104 lines
2.3 KiB
C++
104 lines
2.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA_ULTIMA1_CORE_QUESTS_H
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#define ULTIMA_ULTIMA1_CORE_QUESTS_H
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#include "common/array.h"
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#include "common/serializer.h"
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namespace Ultima {
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namespace Ultima1 {
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#define FLAGS_COUNT 9
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class Ultima1Game;
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/**
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* Quest entry
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*/
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class QuestFlag {
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enum FlagState { UNSTARTED = 0, IN_PROGRESS = -1, COMPLETED = 1 };
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private:
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Ultima1Game *_game;
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FlagState _state;
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public:
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/**
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* Constructor
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*/
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QuestFlag() : _game(nullptr), _state(UNSTARTED) {}
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/**
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* Constructor
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*/
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QuestFlag(Ultima1Game *game) : _game(game), _state(UNSTARTED) {}
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/**
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* Synchronize the data for a single flag
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Returns true if the quest is unstarted
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*/
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bool isUnstarted() const { return _state == UNSTARTED; }
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/**
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* Returns true if the quest is in progress
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*/
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bool isInProgress() const { return _state == IN_PROGRESS; }
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/**
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* Called when a quest is completed
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*/
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bool isComplete() const { return _state == COMPLETED; }
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/**
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* Mark a quest as in progress
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*/
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void start();
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/**
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* Complete an in-progress quest
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*/
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void complete();
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};
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/**
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* Manages the list of quest flags
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*/
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class Quests : public Common::Array<QuestFlag> {
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public:
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/**
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* Constructor
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*/
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Quests(Ultima1Game *game);
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/**
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* Synchronize the data for a single flag
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*/
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void synchronize(Common::Serializer &s);
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};
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} // End of namespace Ultima1
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} // End of namespace Ultima
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#endif
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