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source: code/trunk/src/modules/questsystem/LocalQuest.h @ 5754

Last change on this file since 5754 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 4.1 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/**
[3196]30    @file
[2662]31    @brief Definition of the LocalQuest class.
[2261]32*/
[1992]33
34#ifndef _LocalQuest_H__
35#define _LocalQuest_H__
36
[5722]37#include "questsystem/QuestsystemPrereqs.h"
[2095]38
[1996]39#include <map>
[1992]40#include "Quest.h"
41
[2662]42namespace orxonox
43{
[1992]44    /**
45    @brief
[2261]46        Handles Quests which have different states for different players.
47        LocalQuests have (as opposed to GlobalQuests) a different state for each player, that means if for one player the status of the Quest changes it does not for all the other players which also possess this quest.
[5693]48
[2261]49        Creating a LocalQuest through XML goes as follows:
[5693]50
[2261]51        <LocalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
52            <QuestDescription title="Title" description="Description." /> //The description of the quest.
53            <subquests>
[2662]54                <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.
55                ...
56                <Quest id="questIdn" />
57                </subquests>
58                <hints>
59                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
60                ...
61                <QuestHint id="hintIdn" />
62                </hints>
[2261]63            <fail-effects>
64                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is failed, see QuestEffect for the full XML representation.
65                ...
66                <QuestEffect />
67            </fail-effects>
68            <complete-effects>
69                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is completed, see QuestEffect for the full XML representation.
70                ...
71                <QuestEffect />
72            </complete-effects>
73        </LocalQuest>
[1992]74    @author
75        Damian 'Mozork' Frick
76    */
[5722]77    class _QuestsystemExport LocalQuest : public Quest
[1992]78    {
[2093]79        public:
[2092]80            LocalQuest(BaseObject* creator);
[2093]81            virtual ~LocalQuest();
[2092]82
[2261]83            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a LocalQuest object through XML.
[5693]84
[2261]85            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
86            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
[2092]87
[2093]88        protected:
[2261]89            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
90            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
91            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
[2092]92
[3280]93            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
94            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
[2092]95
[2093]96        private:
[3280]97            std::map<const PlayerInfo*, QuestStatus::Value> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
[2092]98
[1992]99    };
100
101}
102
103#endif /* _LocalQuest_H__ */
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