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source: code/branches/questsystem/src/orxonox/objects/QuestHint.h @ 2137

Last change on this file since 2137 was 2076, checked in by dafrick, 16 years ago

Completed XMLPort for all objects.

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 <map>
33#include <string>
34
35#include "core/XMLPort.h"
36#include "QuestDescription.h"
37#include "QuestItem.h"
38
39namespace questHintStatus
40{
41
42    enum Enum
43    {
44        inactive,
45        active
46    };
47
48}
49
50namespace orxonox
51{
52
53    class Player; //Forward declaration, remove when fully integrated into the objecthirarchy.
54    class Quest; //To avoid circual includes.
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 QuestHint : public QuestItem
65    {
66   
67        public:
68            QuestHint();
69            ~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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