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source: code/branches/tutorial2/src/modules/questsystem/QuestHint.h @ 7836

Last change on this file since 7836 was 7401, checked in by landauf, 14 years ago

merged doc branch back to trunk

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