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source: code/branches/weaponsystem/src/orxonox/objects/quest/Quest.h @ 3006

Last change on this file since 3006 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 7.2 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
31    @brief Definition of the Quest class.
32        The Quest is the parent class of LocalQuest and GlobalQuest.
33*/
34 
35#ifndef _Quest_H__
36#define _Quest_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <list>
41#include <string>
42
43#include "core/XMLPort.h"
44
45#include "QuestItem.h"
46
47namespace orxonox
48{
49    namespace 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
63    /**
64    @brief
65        Represents a Quest in the game.
66        A Quest has a list of subquests and a parentquest (if it is not a rootquest).
67        Each Quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
68        A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest.
69        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.
70       
71        Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better.
72    @author
73        Damian 'Mozork' Frick
74    */
75    class _OrxonoxExport Quest : public QuestItem
76    {
77        public:
78            Quest(BaseObject* creator);
79            virtual ~Quest();
80
81            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
82
83            /**
84            @brief Returns the parentquest of the Quest.
85            @return Returns a pointer to the parentquest of the Quest.
86            */
87            inline Quest* getParentQuest(void) const
88                { return this->parentQuest_; }
89               
90            /**
91            @brief Returns the list of subquests.
92            @return Returns a reference to the list of subquests of the quest.
93            */
94            inline const std::list<Quest*> & getSubQuestList(void) const
95                { return this->subQuests_; }
96
97            /**
98            @brief Returns the list of all QuestHints of this Quest.
99            @return Returns a reference to the list of QuestHints of the Quest.
100            */
101            inline const std::list<QuestHint*> & getHintsList(void) const
102                { return this->hints_; }
103       
104            bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
105            bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'.
106            bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
107            bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
108       
109            bool start(PlayerInfo* player); //!< Sets a Quest to active.
110            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
111            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
112       
113            bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this 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            std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest.
153           
154            bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest.
155            bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest.
156            bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints.
157            bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects.
158            bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects.
159
160    };
161
162}
163
164#endif /* _Quest_H__ */
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