            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
100
101            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
102
103        private:
104            std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest.
105            QuestStatus::Value status_; //!< The status of this Quest.
106            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
107
108            bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects.
109            const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
110
111    };
112
113}
114
115#endif /* _GlobalQuest_H__ */
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