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source: code/branches/questsystem2/src/orxonox/objects/quest/Quest.h @ 2159

Last change on this file since 2159 was 2159, checked in by dafrick, 16 years ago

Completed documentation of finished classes.

File size: 6.2 KB
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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 Quest.h
31    @brief
32        Definition of the Quest class.
33       
34        The Quest is the parent class of LocalQuest and GlobalQuest.
35*/
36 
37#ifndef _Quest_H__
38#define _Quest_H__
39
40#include "OrxonoxPrereqs.h"
41
42#include <list>
43#include <string>
44
45#include "core/XMLPort.h"
46#include "QuestItem.h"
47
48
49namespace questStatus
50{
51
52    //!Different states of a quest.
53    enum Enum
54    {
55        inactive,
56        active,
57        failed,
58        completed
59    };
60
61}
62
63namespace orxonox {
64
65    /**
66    @brief
67        Represents a quest in the game.
68        A quest has a list of subquests and a parentquest (if it is not a rootquest).
69        Each quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
70        A quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the quest.
71        A quest has a list of QuestEffects that are invoked when the quest is failed and also a list of effects that are invoked, when the quest is completed.
72       
73        Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better.
74    @author
75        Damian 'Mozork' Frick
76    */
77    class _OrxonoxExport Quest : public QuestItem
78    {
79        public:
80            Quest(BaseObject* creator);
81            virtual ~Quest();
82
83            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
84
85            inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest.
86                { return this->parentQuest_; }
87            inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
88                { return this->subQuests_; }
89            inline const std::list<QuestHint*> & getHintsList(void) const //!< Returns the list of all hints of this quest.
90                { return this->hints_; }
91
92            bool isInactive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
93            bool isActive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'active'.
94            bool isFailed(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
95            bool isCompleted(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
96
97            bool start(ControllableEntity* player); //!< Sets a quest to active.
98            virtual bool fail(ControllableEntity* player) = 0; //!< Fails the quest.
99            virtual bool complete(ControllableEntity* player) = 0; //!< Completes the quest.
100
101        protected:
102            virtual bool isStartable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be started.
103            virtual bool isFailable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be failed.
104            virtual bool isCompletable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be completed.
105
106            const Quest* getParentQuest(void); //!< Returns the parent quest of the quest.
107            const Quest* getSubQuest(unsigned int index) const; //!<Returns the sub quest of the given index.
108            const QuestHint* getHint(unsigned int index) const; //!< Returns the hint of the given index.
109            const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the failEffect of the given index.
110            const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the completeEffect of the given index.
111            inline std::list<QuestEffect*> & getFailEffectList(void) //!< Returns the list of failEffects.
112                { return this->failEffects_; }
113            inline std::list<QuestEffect*> & getCompleteEffectList(void) //!< Returns the list of completeEffects.
114                { return this->completeEffects_; }
115
116            virtual questStatus::Enum getStatus(const ControllableEntity* player) const = 0; //!< Returns the status of the quest for a specific player.
117            virtual bool setStatus(ControllableEntity* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
118           
119        private:
120            Quest* parentQuest_; //!< Pointer to the parent quest.
121            std::list<Quest*> subQuests_; //!< List of all the sub quests.
122
123            std::list<QuestHint*> hints_; //!< A list of all the hints tied to this quest.
124
125            std::list<QuestEffect*> failEffects_; //!< A list of all effects to be invoked, when the quest has been failed.
126            std::list<QuestEffect*> completeEffects_; //!< A list of effects to be invoked, when the quest has been completed.
127           
128            bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest.
129            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
130            bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
131            bool addFailEffect(QuestEffect* effect); //!< Adds an effect to the list of failEffects.
132            bool addCompleteEffect(QuestEffect* effect); //!< Adds an effect to the list of completeEffects.
133
134    };
135
136}
137
138#endif /* _Quest_H__ */
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