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source: code/branches/questsystem3/src/orxonox/objects/quest/QuestHint.h @ 2698

Last change on this file since 2698 was 2383, checked in by dafrick, 16 years ago

Some verry small changes…

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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*/
33
34#ifndef _QuestHint_H__
35#define _QuestHint_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include <map>
40#include <string>
41
42#include "core/XMLPort.h"
43#include "QuestItem.h"
44
45namespace questHintStatus
46{
47
48    //! The state of the hint.
49    enum Enum
50    {
51        inactive,
52        active
53    };
54
55}
56
57namespace orxonox
58{
59
60    /**
61    @brief
62        Represents a hint in the game towards completing a Quest.
63        Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest.
64        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.
65       
66        Creating a QuestHint through XML goes as follows:
67       
68        <QuestHint id="hintId">  //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
69            <QuestDesctription title="" description="" />
70        </QuestHint>
71    @author
72        Damian 'Mozork' Frick
73    */
74    class _OrxonoxExport QuestHint : public QuestItem
75    {
76
77        public:
78            QuestHint(BaseObject* creator);
79            virtual ~QuestHint();
80
81            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML.
82
83            bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player.
84
85            bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player.
86            bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to.
87
88            /**
89            @brief Returns the Quest the QuestHint is attached to.
90            @return  Returns a pointer to the Quest the QuestHint is attached to.
91            */
92            inline Quest* getQuest(void)
93               { return this->quest_; }
94
95        private:
96            Quest* quest_; //!< The Quest the QuestHint belongs to.
97            std::map<const PlayerInfo*, questHintStatus::Enum> playerStatus_; //!< List of the states for each player, with the Player-pointer as key.
98
99    };
100
101}
102
103#endif /* _QuestHint_H__ */
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