/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Matthias Binder * */ #ifndef _LevelStatus_H__ #define _LevelStatus_H__ #include "OrxonoxPrereqs.h" #include #include #include #include #include "LevelInfo.h" #include "util/Singleton.h" #include "core/config/Configurable.h" namespace orxonox { /** @brief LevelStatus: In the LevelStatus class all necessary information off a mission in the campaign can be saved. It is only used in the LevelManager to steer the campaign menu. It is now possible to have a treelike campaign menu structure. */ class _OrxonoxExport LevelStatus : public BaseObject { public: LevelStatus(Context* context); virtual ~LevelStatus(); bool won; //if the Level is won or not std::vector nextLevels; //if this Level is won, the ith element of this vector shows, what to do with the other leves int activated; //0 not activated, 1 activated, 2 visible }; } #endif /* _LevelStatus_H__ */