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