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source: code/branches/core6/src/modules/questsystem/GlobalQuest.h @ 10121

Last change on this file since 10121 was 9629, checked in by landauf, 11 years ago

BaseObject now requires a Context instead of a creator (BaseObject*) in its constructor.
Namespace, Level, and Scene inherit from Context

  • Property svn:eol-style set to native
File size: 4.7 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 GlobalQuest.h
31    @brief Definition of the GlobalQuest class.
32    @ingroup Questsystem
33*/
34
35#ifndef _GlobalQuest_H__
36#define _GlobalQuest_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <list>
41#include <set>
42#include "Quest.h"
43
44namespace orxonox
45{
46
47    /**
48    @brief
49        GlobalQuests are @ref orxonox::Quest "Quests", that have the same status for all players.
50        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
51
52        Creating a GlobalQuest through XML goes as follows:
53        @code
54        <GlobalQuest id="questId">
55            <QuestDescription title="Title" description="Description." /> //The description of the quest.
56            <subquests>
57                <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.
58                ...
59                <Quest id="questIdn" />
60            </subquests>
61            <hints>
62                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
63                ...
64                <QuestHint id="hintIdn" />
65            </hints>
66            <fail-effects>
67                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation.
68                ...
69                <QuestEffect />
70            </fail-effects>
71            <complete-effects>
72                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.
73                ...
74                <QuestEffect />
75            </complete-effects>
76            <reward-effects>
77                <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.
78                ...
79                <QuestEffect />
80            </reward-effects>
81        </GlobalQuest>
82        @endcode
83
84    @author
85        Damian 'Mozork' Frick
86
87    @ingroup Questsystem
88    */
89    class _QuestsystemExport GlobalQuest : public Quest
90    {
91        public:
92            GlobalQuest(Context* context);
93            virtual ~GlobalQuest();
94
95            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
96
97            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
98            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
99
100        protected:
101            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
102            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
103            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
104
105            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
106
107            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
108
109        private:
110            std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest.
111            QuestStatus::Value status_; //!< The status of this Quest.
112            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
113
114            bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects.
115            const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
116
117    };
118
119}
120
121#endif /* _GlobalQuest_H__ */
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