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source: code/trunk/src/orxonox/objects/quest/Quest.h @ 2092

Last change on this file since 2092 was 2092, checked in by landauf, 16 years ago
  • adopted quest classes to the new hierarchy (with a creator pointer)
  • added "RegisterObject(…)" in all constructors and "virtual" to all destructors
  • Property svn:eol-style set to native
File size: 4.6 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#ifndef _Quest_H__
30#define _Quest_H__
31
32#include <list>
33#include <string>
34
35#include "core/XMLPort.h"
36#include "QuestDescription.h"
37#include "QuestItem.h"
38#include "QuestHint.h"
39#include "QuestEffect.h"
40
41namespace questStatus
42{
43
44    enum Enum
45    {
46        inactive,
47        active,
48        failed,
49        completed
50    };
51
52}
53
54namespace orxonox {
55
56    class Player; //Forward declaration, remove when fully integrated into the objecthirarchy.
57
58    /**
59    @brief
60        Represents a quest in the game.
61        A quest has a list of subquests and a parentquest (if it is not a rootquest).
62        Each quest exists only once but it has a different status (inactive, active, failed or completed) for each player.
63    @author
64        Damian 'Mozork' Frick
65    */
66    class Quest : public QuestItem
67    {
68        public:
69            Quest(BaseObject* creator);
70            virtual ~Quest();
71
72            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
73
74            inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest.
75                { return this->parentQuest_; }
76            inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
77                { return this->subQuests_; }
78
79            bool isInactive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
80            bool isActive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'active'.
81            bool isFailed(const Player* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
82            bool isCompleted(const Player* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
83
84            bool start(Player* player); //!< Sets a quest to active.
85            bool fail(Player* player); //!< Fails the quest.
86            bool complete(Player* player); //!< Completes the quest.
87
88        protected:
89            void initialize(void); //!< Initialized the object.
90
91            virtual bool isStartable(const Player* player) const = 0; //!< Checks whether the quest can be started.
92            virtual bool isFailable(const Player* player) const = 0; //!< Checks whether the quest can be failed.
93            virtual bool isCompletable(const Player* player) const = 0; //!< Checks whether the quest can be completed.
94
95            bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest.
96            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
97            bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
98            bool addFailEffect(QuestEffect* effect);
99            bool addCompleteEffect(QuestEffect* effect);
100
101            const Quest* getParentQuest(void);
102            const Quest* getSubQuests(unsigned int index) const;
103            const QuestHint* getHints(unsigned int index) const;
104            const QuestEffect* getFailEffects(unsigned int index) const;
105            const QuestEffect* getCompleteEffects(unsigned int index) const;
106
107            virtual questStatus::Enum getStatus(const Player* player) const = 0; //!< Returns the status of the quest for a specific player.
108            virtual bool setStatus(Player* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
109
110            Quest* parentQuest_; //!< Pointer to the parent quest.
111            std::list<Quest*> subQuests_; //!< List of all the sub quests.
112
113            std::list<QuestHint*> hints_; //!< A list of all the hints tied to this quest.
114
115            std::list<QuestEffect*> failEffects_; //!< A list of all effects to be invoked, when the quest has been failed.
116            std::list<QuestEffect*> completeEffects_; //!< A list of effects to be invoked, when the quest has been completed.
117
118    };
119
120}
121
122#endif /* _Quest_H__ */
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