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