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source: code/trunk/src/modules/questsystem/LocalQuest.h @ 7456

Last change on this file since 7456 was 7456, checked in by dafrick, 14 years ago

Reviewing documentation fo Questsystem, moving documentation fully into doxygen.
Added some files to modules they belong to.

  • Property svn:eol-style set to native
File size: 4.1 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 LocalQuest.h
31    @brief Definition of the LocalQuest class.
32    @ingroup Questsystem
33*/
34
35#ifndef _LocalQuest_H__
36#define _LocalQuest_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <map>
41#include "Quest.h"
42
43namespace orxonox
44{
45    /**
46    @brief
47        Handles @ref orxonox::Quest "Quests" which have different states for different players.
48        LocalQuests have (as opposed to @ref orxonox::GlobalQuest "GlobalQuests") a different state for each player, that means if for one player the status of the @ref orxonox::Quest "Quest" changes it does not for all the other players which also possess this quest.
49
50        Creating a LocalQuest through XML goes as follows:
51        @code
52        <LocalQuest id="questId">
53            <QuestDescription title="Title" description="Description." /> //The description of the quest.
54            <subquests>
55                <Quest id ="questId1" /> //A list of n subquest, be aware, each of the <Quest /> tags must have a description and so on and so forth as well.
56                ...
57                <Quest id="questIdn" />
58                </subquests>
59                <hints>
60                <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.
61                ...
62                <QuestHint id="hintIdn" />
63                </hints>
64            <fail-effects>
65                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is failed, see QuestEffect for the full XML representation.
66                ...
67                <QuestEffect />
68            </fail-effects>
69            <complete-effects>
70                <QuestEffect /> //A list of QuestEffects, invoked when the Quest is completed, see QuestEffect for the full XML representation.
71                ...
72                <QuestEffect />
73            </complete-effects>
74        </LocalQuest>
75        @endcode
76    @author
77        Damian 'Mozork' Frick
78    */
79    class _QuestsystemExport LocalQuest : public Quest
80    {
81        public:
82            LocalQuest(BaseObject* creator);
83            virtual ~LocalQuest();
84
85            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a LocalQuest object through XML.
86
87            virtual bool fail(PlayerInfo* player); //!< Fails the Quest.
88            virtual bool complete(PlayerInfo* player); //!< Completes the Quest.
89
90        protected:
91            virtual bool isStartable(const PlayerInfo* player) const; //!< Checks whether the Quest can be started.
92            virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed.
93            virtual bool isCompletable(const PlayerInfo* player) const; //!< Checks whether the Quest can be completed.
94
95            virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player.
96            virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player.
97
98        private:
99            std::map<const PlayerInfo*, QuestStatus::Value> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
100
101    };
102
103}
104
105#endif /* _LocalQuest_H__ */
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