| 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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| 28 |  | 
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| 29 | /** | 
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| 30 | @file | 
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| 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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| 33 | */ | 
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| 34 |  | 
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| 35 | #ifndef _Quest_H__ | 
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| 36 | #define _Quest_H__ | 
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| 37 |  | 
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| 38 | #include "questsystem/QuestsystemPrereqs.h" | 
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| 39 |  | 
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| 40 | #include <list> | 
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| 41 | #include "QuestItem.h" | 
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| 42 |  | 
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| 43 | namespace orxonox | 
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| 44 | { | 
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| 45 | namespace QuestStatus | 
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| 46 | { | 
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| 47 | //!Different states of a Quest. | 
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| 48 | enum Value | 
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| 49 | { | 
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| 50 | Inactive, | 
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| 51 | Active, | 
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| 52 | Failed, | 
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| 53 | Completed | 
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| 54 | }; | 
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| 55 | } | 
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| 56 |  | 
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| 57 | /** | 
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| 58 | @brief | 
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| 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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| 64 |  | 
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| 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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| 66 | @author | 
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| 67 | Damian 'Mozork' Frick | 
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| 68 | */ | 
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| 69 | class _QuestsystemExport Quest : public QuestItem | 
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| 70 | { | 
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| 71 | public: | 
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| 72 | Quest(BaseObject* creator); | 
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| 73 | virtual ~Quest(); | 
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| 74 |  | 
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| 75 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Quest object through XML. | 
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| 76 |  | 
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| 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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| 82 | { return this->parentQuest_; } | 
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| 83 |  | 
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| 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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| 90 |  | 
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| 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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| 97 |  | 
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| 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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| 102 |  | 
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| 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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| 106 |  | 
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| 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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| 109 | protected: | 
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| 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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| 113 |  | 
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| 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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| 118 |  | 
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| 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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| 125 |  | 
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| 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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| 131 | { return this->completeEffects_; } | 
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| 132 |  | 
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| 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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| 135 |  | 
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| 136 | private: | 
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| 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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| 139 |  | 
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| 140 | std::list<QuestHint*> hints_; //!< A list of all the QuestHints tied to this Quest. | 
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| 141 |  | 
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| 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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| 144 |  | 
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| 145 | std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest. | 
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| 146 |  | 
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| 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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| 152 |  | 
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| 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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