/* * 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: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file QuestEffectBeacon.h @brief Definition of the QuestEffectBeacon class. @ingroup Questsystem */ #ifndef _QuestEffectBeacon_H__ #define _QuestEffectBeacon_H__ #include "questsystem/QuestsystemPrereqs.h" #include #include "worldentities/StaticEntity.h" namespace orxonox { namespace QuestEffectBeaconStatus { //! The status of the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon", can be either active or inactive. enum Value { Inactive, Active }; } /** @brief 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). 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. A QuestEffectBeacon can be executed a defined number of times. A QuestEffectBeacon can be inactive or active. While inactive it can't be executed. Creating a QuestEffectBeacon through XML goes as follows: @code //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. //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation. ... //A PlayerTrigger triggering the execution of the QuestEffectBeacon. @endcode @author Damian 'Mozork' Frick */ class _QuestsystemExport QuestEffectBeacon : public StaticEntity { public: QuestEffectBeacon(BaseObject* creator); virtual ~QuestEffectBeacon(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML. virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode); bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon. /** @brief Tests whether the QuestEffectBeacon is active. @return Returns true if the QuestEffectBeacon is active, fals if not. */ inline bool isActive(void) { return this->status_ == QuestEffectBeaconStatus::Active; } bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon. protected: bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed. /** @brief Returns the number of times the QUestEffectBeacon can still be executed. @return Returns the number of times the QUestEffectBeacon can still be executed. */ inline const int & getTimes(void) const { return this->times_; } private: static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers. std::list effects_; //!< The list of QuestEffects to be invoked on the executing player. int times_; //!< Number of times the beacon can be exectued. QuestEffectBeaconStatus::Value status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive. bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed. bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon. const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index. }; } #endif /* _QuestEffectBeacon_H__ */