1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Damian 'Mozork' Frick |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief Definition of the GlobalQuest class. |
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32 | */ |
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33 | |
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34 | #ifndef _GlobalQuest_H__ |
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35 | #define _GlobalQuest_H__ |
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36 | |
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37 | #include "questsystem/QuestsystemPrereqs.h" |
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38 | |
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39 | #include <list> |
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40 | #include <set> |
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41 | #include "Quest.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | /** |
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46 | @brief |
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47 | GlobalQuests are Quests, that have the same status for all players. |
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48 | This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it. |
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49 | |
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50 | Creating a GlobalQuest through XML goes as follows: |
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51 | |
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52 | <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information |
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53 | <QuestDescription title="Title" description="Description." /> //The description of the quest. |
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54 | <subquests> |
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55 | <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. |
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56 | ... |
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57 | <Quest id="questIdn" /> |
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58 | </subquests> |
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59 | <hints> |
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60 | <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those. |
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61 | ... |
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62 | <QuestHint id="hintIdn" /> |
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63 | </hints> |
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64 | <fail-effects> |
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65 | <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation. |
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66 | ... |
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67 | <QuestEffect /> |
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68 | </fail-effects> |
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69 | <complete-effects> |
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70 | <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation. |
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71 | ... |
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72 | <QuestEffect /> |
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73 | </complete-effects> |
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74 | <reward-effects> |
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75 | <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation. |
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76 | ... |
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77 | <QuestEffect /> |
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78 | </reward-effects> |
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79 | </GlobalQuest> |
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80 | @author |
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81 | Damian 'Mozork' Frick |
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82 | */ |
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83 | class _QuestsystemExport GlobalQuest : public Quest |
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84 | { |
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85 | public: |
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86 | GlobalQuest(BaseObject* creator); |
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87 | virtual ~GlobalQuest(); |
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88 | |
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89 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML. |
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90 | |
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91 | virtual bool fail(PlayerInfo* player); //!< Fails the Quest. |
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92 | virtual bool complete(PlayerInfo* player); //!< Completes the Quest. |
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93 | |
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94 | protected: |
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95 | virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started. |
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96 | virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed. |
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97 | virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed. |
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98 | |
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99 | virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player. |
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100 | |
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101 | virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player. |
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102 | |
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103 | private: |
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104 | std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest. |
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105 | QuestStatus::Value status_; //!< The status of this Quest. |
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106 | std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest. |
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107 | |
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108 | bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects. |
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109 | const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index. |
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110 | |
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111 | }; |
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112 | |
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113 | } |
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114 | |
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115 | #endif /* _GlobalQuest_H__ */ |
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