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source: code/branches/pickups/src/orxonox/objects/quest/GlobalQuest.h @ 2950

Last change on this file since 2950 was 2826, checked in by landauf, 16 years ago

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    /code/branches/questsystem2/src/orxonox/objects/quest/GlobalQuest.h2107-2259
    /code/branches/weapon2/src/orxonox/objects/quest/GlobalQuest.h2107-2488
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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 GlobalQuest class.
32*/
33
34#ifndef _GlobalQuest_H__
35#define _GlobalQuest_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include <set>
40#include <list>
41
42#include "core/XMLPort.h"
43#include "Quest.h"
44
45namespace orxonox
46{
47    /**
48    @brief
49        GlobalQuests are Quests, that have the same status for all players.
50        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
51       
52        Creating a GlobalQuest through XML goes as follows:
53       
54        <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
55            <QuestDescription title="Title" description="Description." /> //The description of the quest.
56            <subquests>
57                <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.
58                ...
59                <Quest id="questIdn" />
60            </subquests>
61            <hints>
62                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
63                ...
64                <QuestHint id="hintIdn" />
65            </hints>
66            <fail-effects>
67                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation.
68                ...
69                <QuestEffect />
70            </fail-effects>
71            <complete-effects>
72                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.
73                ...
74                <QuestEffect />
75            </complete-effects>
76            <reward-effects>
77                <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.
78                ...
79                <QuestEffect />
80            </reward-effects>
81        </GlobalQuest>
82    @author
83        Damian 'Mozork' Frick
84    */
85    class _OrxonoxExport 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::Enum getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
102           
103            virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & 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::Enum 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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