/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file GlobalQuest.h @brief Definition of the GlobalQuest class. @ingroup Questsystem */ #ifndef _GlobalQuest_H__ #define _GlobalQuest_H__ #include "questsystem/QuestsystemPrereqs.h" #include #include #include "Quest.h" namespace orxonox { /** @brief GlobalQuests are @ref orxonox::Quest "Quests", that have the same status for all players. This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it. Creating a GlobalQuest through XML goes as follows: @code //The description of the quest. //A list of n subquest, be aware, each of the tags must have a description and so on and so forth as well. ... //A list of n QuestHints, see QuestHint for the full XML representation of those. ... //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation. ... //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation. ... //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation. ... @endcode @author Damian 'Mozork' Frick @ingroup Questsystem */ class _QuestsystemExport GlobalQuest : public Quest { public: GlobalQuest(Context* context); virtual ~GlobalQuest(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; //!< Method for creating a GlobalQuest object through XML. virtual bool fail(PlayerInfo* player) override; //!< Fails the Quest. virtual bool complete(PlayerInfo* player) override; //!< Completes the Quest. protected: virtual bool isStartable(const PlayerInfo* player) const override; //!< Checks whether the Quest can be started. virtual bool isFailable(const PlayerInfo* player) const override; //!< Checks whether the Quest can be failed. virtual bool isCompletable(const PlayerInfo* player) const override; //!< Checks whether the Quest can be completed. virtual QuestStatus getStatus(const PlayerInfo* player) const override; //!< Returns the status of the Quest for a specific player. virtual bool setStatus(PlayerInfo* player, const QuestStatus & status) override; //!< Sets the status for a specific player. private: std::set players_; //!< The set of players which possess this Quest. QuestStatus status_; //!< The status of this Quest. std::list rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest. bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects. const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index. }; } #endif /* _GlobalQuest_H__ */