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source: code/branches/towerdefenseHS14/src/modules/questsystem/LocalQuest.h @ 10086

Last change on this file since 10086 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

  • Property svn:eol-style set to native
File size: 4.1 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 LocalQuest.h
31    @brief Definition of the LocalQuest class.
32    @ingroup Questsystem
33*/
34
35#ifndef _LocalQuest_H__
36#define _LocalQuest_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <map>
41#include "Quest.h"
42
43namespace orxonox
44{
45
46    /**
47    @brief
48        Handles @ref orxonox::Quest "Quests" which have different states for different players.
49        LocalQuests have (as opposed to @ref orxonox::GlobalQuest "GlobalQuests") a different state for each player, that means if for one player the status of the @ref orxonox::Quest "Quest" changes it does not for all the other players which also possess this quest.
50
51        Creating a LocalQuest through XML goes as follows:
52        @code
53        <LocalQuest id="questId">
54            <QuestDescription title="Title" description="Description." /> //The description of the quest.
55            <subquests>
56                <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.
57                ...
58                <Quest id="questIdn" />
59                </subquests>
60                <hints>
61                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
62                ...
63                <QuestHint id="hintIdn" />
64                </hints>
65            <fail-effects>
66                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is failed, see QuestEffect for the full XML representation.
67                ...
68                <QuestEffect />
69            </fail-effects>
70            <complete-effects>
71                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is completed, see QuestEffect for the full XML representation.
72                ...
73                <QuestEffect />
74            </complete-effects>
75        </LocalQuest>
76        @endcode
77
78    @author
79        Damian 'Mozork' Frick
80
81    @ingroup Questsystem
82    */
83    class _QuestsystemExport LocalQuest : public Quest
84    {
85        public:
86            LocalQuest(Context* context);
87            virtual ~LocalQuest();
88
89            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a LocalQuest object through XML.
90
91            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
92            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
93
94        protected:
95            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
96            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
97            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
98
99            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
100            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
101
102        private:
103            std::map<const PlayerInfo*, QuestStatus::Value> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
104
105    };
106
107}
108
109#endif /* _LocalQuest_H__ */
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