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source: code/trunk/src/orxonox/objects/quest/QuestHint.h @ 2731

Last change on this file since 2731 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 3.3 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/**
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
45namespace 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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