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source: code/branches/doc/src/modules/questsystem/QuestHint.h @ 7367

Last change on this file since 7367 was 7310, checked in by dafrick, 14 years ago

Removed necessity for GUID as id for quests, since it is not very readable in the level file.

  • Property svn:eol-style set to native
File size: 3.2 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
31    @brief Definition of the QuestHint class.
32*/
33
34#ifndef _QuestHint_H__
35#define _QuestHint_H__
36
37#include "questsystem/QuestsystemPrereqs.h"
38
39#include <map>
40#include "QuestItem.h"
41
42namespace orxonox // tolua_export
43{ // tolua_export
44    namespace QuestHintStatus
45    {
46        //! The state of the hint.
47        enum Value
48        {
49            Inactive,
50            Active
51        };
52    }
53
54    /**
55    @brief
56        Represents a hint in the game towards completing a Quest.
57        Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest.
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.
59
60        Creating a QuestHint through XML goes as follows:
61
62        @code
63        <QuestHint id="hintId">
64            <QuestDesctription title="" description="" />
65        </QuestHint>
66        @endcode
67    @author
68        Damian 'Mozork' Frick
69    */
70    class _QuestsystemExport QuestHint // tolua_export
71        : public QuestItem
72    { // tolua_export
73
74        public:
75            QuestHint(BaseObject* creator);
76            virtual ~QuestHint();
77
78            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML.
79
80            bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player.
81
82            bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player.
83            bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to.
84
85            /**
86            @brief Returns the Quest the QuestHint is attached to.
87            @return  Returns a pointer to the Quest the QuestHint is attached to.
88            */
89            inline Quest* getQuest(void)
90               { return this->quest_; }
91
92        private:
93            Quest* quest_; //!< The Quest the QuestHint belongs to.
94            std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key.
95
96    }; // tolua_export
97
98} // tolua_export
99
100#endif /* _QuestHint_H__ */
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