[12177] | 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 QuestEffectBeacon.h |
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| 31 | @brief Definition of the QuestEffectBeacon class. |
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| 32 | @ingroup Questsystem |
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| 33 | */ |
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| 34 | |
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| 35 | #ifndef _QuestEffectBeacon_H__ |
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| 36 | #define _QuestEffectBeacon_H__ |
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| 37 | |
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| 38 | #include "questsystem/QuestsystemPrereqs.h" |
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| 39 | |
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| 40 | #include <list> |
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| 41 | #include "worldentities/StaticEntity.h" |
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| 42 | |
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| 43 | namespace orxonox |
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| 44 | { |
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| 45 | |
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| 46 | /** |
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| 47 | @brief |
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| 48 | The status of the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon", can be either active or inactive. |
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| 49 | |
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| 50 | @ingroup Questsystem |
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| 51 | */ |
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| 52 | enum class QuestEffectBeaconStatus |
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| 53 | { |
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| 54 | Inactive, //!< The @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" is inactive. |
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| 55 | Active //!< The @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" is active. |
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| 56 | }; |
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| 57 | |
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| 58 | /** |
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| 59 | @brief |
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| 60 | A QuestEffectBeacon is a physical entity in the game which can (under some condition(s)) invoke a number of @ref orxonox::QuestEffect "QuestEffects" on players meeting the condition(s). |
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| 61 | The conditions under which the @ref orxonox::QuestEffect "QuestEffects" are invoked on the player are defined by @ref orxonox::Trigger "Triggers" (or really any kind of entity firing events, e.g. @ref orxonox::EventListener "EventListeners"). The trigger the event originates from, however has to be a @ref orxonox::PlayerTrigger PlayerTrigger. |
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| 62 | A QuestEffectBeacon can be executed a defined number of times. |
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| 63 | A QuestEffectBeacon can be inactive or active. While inactive it can't be executed. |
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| 64 | |
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| 65 | Creating a QuestEffectBeacon through XML goes as follows: |
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| 66 | @code |
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| 67 | <QuestEffectBeacon times=n> //Where 'n' is eighter a number >= 0, which means the QuestEffectBeacon can be executed n times. Or n = -1, which means the QuestEffectBeacon can be executed an infinite number of times. |
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| 68 | <effects> |
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| 69 | <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation. |
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| 70 | ... |
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| 71 | <QuestEffect /> |
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| 72 | </effects> |
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| 73 | <events> |
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| 74 | <execute> |
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| 75 | <EventListener event=eventIdString /> |
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| 76 | </execute> |
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| 77 | </events> |
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| 78 | <attached> |
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| 79 | <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon. |
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| 80 | </attached> |
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| 81 | </QuestEffectBeacon> |
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| 82 | @endcode |
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| 83 | |
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| 84 | @author |
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| 85 | Damian 'Mozork' Frick |
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| 86 | |
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| 87 | @ingroup Questsystem |
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| 88 | */ |
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| 89 | class _QuestsystemExport QuestEffectBeacon : public StaticEntity |
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| 90 | { |
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| 91 | public: |
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| 92 | QuestEffectBeacon(Context* context); |
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| 93 | virtual ~QuestEffectBeacon(); |
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| 94 | |
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| 95 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; //!< Method for creating a QuestEffectBeacon object through XML. |
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| 96 | virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode) override; |
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| 97 | |
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| 98 | bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon. |
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| 99 | |
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| 100 | /** |
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| 101 | @brief Tests whether the QuestEffectBeacon is active. |
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| 102 | @return Returns true if the QuestEffectBeacon is active, fals if not. |
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| 103 | */ |
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| 104 | inline bool isActive(void) |
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| 105 | { return this->status_ == QuestEffectBeaconStatus::Active; } |
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| 106 | |
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| 107 | bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon. |
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| 108 | |
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| 109 | protected: |
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| 110 | bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed. |
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| 111 | |
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| 112 | /** |
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| 113 | @brief Returns the number of times the QUestEffectBeacon can still be executed. |
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| 114 | @return Returns the number of times the QUestEffectBeacon can still be executed. |
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| 115 | */ |
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| 116 | inline const int & getTimes(void) const |
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| 117 | { return this->times_; } |
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| 118 | |
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| 119 | private: |
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| 120 | static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers. |
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| 121 | |
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| 122 | std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player. |
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| 123 | int times_; //!< Number of times the beacon can be exectued. |
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| 124 | QuestEffectBeaconStatus status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive. |
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| 125 | |
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| 126 | bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed. |
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| 127 | bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon. |
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| 128 | |
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| 129 | const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index. |
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| 130 | |
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| 131 | }; |
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| 132 | |
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| 133 | } |
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| 134 | |
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| 135 | #endif /* _QuestEffectBeacon_H__ */ |
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