Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Ignore:
Timestamp:
Nov 12, 2008, 1:29:33 PM (15 years ago)
Author:
dafrick
Message:

Just changed some small stuff…

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/questsystem2/src/orxonox/objects/quest/QuestHint.h

    r2159 r2191  
    6262    @brief
    6363        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 QuestHit has a defined status (inactive or active, where inactive is default) for each player, which means each QuestHint 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.
    6666       
    6767        Creating a QuestHint through XML goes as follows:
     
    8282            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestHint object through XML.
    8383
    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.
    8585
    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.
    8888
    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)
    9094               { return this->quest_; }
    9195
    9296        private:
    93             Quest* quest_; //!< The quest the hint belongs to.
     97            Quest* quest_; //!< The Quest the QuestHint belongs to.
    9498            std::map<ControllableEntity*, questHintStatus::Enum> playerStatus_; //!< List of the status for each player, with the Player-pointer as key.
    9599
Note: See TracChangeset for help on using the changeset viewer.