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source: code/branches/questsystem2/src/orxonox/objects/quest/Quest.h @ 2342

Last change on this file since 2342 was 2258, checked in by dafrick, 16 years ago

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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
47#include "QuestItem.h"
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 QuestEffects 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            /**
86            @brief Returns the parentquest of the Quest.
87            @return Returns a pointer to the parentquest of the Quest.
88            */
89            inline Quest* getParentQuest(void) const
90                { return this->parentQuest_; }
91               
92            /**
93            @brief Returns the list of subquests.
94            @return Returns a reference to the list of subquests of the quest.
95            */
96            inline const std::list<Quest*> & getSubQuestList(void) const
97                { return this->subQuests_; }
98                   
99            /**
100            @brief Returns the list of all QuestHints of this Quest.
101            @return Returns a reference to the list of QuestHints of the Quest.
102            */
103            inline const std::list<QuestHint*> & getHintsList(void) const
104                { return this->hints_; }
105           
106            bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
107            bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'.
108            bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
109            bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
110           
111            bool start(PlayerInfo* player); //!< Sets a Quest to active.
112            virtual bool fail(PlayerInfo* player) = 0; //!< Fails the Quest.
113            virtual bool complete(PlayerInfo* player) = 0; //!< Completes the Quest.
114
115        protected:
116            virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started.
117            virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed.
118            virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed.
119
120            const Quest* getParentQuest(void); //!< Returns the parentquest of the Quest.
121            const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index.
122            const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index.
123            const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index.
124            const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index.
125           
126            /**
127            @brief Returns the list of fail QuestEffects.
128            @return Returns a reference to the list of fail QuestEffects.
129            */
130            inline std::list<QuestEffect*> & getFailEffectList(void)
131                { return this->failEffects_; }
132               
133            /**
134            @brief Returns the list of complete QuestEffects.
135            @return Returns a reference to the list of complete QuestEffects.
136            */
137            inline std::list<QuestEffect*> & getCompleteEffectList(void)
138                { return this->completeEffects_; }
139
140            virtual questStatus::Enum getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player.
141            virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
142           
143    private:
144            Quest* parentQuest_; //!< Pointer to the parentquest.
145            std::list<Quest*> subQuests_; //!< List of all the subquests.
146
147            std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest.
148
149            std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed.
150            std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed.
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__ */
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