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source: code/branches/masterserver/src/modules/questsystem/GlobalQuest.h @ 7568

Last change on this file since 7568 was 7456, checked in by dafrick, 14 years ago

Reviewing documentation fo Questsystem, moving documentation fully into doxygen.
Added some files to modules they belong to.

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