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source: code/branches/objecthierarchy2/src/orxonox/objects/quest/Quest.h @ 2722

Last change on this file since 2722 was 2096, checked in by landauf, 16 years ago

merged weapon branch back to trunk
changed eol-style of all new files 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#ifndef _Quest_H__
30#define _Quest_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <list>
35#include <string>
36
37#include "core/XMLPort.h"
38#include "QuestItem.h"
39
40namespace questStatus
41{
42
43    enum Enum
44    {
45        inactive,
46        active,
47        failed,
48        completed
49    };
50
51}
52
53namespace orxonox {
54
55    class Player; //Forward declaration, remove when fully integrated into the objecthirarchy.
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    @author
63        Damian 'Mozork' Frick
64    */
65    class _OrxonoxExport Quest : public QuestItem
66    {
67        public:
68            Quest(BaseObject* creator);
69            virtual ~Quest();
70
71            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
72
73            inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest.
74                { return this->parentQuest_; }
75            inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
76                { return this->subQuests_; }
77
78            bool isInactive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
79            bool isActive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'active'.
80            bool isFailed(const Player* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
81            bool isCompleted(const Player* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
82
83            bool start(Player* player); //!< Sets a quest to active.
84            bool fail(Player* player); //!< Fails the quest.
85            bool complete(Player* player); //!< Completes the quest.
86
87        protected:
88            void initialize(void); //!< Initialized the object.
89
90            virtual bool isStartable(const Player* player) const = 0; //!< Checks whether the quest can be started.
91            virtual bool isFailable(const Player* player) const = 0; //!< Checks whether the quest can be failed.
92            virtual bool isCompletable(const Player* player) const = 0; //!< Checks whether the quest can be completed.
93
94            bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest.
95            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
96            bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
97            bool addFailEffect(QuestEffect* effect);
98            bool addCompleteEffect(QuestEffect* effect);
99
100            const Quest* getParentQuest(void);
101            const Quest* getSubQuests(unsigned int index) const;
102            const QuestHint* getHints(unsigned int index) const;
103            const QuestEffect* getFailEffects(unsigned int index) const;
104            const QuestEffect* getCompleteEffects(unsigned int index) const;
105
106            virtual questStatus::Enum getStatus(const Player* player) const = 0; //!< Returns the status of the quest for a specific player.
107            virtual bool setStatus(Player* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
108
109            Quest* parentQuest_; //!< Pointer to the parent quest.
110            std::list<Quest*> subQuests_; //!< List of all the sub quests.
111
112            std::list<QuestHint*> hints_; //!< A list of all the hints tied to this quest.
113
114            std::list<QuestEffect*> failEffects_; //!< A list of all effects to be invoked, when the quest has been failed.
115            std::list<QuestEffect*> completeEffects_; //!< A list of effects to be invoked, when the quest has been completed.
116
117    };
118
119}
120
121#endif /* _Quest_H__ */
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