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source: code/branches/sound2/src/orxonox/objects/quest/GlobalQuest.h @ 3011

Last change on this file since 3011 was 2911, checked in by landauf, 16 years ago

Merged r1-2096 of questsystem5 back to trunk

I hope there weren't more "hidden merge changes" in r2909 than the one in OverlayGroup (removeElement) (and related to this the adjustments in NotificationQueue).

The corresponding media commit seems not yet to be done, but it doesn't break the build.

File size: 4.8 KB
Line 
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 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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