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source: code/branches/questsystem3/src/orxonox/objects/quest/GlobalQuest.h @ 2328

Last change on this file since 2328 was 2261, checked in by landauf, 16 years ago

merged questsystem2 back to trunk

File size: 4.8 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 GlobalQuest.h
31    @brief
32    Definition of the GlobalQuest class.
33*/
34
35#ifndef _GlobalQuest_H__
36#define _GlobalQuest_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <set>
41#include <list>
42
43#include "core/XMLPort.h"
44#include "Quest.h"
45
46namespace orxonox {
47
48    /**
49    @brief
50        GlobalQuests are Quests, that have the same status for all players.
51        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
52       
53        Creating a GlobalQuest through XML goes as follows:
54       
55        <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
56            <QuestDescription title="Title" description="Description." /> //The description of the quest.
57            <subquests>
58        <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.
59        ...
60        <Quest id="questIdn" />
61        </subquests>
62        <hints>
63        <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
64        ...
65        <QuestHint id="hintIdn" />
66        </hints>
67            <fail-effects>
68                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation.
69                ...
70                <QuestEffect />
71            </fail-effects>
72            <complete-effects>
73                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.
74                ...
75                <QuestEffect />
76            </complete-effects>
77            <reward-effects>
78                <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.
79                ...
80                <QuestEffect />
81            </reward-effects>
82        </GlobalQuest>
83    @author
84        Damian 'Mozork' Frick
85    */
86    class _OrxonoxExport GlobalQuest : public Quest
87    {
88        public:
89            GlobalQuest(BaseObject* creator);
90            virtual ~GlobalQuest();
91
92            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
93           
94            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
95            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
96
97        protected:
98            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
99            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
100            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
101
102            virtual questStatus::Enum getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
103           
104            virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & status); //!< Sets the status for a specific player.
105
106        private:
107            std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest.
108            questStatus::Enum status_; //!< The status of this Quest.
109            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
110           
111            bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects.
112            const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
113
114    };
115
116}
117
118#endif /* _GlobalQuest_H__ */
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