Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/pch/src/orxonox/objects/quest/Quest.h @ 3177

Last change on this file since 3177 was 3158, checked in by rgrieder, 16 years ago

Removed the filename part of all @file foo.cc because Doxygen chooses the (always correct) filename automatically.
Also removed a few <string> includes that are not necessary.

  • 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 "OrxonoxPrereqs.h"
39
40#include <list>
41
42#include "core/XMLPort.h"
43
44#include "QuestItem.h"
45
46namespace orxonox
47{
48    namespace questStatus
49    {
50
51        //!Different states of a Quest.
52        enum Enum
53        {
54            inactive,
55            active,
56            failed,
57            completed
58        };
59
60    }
61
62    /**
63    @brief
64        Represents a Quest in the game.
65        A Quest has a list of subquests and a parentquest (if it is not a rootquest).
66        Each Quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
67        A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest.
68        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.
69       
70        Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better.
71    @author
72        Damian 'Mozork' Frick
73    */
74    class _OrxonoxExport Quest : public QuestItem
75    {
76        public:
77            Quest(BaseObject* creator);
78            virtual ~Quest();
79
80            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
81
82            /**
83            @brief Returns the parentquest of the Quest.
84            @return Returns a pointer to the parentquest of the Quest.
85            */
86            inline Quest* getParentQuest(void) const
87                { return this->parentQuest_; }
88               
89            /**
90            @brief Returns the list of subquests.
91            @return Returns a reference to the list of subquests of the quest.
92            */
93            inline const std::list<Quest*> & getSubQuestList(void) const
94                { return this->subQuests_; }
95
96            /**
97            @brief Returns the list of all QuestHints of this Quest.
98            @return Returns a reference to the list of QuestHints of the Quest.
99            */
100            inline const std::list<QuestHint*> & getHintsList(void) const
101                { return this->hints_; }
102       
103            bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
104            bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'.
105            bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
106            bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
107       
108            bool start(PlayerInfo* player); //!< Sets a Quest to active.
109            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
110            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
111       
112            bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest.
113
114        protected:
115            virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started.
116            virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed.
117            virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed.
118
119            const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index.
120            const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index.
121            const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index.
122            const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index.
123           
124            /**
125            @brief Returns the list of fail QuestEffects.
126            @return Returns a reference to the list of fail QuestEffects.
127            */
128            inline std::list<QuestEffect*> & getFailEffectList(void)
129                { return this->failEffects_; }
130               
131            /**
132            @brief Returns the list of complete QuestEffects.
133            @return Returns a reference to the list of complete QuestEffects.
134            */
135            inline std::list<QuestEffect*> & getCompleteEffectList(void)
136                { return this->completeEffects_; }
137
138            virtual questStatus::Enum getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player.
139            virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
140           
141        private:
142            Quest* parentQuest_; //!< Pointer to the parentquest.
143            std::list<Quest*> subQuests_; //!< List of all the subquests.
144
145            std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest.
146
147            std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed.
148            std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed.
149           
150            std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest.
151           
152            bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest.
153            bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest.
154            bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints.
155            bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects.
156            bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects.
157
158    };
159
160}
161
162#endif /* _Quest_H__ */
Note: See TracBrowser for help on using the repository browser.