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source: code/branches/objecthierarchy2/src/orxonox/objects/quest/QuestHint.h @ 2499

Last change on this file since 2499 was 2096, checked in by landauf, 16 years ago

merged weapon branch back to trunk
changed eol-style of all new files to native

File size: 2.6 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#ifndef _QuestHint_H__
30#define _QuestHint_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <map>
35#include <string>
36
37#include "core/XMLPort.h"
38#include "QuestItem.h"
39
40namespace questHintStatus
41{
42
43    enum Enum
44    {
45        inactive,
46        active
47    };
48
49}
50
51namespace orxonox
52{
53
54    class Player; //Forward declaration, remove when fully integrated into the objecthirarchy.
55
56    /**
57    @brief
58        Represents a hint in the game towards completing a Quest.
59        Consists of title and description in textual form and must belong to a quest.
60        A QuestHit has a defined status (inactive or active, where inactive is default) for each player, which means each QuestHint exists only once for all players, it doesn't belong to a player, it just has different stati for each of them.
61    @author
62        Damian 'Mozork' Frick
63    */
64    class _OrxonoxExport QuestHint : public QuestItem
65    {
66
67        public:
68            QuestHint(BaseObject* creator);
69            virtual ~QuestHint();
70
71            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
72
73            bool isActive(Player* player); //!< Returns true if the hint is active for the input player.
74
75            bool activate(Player* player); //!< Activates the hint for the input player.
76
77            bool setQuest(Quest* quest); //!< Sets the quest the hint belongs to.
78
79            inline Quest* getQuest(void)
80               { return this->quest_; }
81
82        private:
83
84            void initialize(void);
85
86            Quest* quest_; //!< The quest the hint belongs to.
87            std::map<Player*, questHintStatus::Enum> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
88
89    };
90
91}
92
93#endif /* _QuestHint_H__ */
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