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source: code/branches/questsystem2/src/orxonox/objects/quest/Quest.h @ 2146

Last change on this file since 2146 was 2146, checked in by dafrick, 16 years ago

Started implementation of QuestEffectBeacon.
Done some documentation of QuestItem and subclasses.

File size: 5.8 KB
Line 
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 Quest.h
31    @brief
32        Definition of the Quest class.
33       
34        The Quest is the parent class of LocalQuest and GlobalQuest.
35*/
36 
37#ifndef _Quest_H__
38#define _Quest_H__
39
40#include "OrxonoxPrereqs.h"
41
42#include <list>
43#include <string>
44
45#include "core/XMLPort.h"
46#include "QuestItem.h"
47
48
49namespace 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
63namespace orxonox {
64
65    /**
66    @brief
67        Represents a quest in the game.
68        A quest has a list of subquests and a parentquest (if it is not a rootquest).
69        Each quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
70        A quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the quest.
71        A quest has a list of QuestEffects that are invoked when the quest is failed and also a list of effects that are invoked, when the quest is completed.
72       
73        Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better.
74    @author
75        Damian 'Mozork' Frick
76    */
77    class _OrxonoxExport Quest : public QuestItem
78    {
79        public:
80            Quest(BaseObject* creator);
81            virtual ~Quest();
82
83            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML.
84
85            inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest.
86                { return this->parentQuest_; }
87            inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
88                { return this->subQuests_; }
89
90            bool isInactive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
91            bool isActive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'active'.
92            bool isFailed(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
93            bool isCompleted(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
94
95            bool start(ControllableEntity* player); //!< Sets a quest to active.
96            virtual bool fail(ControllableEntity* player) = 0; //!< Fails the quest.
97            virtual bool complete(ControllableEntity* player) = 0; //!< Completes the quest.
98
99        protected:
100            void initialize(void); //!< Initializes the object.
101
102            virtual bool isStartable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be started.
103            virtual bool isFailable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be failed.
104            virtual bool isCompletable(const ControllableEntity* player) const = 0; //!< Checks whether the quest can be completed.
105
106            bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest.
107            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
108            bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
109            bool addFailEffect(QuestEffect* effect); //!< Adds an effect to the list of failEffects.
110            bool addCompleteEffect(QuestEffect* effect); //!< Adds an effect to the list of completeEffects.
111
112            const Quest* getParentQuest(void); //!< Returns the parent quest of the quest.
113            const Quest* getSubQuests(unsigned int index) const; //!<Returns the sub quest of the given index.
114            const QuestHint* getHints(unsigned int index) const; //!< Returns the hint of the given index.
115            const QuestEffect* getFailEffects(unsigned int index) const; //!< Returns the failEffect of the given index.
116            const QuestEffect* getCompleteEffects(unsigned int index) const; //!Returns the completeEffect of the given index.
117
118            virtual questStatus::Enum getStatus(const ControllableEntity* player) const = 0; //!< Returns the status of the quest for a specific player.
119            virtual bool setStatus(ControllableEntity* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
120
121            Quest* parentQuest_; //!< Pointer to the parent quest.
122            std::list<Quest*> subQuests_; //!< List of all the sub quests.
123
124            std::list<QuestHint*> hints_; //!< A list of all the hints tied to this quest.
125
126            std::list<QuestEffect*> failEffects_; //!< A list of all effects to be invoked, when the quest has been failed.
127            std::list<QuestEffect*> completeEffects_; //!< A list of effects to be invoked, when the quest has been completed.
128
129    };
130
131}
132
133#endif /* _Quest_H__ */
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