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source: code/branches/network4/src/modules/questsystem/QuestHint.h @ 7694

Last change on this file since 7694 was 7456, checked in by dafrick, 14 years ago

Reviewing documentation fo Questsystem, moving documentation fully into doxygen.
Added some files to modules they belong to.

  • Property svn:eol-style set to native
File size: 3.4 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 QuestHint.h
31    @brief Definition of the QuestHint class.
32    @ingroup Questsystem
33*/
34
35#ifndef _QuestHint_H__
36#define _QuestHint_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <map>
41#include "QuestItem.h"
42
43namespace orxonox // tolua_export
44{ // tolua_export
45
46    namespace QuestHintStatus
47    {
48        //! The state of the @ref orxonox::QuestHint "QuestHint".
49        enum Value
50        {
51            Inactive,
52            Active
53        };
54    }
55
56    /**
57    @brief
58        Represents a hint in the game that gives aid towards completing a @ref orxonox::Quest "Quest".
59        Consists of title and description (which is stored in a @ref orxonox::QuestDescription "QuestDescription" object) in textual form and must belong to a quest.
60        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.
61
62        Creating a QuestHint through XML goes as follows:
63        @code
64        <QuestHint id="hintId">
65            <QuestDesctription title="" description="" />
66        </QuestHint>
67        @endcode
68    @author
69        Damian 'Mozork' Frick
70    */
71    class _QuestsystemExport QuestHint // tolua_export
72        : public QuestItem
73    { // tolua_export
74
75        public:
76            QuestHint(BaseObject* creator);
77            virtual ~QuestHint();
78
79            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML.
80
81            bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player.
82
83            bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player.
84            bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to.
85
86            /**
87            @brief Returns the Quest the QuestHint is attached to.
88            @return  Returns a pointer to the Quest the QuestHint is attached to.
89            */
90            inline Quest* getQuest(void)
91               { return this->quest_; }
92
93        private:
94            Quest* quest_; //!< The Quest the QuestHint belongs to.
95            std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key.
96
97    }; // tolua_export
98
99} // tolua_export
100
101#endif /* _QuestHint_H__ */
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