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source: code/trunk/src/modules/questsystem/GlobalQuest.h @ 8373

Last change on this file since 8373 was 7552, checked in by dafrick, 14 years ago

Resolving some TODOs and doing some additional cleanup. Almost done now…

  • Property svn:eol-style set to native
File size: 4.7 KB
RevLine 
[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/**
[7456]30    @file GlobalQuest.h
[2662]31    @brief Definition of the GlobalQuest class.
[7456]32    @ingroup Questsystem
[2261]33*/
[1992]34
35#ifndef _GlobalQuest_H__
36#define _GlobalQuest_H__
37
[5722]38#include "questsystem/QuestsystemPrereqs.h"
[2095]39
[3196]40#include <list>
[1992]41#include <set>
42#include "Quest.h"
43
[2662]44namespace orxonox
45{
[7552]46
[1992]47    /**
48    @brief
[7456]49        GlobalQuests are @ref orxonox::Quest "Quests", that have the same status for all players.
[2261]50        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
[5693]51
[2261]52        Creating a GlobalQuest through XML goes as follows:
[7401]53        @code
54        <GlobalQuest id="questId">
[2261]55            <QuestDescription title="Title" description="Description." /> //The description of the quest.
56            <subquests>
[2662]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>
[2261]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>
[7401]82        @endcode
[7552]83
[1992]84    @author
85        Damian 'Mozork' Frick
[7552]86
87    @ingroup Questsystem
[1992]88    */
[5722]89    class _QuestsystemExport GlobalQuest : public Quest
[1992]90    {
[2093]91        public:
[2092]92            GlobalQuest(BaseObject* creator);
[2093]93            virtual ~GlobalQuest();
[2092]94
[2261]95            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
[5693]96
[2261]97            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
98            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
[2092]99
[2093]100        protected:
[2261]101            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
102            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
103            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
[2092]104
[3280]105            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
[5693]106
[3280]107            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
[2092]108
[2093]109        private:
[2261]110            std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest.
[3280]111            QuestStatus::Value status_; //!< The status of this Quest.
[2261]112            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
[5693]113
[2261]114            bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects.
115            const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
[2092]116
[1992]117    };
118
119}
120
121#endif /* _GlobalQuest_H__ */
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