| 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 | #ifndef _Quest_H__ | 
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| 30 | #define _Quest_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 |  | 
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| 34 | #include <list> | 
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| 35 | #include <string> | 
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| 36 |  | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 | #include "QuestItem.h" | 
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| 39 |  | 
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| 40 | namespace questStatus | 
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| 41 | { | 
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| 42 |  | 
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| 43 |     enum Enum | 
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| 44 |     { | 
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| 45 |         inactive, | 
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| 46 |         active, | 
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| 47 |         failed, | 
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| 48 |         completed | 
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| 49 |     }; | 
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| 50 |  | 
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| 51 | } | 
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| 52 |  | 
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| 53 | namespace orxonox { | 
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| 54 |  | 
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| 55 |     class Player; //Forward declaration, remove when fully integrated into the objecthirarchy. | 
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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 |     @author | 
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| 63 |         Damian 'Mozork' Frick | 
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| 64 |     */ | 
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| 65 |     class _OrxonoxExport Quest : public QuestItem | 
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| 66 |     { | 
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| 67 |         public: | 
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| 68 |             Quest(BaseObject* creator); | 
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| 69 |             virtual ~Quest(); | 
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| 70 |  | 
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| 71 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 72 |  | 
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| 73 |             inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest. | 
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| 74 |                 { return this->parentQuest_; } | 
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| 75 |             inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests. | 
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| 76 |                 { return this->subQuests_; } | 
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| 77 |  | 
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| 78 |             bool isInactive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'inactive'. | 
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| 79 |             bool isActive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'active'. | 
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| 80 |             bool isFailed(const Player* player) const; //!< Returns true if the quest status for the specific player is 'failed'. | 
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| 81 |             bool isCompleted(const Player* player) const; //!< Returns true if the quest status for the specific player is 'completed'. | 
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| 82 |  | 
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| 83 |             bool start(Player* player); //!< Sets a quest to active. | 
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| 84 |             bool fail(Player* player); //!< Fails the quest. | 
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| 85 |             bool complete(Player* player); //!< Completes the quest. | 
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| 86 |  | 
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| 87 |         protected: | 
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| 88 |             void initialize(void); //!< Initialized the object. | 
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| 89 |  | 
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| 90 |             virtual bool isStartable(const Player* player) const = 0; //!< Checks whether the quest can be started. | 
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| 91 |             virtual bool isFailable(const Player* player) const = 0; //!< Checks whether the quest can be failed. | 
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| 92 |             virtual bool isCompletable(const Player* player) const = 0; //!< Checks whether the quest can be completed. | 
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| 93 |  | 
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| 94 |             bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest. | 
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| 95 |             bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest. | 
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| 96 |             bool addHint(QuestHint* hint); //!< Add a hint to the list of hints. | 
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| 97 |             bool addFailEffect(QuestEffect* effect); | 
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| 98 |             bool addCompleteEffect(QuestEffect* effect); | 
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| 99 |  | 
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| 100 |             const Quest* getParentQuest(void); | 
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| 101 |             const Quest* getSubQuests(unsigned int index) const; | 
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| 102 |             const QuestHint* getHints(unsigned int index) const; | 
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| 103 |             const QuestEffect* getFailEffects(unsigned int index) const; | 
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| 104 |             const QuestEffect* getCompleteEffects(unsigned int index) const; | 
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| 105 |  | 
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| 106 |             virtual questStatus::Enum getStatus(const Player* player) const = 0; //!< Returns the status of the quest for a specific player. | 
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| 107 |             virtual bool setStatus(Player* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player. | 
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| 108 |  | 
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| 109 |             Quest* parentQuest_; //!< Pointer to the parent quest. | 
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| 110 |             std::list<Quest*> subQuests_; //!< List of all the sub quests. | 
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| 111 |  | 
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| 112 |             std::list<QuestHint*> hints_; //!< A list of all the hints tied to this quest. | 
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| 113 |  | 
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| 114 |             std::list<QuestEffect*> failEffects_; //!< A list of all effects to be invoked, when the quest has been failed. | 
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| 115 |             std::list<QuestEffect*> completeEffects_; //!< A list of effects to be invoked, when the quest has been completed. | 
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| 116 |  | 
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| 117 |     }; | 
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| 118 |  | 
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| 119 | } | 
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| 120 |  | 
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| 121 | #endif /* _Quest_H__ */ | 
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