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source: code/branches/mainmenu/src/modules/questsystem/Quest.h @ 5804

Last change on this file since 5804 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 7.0 KB
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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 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
44{
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 : public QuestItem
70    {
71        public:
72            Quest(BaseObject* creator);
73            virtual ~Quest();
74
75            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
76
77            /**
78            @brief Returns the parentquest of the Quest.
79            @return Returns a pointer to the parentquest of the Quest.
80            */
81            inline Quest* getParentQuest(void) const
82                { return this->parentQuest_; }
83
84            /**
85            @brief Returns the list of subquests.
86            @return Returns a reference to the list of subquests of the quest.
87            */
88            inline const std::list<Quest*> & getSubQuestList(void) const
89                { return this->subQuests_; }
90
91            /**
92            @brief Returns the list of all QuestHints of this Quest.
93            @return Returns a reference to the list of QuestHints of the Quest.
94            */
95            inline const std::list<QuestHint*> & getHintsList(void) const
96                { return this->hints_; }
97
98            bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
99            bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'.
100            bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
101            bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
102
103            bool start(PlayerInfo* player); //!< Sets a Quest to active.
104            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
105            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
106
107            bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest.
108
109        protected:
110            virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started.
111            virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed.
112            virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed.
113
114            const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index.
115            const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index.
116            const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index.
117            const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index.
118
119            /**
120            @brief Returns the list of fail QuestEffects.
121            @return Returns a reference to the list of fail QuestEffects.
122            */
123            inline std::list<QuestEffect*> & getFailEffectList(void)
124                { return this->failEffects_; }
125
126            /**
127            @brief Returns the list of complete QuestEffects.
128            @return Returns a reference to the list of complete QuestEffects.
129            */
130            inline std::list<QuestEffect*> & getCompleteEffectList(void)
131                { return this->completeEffects_; }
132
133            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player.
134            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status) = 0; //!< Changes the status for a specific player.
135
136        private:
137            Quest* parentQuest_; //!< Pointer to the parentquest.
138            std::list<Quest*> subQuests_; //!< List of all the subquests.
139
140            std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest.
141
142            std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed.
143            std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed.
144
145            std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest.
146
147            bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest.
148            bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest.
149            bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints.
150            bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects.
151            bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects.
152
153    };
154
155}
156
157#endif /* _Quest_H__ */
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