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source: code/branches/ipv6/src/modules/questsystem/QuestHint.h @ 7578

Last change on this file since 7578 was 7163, checked in by dafrick, 14 years ago

Merged presentation3 branch into trunk.

  • Property svn:eol-style set to native
File size: 3.3 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        <QuestHint id="hintId">  //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
63            <QuestDesctription title="" description="" />
64        </QuestHint>
65    @author
66        Damian 'Mozork' Frick
67    */
68    class _QuestsystemExport QuestHint // tolua_export
69        : public QuestItem
70    { // tolua_export
71
72        public:
73            QuestHint(BaseObject* creator);
74            virtual ~QuestHint();
75
76            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML.
77
78            bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player.
79
80            bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player.
81            bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to.
82
83            /**
84            @brief Returns the Quest the QuestHint is attached to.
85            @return  Returns a pointer to the Quest the QuestHint is attached to.
86            */
87            inline Quest* getQuest(void)
88               { return this->quest_; }
89
90        private:
91            Quest* quest_; //!< The Quest the QuestHint belongs to.
92            std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key.
93
94    }; // tolua_export
95
96} // tolua_export
97
98#endif /* _QuestHint_H__ */
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