1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Damian 'Mozork' Frick |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief Definition of the QuestHint class. |
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32 | */ |
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33 | |
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34 | #ifndef _QuestHint_H__ |
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35 | #define _QuestHint_H__ |
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36 | |
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37 | #include "questsystem/QuestsystemPrereqs.h" |
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38 | |
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39 | #include <map> |
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40 | #include "QuestItem.h" |
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41 | |
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42 | namespace orxonox // tolua_export |
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43 | { // tolua_export |
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44 | namespace QuestHintStatus |
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45 | { |
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46 | //! The state of the hint. |
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47 | enum Value |
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48 | { |
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49 | Inactive, |
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50 | Active |
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51 | }; |
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52 | } |
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53 | |
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54 | /** |
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55 | @brief |
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56 | Represents a hint in the game towards completing a Quest. |
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57 | Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest. |
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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. |
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59 | |
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60 | Creating a QuestHint through XML goes as follows: |
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61 | |
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62 | @code |
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63 | <QuestHint id="hintId"> |
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64 | <QuestDesctription title="" description="" /> |
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65 | </QuestHint> |
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66 | @endcode |
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67 | @author |
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68 | Damian 'Mozork' Frick |
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69 | */ |
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70 | class _QuestsystemExport QuestHint // tolua_export |
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71 | : public QuestItem |
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72 | { // tolua_export |
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73 | |
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74 | public: |
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75 | QuestHint(BaseObject* creator); |
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76 | virtual ~QuestHint(); |
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77 | |
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78 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML. |
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79 | |
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80 | bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player. |
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81 | |
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82 | bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player. |
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83 | bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to. |
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84 | |
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85 | /** |
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86 | @brief Returns the Quest the QuestHint is attached to. |
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87 | @return Returns a pointer to the Quest the QuestHint is attached to. |
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88 | */ |
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89 | inline Quest* getQuest(void) |
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90 | { return this->quest_; } |
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91 | |
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92 | private: |
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93 | Quest* quest_; //!< The Quest the QuestHint belongs to. |
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94 | std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key. |
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95 | |
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96 | }; // tolua_export |
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97 | |
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98 | } // tolua_export |
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99 | |
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100 | #endif /* _QuestHint_H__ */ |
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