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source: code/trunk/src/modules/questsystem/LocalQuest.h @ 7441

Last change on this file since 7441 was 7401, checked in by landauf, 14 years ago

merged doc branch back to trunk

  • Property svn:eol-style set to native
File size: 4.0 KB
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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 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
[7401]51        @code
52        <LocalQuest id="questId">
[2261]53            <QuestDescription title="Title" description="Description." /> //The description of the quest.
54            <subquests>
[2662]55                <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.
56                ...
57                <Quest id="questIdn" />
58                </subquests>
59                <hints>
60                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
61                ...
62                <QuestHint id="hintIdn" />
63                </hints>
[2261]64            <fail-effects>
65                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is failed, see QuestEffect for the full XML representation.
66                ...
67                <QuestEffect />
68            </fail-effects>
69            <complete-effects>
70                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is completed, see QuestEffect for the full XML representation.
71                ...
72                <QuestEffect />
73            </complete-effects>
74        </LocalQuest>
[7401]75        @endcode
[1992]76    @author
77        Damian 'Mozork' Frick
78    */
[5722]79    class _QuestsystemExport LocalQuest : public Quest
[1992]80    {
[2093]81        public:
[2092]82            LocalQuest(BaseObject* creator);
[2093]83            virtual ~LocalQuest();
[2092]84
[2261]85            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a LocalQuest object through XML.
[5693]86
[2261]87            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
88            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
[2092]89
[2093]90        protected:
[2261]91            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
92            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
93            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
[2092]94
[3280]95            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
96            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
[2092]97
[2093]98        private:
[3280]99            std::map<const PlayerInfo*, QuestStatus::Value> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
[2092]100
[1992]101    };
102
103}
104
105#endif /* _LocalQuest_H__ */
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