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source: code/trunk/src/orxonox/objects/quest/QuestHint.h @ 2850

Last change on this file since 2850 was 2826, checked in by landauf, 16 years ago

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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
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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