[1992] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Damian 'Mozork' Frick |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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[5693] | 28 | |
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[2261] | 29 | /** |
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[3196] | 30 | @file |
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[2662] | 31 | @brief Definition of the Quest class. |
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| 32 | The Quest is the parent class of LocalQuest and GlobalQuest. |
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[2261] | 33 | */ |
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[5693] | 34 | |
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[1992] | 35 | #ifndef _Quest_H__ |
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| 36 | #define _Quest_H__ |
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| 37 | |
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[5693] | 38 | #include "objects/quest/QuestPrereqs.h" |
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[2095] | 39 | |
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[1992] | 40 | #include <list> |
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| 41 | #include "QuestItem.h" |
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| 42 | |
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[2662] | 43 | namespace orxonox |
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[2021] | 44 | { |
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[3280] | 45 | namespace QuestStatus |
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[2021] | 46 | { |
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[2662] | 47 | //!Different states of a Quest. |
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[3280] | 48 | enum Value |
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[2662] | 49 | { |
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[3280] | 50 | Inactive, |
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| 51 | Active, |
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| 52 | Failed, |
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| 53 | Completed |
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[2662] | 54 | }; |
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| 55 | } |
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[1992] | 56 | |
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| 57 | /** |
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| 58 | @brief |
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[2261] | 59 | Represents a Quest in the game. |
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| 60 | A Quest has a list of subquests and a parentquest (if it is not a rootquest). |
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| 61 | Each Quest exists only once but it has a different status (inactive, active, failed or completed) for each player. |
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| 62 | A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest. |
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| 63 | 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. |
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[5693] | 64 | |
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[2261] | 65 | Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better. |
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[1992] | 66 | @author |
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| 67 | Damian 'Mozork' Frick |
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| 68 | */ |
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[5693] | 69 | class _QuestExport Quest : public QuestItem |
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[1992] | 70 | { |
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[2093] | 71 | public: |
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[2092] | 72 | Quest(BaseObject* creator); |
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[2093] | 73 | virtual ~Quest(); |
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[2092] | 74 | |
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[2261] | 75 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML. |
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[2092] | 76 | |
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[2261] | 77 | /** |
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| 78 | @brief Returns the parentquest of the Quest. |
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| 79 | @return Returns a pointer to the parentquest of the Quest. |
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| 80 | */ |
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| 81 | inline Quest* getParentQuest(void) const |
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[1992] | 82 | { return this->parentQuest_; } |
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[5693] | 83 | |
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[2662] | 84 | /** |
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| 85 | @brief Returns the list of subquests. |
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| 86 | @return Returns a reference to the list of subquests of the quest. |
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| 87 | */ |
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| 88 | inline const std::list<Quest*> & getSubQuestList(void) const |
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| 89 | { return this->subQuests_; } |
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[2092] | 90 | |
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[2662] | 91 | /** |
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| 92 | @brief Returns the list of all QuestHints of this Quest. |
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| 93 | @return Returns a reference to the list of QuestHints of the Quest. |
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| 94 | */ |
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| 95 | inline const std::list<QuestHint*> & getHintsList(void) const |
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| 96 | { return this->hints_; } |
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[5693] | 97 | |
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[2662] | 98 | bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'. |
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| 99 | bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'. |
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| 100 | bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'. |
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| 101 | bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'. |
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[5693] | 102 | |
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[2662] | 103 | bool start(PlayerInfo* player); //!< Sets a Quest to active. |
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| 104 | virtual bool fail(PlayerInfo* player); //!< Fails the Quest. |
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| 105 | virtual bool complete(PlayerInfo* player); //!< Completes the Quest. |
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[5693] | 106 | |
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[2662] | 107 | bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest. |
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| 108 | |
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[1992] | 109 | protected: |
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[2261] | 110 | virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started. |
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| 111 | virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed. |
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| 112 | virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed. |
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[2092] | 113 | |
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[2261] | 114 | const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index. |
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| 115 | const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index. |
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| 116 | const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index. |
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| 117 | const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index. |
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[5693] | 118 | |
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[2261] | 119 | /** |
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| 120 | @brief Returns the list of fail QuestEffects. |
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| 121 | @return Returns a reference to the list of fail QuestEffects. |
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| 122 | */ |
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| 123 | inline std::list<QuestEffect*> & getFailEffectList(void) |
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| 124 | { return this->failEffects_; } |
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[5693] | 125 | |
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[2662] | 126 | /** |
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| 127 | @brief Returns the list of complete QuestEffects. |
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| 128 | @return Returns a reference to the list of complete QuestEffects. |
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| 129 | */ |
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| 130 | inline std::list<QuestEffect*> & getCompleteEffectList(void) |
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[2261] | 131 | { return this->completeEffects_; } |
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[2092] | 132 | |
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[3280] | 133 | virtual QuestStatus::Value getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player. |
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| 134 | virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status) = 0; //!< Changes the status for a specific player. |
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[5693] | 135 | |
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[2662] | 136 | private: |
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[2261] | 137 | Quest* parentQuest_; //!< Pointer to the parentquest. |
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| 138 | std::list<Quest*> subQuests_; //!< List of all the subquests. |
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[2092] | 139 | |
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[2261] | 140 | std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest. |
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[2092] | 141 | |
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[2261] | 142 | std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed. |
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| 143 | std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed. |
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[5693] | 144 | |
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[2662] | 145 | std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest. |
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[5693] | 146 | |
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[2261] | 147 | bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest. |
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| 148 | bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest. |
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| 149 | bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints. |
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| 150 | bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects. |
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| 151 | bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects. |
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[2092] | 152 | |
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[1992] | 153 | }; |
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| 154 | |
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| 155 | } |
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| 156 | |
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| 157 | #endif /* _Quest_H__ */ |
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