| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Damian 'Mozork' Frick |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file |
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| 31 | @brief Definition of the QuestHint class. |
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| 32 | */ |
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| 33 | |
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| 34 | #ifndef _QuestHint_H__ |
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| 35 | #define _QuestHint_H__ |
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| 36 | |
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| 37 | #include "questsystem/QuestsystemPrereqs.h" |
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| 38 | |
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| 39 | #include <map> |
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| 40 | #include "QuestItem.h" |
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| 41 | |
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| 42 | namespace orxonox // tolua_export |
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| 43 | { // tolua_export |
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| 44 | namespace QuestHintStatus |
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| 45 | { |
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| 46 | //! The state of the hint. |
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| 47 | enum Value |
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| 48 | { |
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| 49 | Inactive, |
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| 50 | Active |
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| 51 | }; |
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| 52 | } |
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| 53 | |
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| 54 | /** |
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| 55 | @brief |
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| 56 | Represents a hint in the game towards completing a Quest. |
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| 57 | Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest. |
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| 58 | 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. |
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| 59 | |
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| 60 | Creating a QuestHint through XML goes as follows: |
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| 61 | |
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| 62 | <QuestHint id="hintId"> //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information |
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| 63 | <QuestDesctription title="" description="" /> |
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| 64 | </QuestHint> |
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| 65 | @author |
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| 66 | Damian 'Mozork' Frick |
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| 67 | */ |
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| 68 | class _QuestsystemExport QuestHint // tolua_export |
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| 69 | : public QuestItem |
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| 70 | { // tolua_export |
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| 71 | |
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| 72 | public: |
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| 73 | QuestHint(BaseObject* creator); |
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| 74 | virtual ~QuestHint(); |
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| 75 | |
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| 76 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML. |
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| 77 | |
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| 78 | bool isActive(const PlayerInfo* player) const; //!< Returns true if the QuestHint is active for the input player. |
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| 79 | |
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| 80 | bool setActive(PlayerInfo* player); //!< Activates the QuestHint for the input player. |
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| 81 | bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to. |
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| 82 | |
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| 83 | /** |
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| 84 | @brief Returns the Quest the QuestHint is attached to. |
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| 85 | @return Returns a pointer to the Quest the QuestHint is attached to. |
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| 86 | */ |
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| 87 | inline Quest* getQuest(void) |
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| 88 | { return this->quest_; } |
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| 89 | |
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| 90 | private: |
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| 91 | Quest* quest_; //!< The Quest the QuestHint belongs to. |
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| 92 | std::map<const PlayerInfo*, QuestHintStatus::Value> playerStatus_; //!< List of the states for each player, with the Player-pointer as key. |
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| 93 | |
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| 94 | }; // tolua_export |
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| 95 | |
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| 96 | } // tolua_export |
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| 97 | |
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| 98 | #endif /* _QuestHint_H__ */ |
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