[1992] | 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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[5693] | 28 | |
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[2261] | 29 | /** |
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[3196] | 30 | @file |
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[2662] | 31 | @brief Definition of the QuestHint class. |
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[2261] | 32 | */ |
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[2092] | 33 | |
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[1992] | 34 | #ifndef _QuestHint_H__ |
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| 35 | #define _QuestHint_H__ |
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| 36 | |
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[5722] | 37 | #include "questsystem/QuestsystemPrereqs.h" |
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[2095] | 38 | |
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[1996] | 39 | #include <map> |
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[1992] | 40 | #include "QuestItem.h" |
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| 41 | |
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[7163] | 42 | namespace orxonox // tolua_export |
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| 43 | { // tolua_export |
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[3280] | 44 | namespace QuestHintStatus |
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[2021] | 45 | { |
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[2662] | 46 | //! The state of the hint. |
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[3280] | 47 | enum Value |
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[2662] | 48 | { |
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[3280] | 49 | Inactive, |
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| 50 | Active |
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[2662] | 51 | }; |
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| 52 | } |
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[1992] | 53 | |
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| 54 | /** |
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| 55 | @brief |
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| 56 | Represents a hint in the game towards completing a Quest. |
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[2261] | 57 | Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest. |
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| 58 | A QuestHint has a defined status (inactive or active, where inactive is default) for each player, which means each a QuestHint exists only once for all players, it doesn't belong to a player, it just has different states for each of them. |
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[5693] | 59 | |
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[2261] | 60 | Creating a QuestHint through XML goes as follows: |
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[5693] | 61 | |
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[7298] | 62 | @code |
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[7310] | 63 | <QuestHint id="hintId"> |
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[2261] | 64 | <QuestDesctription title="" description="" /> |
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| 65 | </QuestHint> |
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[7298] | 66 | @endcode |
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[1992] | 67 | @author |
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| 68 | Damian 'Mozork' Frick |
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| 69 | */ |
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[7163] | 70 | class _QuestsystemExport QuestHint // tolua_export |
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| 71 | : public QuestItem |
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| 72 | { // tolua_export |
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[2092] | 73 | |
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[2093] | 74 | public: |
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[2092] | 75 | QuestHint(BaseObject* creator); |
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[2093] | 76 | virtual ~QuestHint(); |
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[2092] | 77 | |
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[2261] | 78 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML. |
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[2092] | 79 | |
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[2261] | 80 | bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player. |
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[2092] | 81 | |
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[2261] | 82 | bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player. |
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| 83 | bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to. |
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[2092] | 84 | |
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[2261] | 85 | /** |
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| 86 | @brief Returns the Quest the QuestHint is attached to. |
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| 87 | @return Returns a pointer to the Quest the QuestHint is attached to. |
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| 88 | */ |
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[2093] | 89 | inline Quest* getQuest(void) |
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| 90 | { return this->quest_; } |
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[2092] | 91 | |
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[2021] | 92 | private: |
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[2261] | 93 | Quest* quest_; //!< The Quest the QuestHint belongs to. |
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[3280] | 94 | std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key. |
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[2092] | 95 | |
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[7163] | 96 | }; // tolua_export |
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[1992] | 97 | |
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[7163] | 98 | } // tolua_export |
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[1992] | 99 | |
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| 100 | #endif /* _QuestHint_H__ */ |
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