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source: code/trunk/src/modules/questsystem/GlobalQuest.h @ 7408

Last change on this file since 7408 was 7401, checked in by landauf, 14 years ago

merged doc branch back to trunk

  • Property svn:eol-style set to native
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[1992]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 */
[5693]28
[2261]29/**
[3196]30    @file
[2662]31    @brief Definition of the GlobalQuest class.
[2261]32*/
[1992]33
34#ifndef _GlobalQuest_H__
35#define _GlobalQuest_H__
36
[5722]37#include "questsystem/QuestsystemPrereqs.h"
[2095]38
[3196]39#include <list>
[1992]40#include <set>
41#include "Quest.h"
42
[2662]43namespace orxonox
44{
[1992]45    /**
46    @brief
[2261]47        GlobalQuests are Quests, that have the same status for all players.
48        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
[5693]49
[2261]50        Creating a GlobalQuest through XML goes as follows:
[5693]51
[7401]52        @code
53        <GlobalQuest id="questId">
[2261]54            <QuestDescription title="Title" description="Description." /> //The description of the quest.
55            <subquests>
[2662]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>
[2261]65            <fail-effects>
66                <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, 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 on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.
72                ...
73                <QuestEffect />
74            </complete-effects>
75            <reward-effects>
76                <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.
77                ...
78                <QuestEffect />
79            </reward-effects>
80        </GlobalQuest>
[7401]81        @endcode
[1992]82    @author
83        Damian 'Mozork' Frick
84    */
[5722]85    class _QuestsystemExport GlobalQuest : public Quest
[1992]86    {
[2093]87        public:
[2092]88            GlobalQuest(BaseObject* creator);
[2093]89            virtual ~GlobalQuest();
[2092]90
[2261]91            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
[5693]92
[2261]93            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
94            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
[2092]95
[2093]96        protected:
[2261]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.
[2092]100
[3280]101            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
[5693]102
[3280]103            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
[2092]104
[2093]105        private:
[2261]106            std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest.
[3280]107            QuestStatus::Value status_; //!< The status of this Quest.
[2261]108            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
[5693]109
[2261]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.
[2092]112
[1992]113    };
114
115}
116
117#endif /* _GlobalQuest_H__ */
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