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source: code/branches/bindermFS16/src/orxonox/LevelStatus.h @ 11191

Last change on this file since 11191 was 11191, checked in by binderm, 8 years ago

The Campaign menu now works. The levels are structured in a tree. If one goes the left branch, the right one can't be taken anymore. The last challenge is to save the progress in the config variables. to set does work, but not to modify those variables.

File size: 1.9 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 *      Matthias Binder
24 *
25 */
26
27
28#ifndef _LevelStatus_H__
29#define _LevelStatus_H__
30
31
32#include "OrxonoxPrereqs.h"
33
34#include <cassert>
35#include <list>
36#include <map>
37#include <string>
38
39#include "LevelInfo.h"
40
41#include "util/Singleton.h"
42#include "core/config/Configurable.h"
43
44
45namespace orxonox
46{
47
48    /**
49    @brief
50        LevelStatus:
51        In the LevelStatus class all necessary information off a mission in the campaign can be saved.
52        It is only used in the LevelManager to steer the campaign menu. It is now possible to have a treelike campaign menu structure.
53       
54    */
55
56
57    class _OrxonoxExport LevelStatus : public BaseObject
58    {
59    public:
60        LevelStatus(Context* context);
61        virtual ~LevelStatus();
62       
63        bool won;                           //if the Level is won or not
64        std::vector<int> nextLevels;        //if this Level is won, the ith element of this vector shows, what to do with the other leves
65        int activated;                      //0 not activated, 1 activated, 2 visible
66    };
67}
68
69#endif /* _LevelStatus_H__ */
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