- Timestamp:
- Nov 12, 2008, 1:29:33 PM (15 years ago)
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code/branches/questsystem2/src/orxonox/objects/quest/QuestHint.h
r2159 r2191 62 62 @brief 63 63 Represents a hint in the game towards completing a Quest. 64 Consists of title and description in textual form and must belong to a quest.65 A QuestHi t has a defined status (inactive or active, where inactive is default) for each player, which means eachQuestHint exists only once for all players, it doesn't belong to a player, it just has different states for each of them.64 Consists of title and description (which is stored in a QuestDescription object) in textual form and must belong to a quest. 65 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. 66 66 67 67 Creating a QuestHint through XML goes as follows: … … 82 82 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML. 83 83 84 bool isActive(ControllableEntity* player); //!< Returns true if the hint is active for the input player.84 bool isActive(ControllableEntity* player); //!< Returns true if the QuestHint is active for the input player. 85 85 86 bool setActive(ControllableEntity* player); //!< Activates the hint for the input player.87 bool setQuest(Quest* quest); //!< Sets the quest the hint belongs to.86 bool setActive(ControllableEntity* player); //!< Activates the QuestHint for the input player. 87 bool setQuest(Quest* quest); //!< Sets the Quest the QuestHint belongs to. 88 88 89 inline Quest* getQuest(void) //!< Returns the quest the hint is attached to. 89 /** 90 @brief Returns the Quest the QuestHint is attached to. 91 @return Returns a pointer to the Quest the QuestHint is attached to. 92 */ 93 inline Quest* getQuest(void) 90 94 { return this->quest_; } 91 95 92 96 private: 93 Quest* quest_; //!< The quest the hint belongs to.97 Quest* quest_; //!< The Quest the QuestHint belongs to. 94 98 std::map<ControllableEntity*, questHintStatus::Enum> playerStatus_; //!< List of the status for each player, with the Player-pointer as key. 95 99
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