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code/trunk/src/orxonox/objects/quest/Quest.h
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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 | */ |
28 | |
29 | /** |
30 | @file |
31 | @brief Definition of the Quest class. |
32 | The Quest is the parent class of LocalQuest and GlobalQuest. |
33 | */ |
34 | |
35 | #ifndef _Quest_H__ |
36 | #define _Quest_H__ |
37 | |
38 | #include "OrxonoxPrereqs.h" |
39 | |
40 | #include <list> |
41 | #include <string> |
42 | |
43 | #include "core/XMLPort.h" |
44 | |
45 | #include "QuestItem.h" |
46 | |
47 | namespace orxonox |
48 | { |
49 | namespace questStatus |
50 | { |
51 | |
52 | //!Different states of a Quest. |
53 | enum Enum |
54 | { |
55 | inactive, |
56 | active, |
57 | failed, |
58 | completed |
59 | }; |
60 | |
61 | } |
62 | |
63 | /** |
64 | @brief |
65 | Represents a Quest in the game. |
66 | A Quest has a list of subquests and a parentquest (if it is not a rootquest). |
67 | Each Quest exists only once but it has a different status (inactive, active, failed or completed) for each player. |
68 | A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest. |
69 | 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. |
70 | |
71 | Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better. |
72 | @author |
73 | Damian 'Mozork' Frick |
74 | */ |
75 | class _OrxonoxExport Quest : public QuestItem |
76 | { |
77 | public: |
78 | Quest(BaseObject* creator); |
79 | virtual ~Quest(); |
80 | |
81 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML. |
82 | |
83 | /** |
84 | @brief Returns the parentquest of the Quest. |
85 | @return Returns a pointer to the parentquest of the Quest. |
86 | */ |
87 | inline Quest* getParentQuest(void) const |
88 | { return this->parentQuest_; } |
89 | |
90 | /** |
91 | @brief Returns the list of subquests. |
92 | @return Returns a reference to the list of subquests of the quest. |
93 | */ |
94 | inline const std::list<Quest*> & getSubQuestList(void) const |
95 | { return this->subQuests_; } |
96 | |
97 | /** |
98 | @brief Returns the list of all QuestHints of this Quest. |
99 | @return Returns a reference to the list of QuestHints of the Quest. |
100 | */ |
101 | inline const std::list<QuestHint*> & getHintsList(void) const |
102 | { return this->hints_; } |
103 | |
104 | bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'. |
105 | bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'. |
106 | bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'. |
107 | bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'. |
108 | |
109 | bool start(PlayerInfo* player); //!< Sets a Quest to active. |
110 | virtual bool fail(PlayerInfo* player); //!< Fails the Quest. |
111 | virtual bool complete(PlayerInfo* player); //!< Completes the Quest. |
112 | |
113 | bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest. |
114 | |
115 | protected: |
116 | virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started. |
117 | virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed. |
118 | virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed. |
119 | |
120 | const Quest* getParentQuest(void); //!< Returns the parentquest of the Quest. |
121 | const Quest* getSubQuest(unsigned int index) const; //!<Returns the subquest at the given index. |
122 | const QuestHint* getHint(unsigned int index) const; //!< Returns the QuestHint at the given index. |
123 | const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index. |
124 | const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index. |
125 | |
126 | /** |
127 | @brief Returns the list of fail QuestEffects. |
128 | @return Returns a reference to the list of fail QuestEffects. |
129 | */ |
130 | inline std::list<QuestEffect*> & getFailEffectList(void) |
131 | { return this->failEffects_; } |
132 | |
133 | /** |
134 | @brief Returns the list of complete QuestEffects. |
135 | @return Returns a reference to the list of complete QuestEffects. |
136 | */ |
137 | inline std::list<QuestEffect*> & getCompleteEffectList(void) |
138 | { return this->completeEffects_; } |
139 | |
140 | virtual questStatus::Enum getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player. |
141 | virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player. |
142 | |
143 | private: |
144 | Quest* parentQuest_; //!< Pointer to the parentquest. |
145 | std::list<Quest*> subQuests_; //!< List of all the subquests. |
146 | |
147 | std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest. |
148 | |
149 | std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed. |
150 | std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed. |
151 | |
152 | std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest. |
153 | |
154 | bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest. |
155 | bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest. |
156 | bool addHint(QuestHint* hint); //!< Add a QuestHint to the list of QuestHints. |
157 | bool addFailEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of fail QuestEffects. |
158 | bool addCompleteEffect(QuestEffect* effect); //!< Adds an QuestEffect to the list of complete QuestEffects. |
159 | |
160 | }; |
161 | |
162 | } |
163 | |
164 | #endif /* _Quest_H__ */ |
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