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source: code/branches/doc/src/modules/questsystem/Quest.h @ 7310

Last change on this file since 7310 was 7163, checked in by dafrick, 14 years ago

Merged presentation3 branch into trunk.

  • Property svn:eol-style set to native
File size: 7.1 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
31    @brief Definition of the Quest class.
32        The Quest is the parent class of LocalQuest and GlobalQuest.
33*/
34
35#ifndef _Quest_H__
36#define _Quest_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <list>
41#include "QuestItem.h"
42
43namespace orxonox // tolua_export
44{ // tolua_export
45    namespace QuestStatus
46    {
47        //!Different states of a Quest.
48        enum Value
49        {
50            Inactive,
51            Active,
52            Failed,
53            Completed
54        };
55    }
56
57    /**
58    @brief
59        Represents a Quest in the game.
60        A Quest has a list of subquests and a parentquest (if it is not a rootquest).
61        Each Quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
62        A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest.
63        A Quest has a list of QuestEffects that are invoked when the quest is failed and also a list of QuestEffects that are invoked, when the Quest is completed.
64
65        Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better.
66    @author
67        Damian 'Mozork' Frick
68    */
69    class _QuestsystemExport Quest // tolua_export
70        : public QuestItem
71    { // tolua_export
72        public:
73            Quest(BaseObject* creator);
74            virtual ~Quest();
75
76            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
77
78            /**
79            @brief Returns the parentquest of the Quest.
80            @return Returns a pointer to the parentquest of the Quest.
81            */
82            inline Quest* getParentQuest(void) const
83                { return this->parentQuest_; }
84
85            /**
86            @brief Returns the list of subquests.
87            @return Returns a reference to the list of subquests of the quest.
88            */
89            inline const std::list<Quest*> & getSubQuestList(void) const
90                { return this->subQuests_; }
91
92            /**
93            @brief Returns the list of all QuestHints of this Quest.
94            @return Returns a reference to the list of QuestHints of the Quest.
95            */
96            inline const std::list<QuestHint*> & getHintsList(void) const
97                { return this->hints_; }
98
99            bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
100            bool isActive(const orxonox::PlayerInfo* player) const; // tolua_export //!< Returns true if the quest status for the specific player is 'active'.
101            bool isFailed(const orxonox::PlayerInfo* player) const; // tolua_export //!< Returns true if the quest status for the specific player is 'failed'.
102            bool isCompleted(const orxonox::PlayerInfo* player) const; // tolua_export //!< Returns true if the quest status for the specific player is 'completed'.
103
104            bool start(PlayerInfo* player); //!< Sets a Quest to active.
105            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
106            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
107
108            bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest.
109
110        protected:
111            virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started.
112            virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed.
113            virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed.
114
115            const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index.
116            const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index.
117            const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index.
118            const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index.
119
120            /**
121            @brief Returns the list of fail QuestEffects.
122            @return Returns a reference to the list of fail QuestEffects.
123            */
124            inline std::list<QuestEffect*> & getFailEffectList(void)
125                { return this->failEffects_; }
126
127            /**
128            @brief Returns the list of complete QuestEffects.
129            @return Returns a reference to the list of complete QuestEffects.
130            */
131            inline std::list<QuestEffect*> & getCompleteEffectList(void)
132                { return this->completeEffects_; }
133
134            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player.
135            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status) = 0; //!< Changes the status for a specific player.
136
137        private:
138            Quest* parentQuest_; //!< Pointer to the parentquest.
139            std::list<Quest*> subQuests_; //!< List of all the subquests.
140
141            std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest.
142
143            std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed.
144            std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed.
145
146            std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest.
147
148            bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest.
149            bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest.
150            bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints.
151            bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects.
152            bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects.
153
154    }; // tolua_export
155
156} // tolua_export
157
158#endif /* _Quest_H__ */
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