[2146] | 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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[2221] | 29 | /** |
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[3196] | 30 | @file |
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[2662] | 31 | @brief Definition of the QuestEffectBeacon class. |
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[2221] | 32 | */ |
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| 33 | |
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[2146] | 34 | #ifndef _QuestEffectBeacon_H__ |
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| 35 | #define _QuestEffectBeacon_H__ |
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| 36 | |
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[5722] | 37 | #include "questsystem/QuestsystemPrereqs.h" |
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[2146] | 38 | |
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[3196] | 39 | #include <list> |
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[5720] | 40 | #include "objects/worldentities/StaticEntity.h" |
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[2146] | 41 | |
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[2662] | 42 | namespace orxonox |
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[2146] | 43 | { |
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[2662] | 44 | namespace QuestEffectBeaconStatus |
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[2146] | 45 | { |
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[2662] | 46 | //! The status of the beacon, can be either active or inactive. |
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[3280] | 47 | enum Value |
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[2662] | 48 | { |
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[3280] | 49 | Inactive, |
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| 50 | Active |
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[2662] | 51 | }; |
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| 52 | } |
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[2146] | 53 | |
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| 54 | /** |
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| 55 | @brief |
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[2221] | 56 | A QuestEffectBeacon is a physical entity in the game which can (under some condition(s)) invoke a number QuestEffects on players meeting the condition(s). |
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[2208] | 57 | The conditions under which the QuestEffects are invoked on the player are defined by Triggers. |
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| 58 | A QuestEffectBeacon can be executed a defined number of times. |
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[2221] | 59 | A QuestEffectBeacon can be inactive or active. |
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[5693] | 60 | |
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[2662] | 61 | Creating a QuestEffectBeacon through XML goes as follows: |
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[5693] | 62 | |
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[2662] | 63 | <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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[2221] | 64 | <effects> |
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| 65 | <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation. |
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| 66 | ... |
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| 67 | <QuestEffect /> |
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| 68 | </effects> |
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| 69 | <events> |
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[2662] | 70 | <execute> |
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| 71 | <EventListener event=eventIdString /> |
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| 72 | </execute> |
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| 73 | </events> |
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| 74 | <attached> |
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| 75 | <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon. |
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| 76 | </attached> |
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| 77 | </QuestEffectBeacon> |
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[2146] | 78 | @author |
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| 79 | Damian 'Mozork' Frick |
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| 80 | */ |
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[5722] | 81 | class _QuestsystemExport QuestEffectBeacon : public StaticEntity |
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[2146] | 82 | { |
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[2662] | 83 | public: |
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| 84 | QuestEffectBeacon(BaseObject* creator); |
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| 85 | virtual ~QuestEffectBeacon(); |
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[5693] | 86 | |
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[2662] | 87 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML. |
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[5693] | 88 | |
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[2662] | 89 | virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon. |
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[5693] | 90 | |
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[2662] | 91 | bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon. |
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[5693] | 92 | |
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[2662] | 93 | /** |
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| 94 | @brief Tests whether the QuestEffectBeacon is active. |
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| 95 | @return Returns true if the QuestEffectBeacon is active, fals if not. |
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| 96 | */ |
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| 97 | inline bool isActive(void) |
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[3280] | 98 | { return this->status_ == QuestEffectBeaconStatus::Active; } |
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[5693] | 99 | |
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[2662] | 100 | bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon. |
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[5693] | 101 | |
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[2662] | 102 | protected: |
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[2208] | 103 | bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed. |
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[5693] | 104 | |
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[2221] | 105 | /** |
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| 106 | @brief Returns the number of times the QUestEffectBeacon can still be executed. |
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| 107 | @return Returns the number of times the QUestEffectBeacon can still be executed. |
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| 108 | */ |
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| 109 | inline const int & getTimes(void) const |
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[2191] | 110 | { return this->times_; } |
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[5693] | 111 | |
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[2191] | 112 | private: |
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[2662] | 113 | static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers. |
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[5693] | 114 | |
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[2208] | 115 | std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player. |
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[2146] | 116 | int times_; //!< Number of times the beacon can be exectued. |
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[3280] | 117 | QuestEffectBeaconStatus::Value status_; //!< The status of the QUestEffectBeacon, Can be eighter active or inactive. |
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[5693] | 118 | |
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[2208] | 119 | bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed. |
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[2221] | 120 | bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon. |
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[5693] | 121 | |
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[2221] | 122 | const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index. |
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[5693] | 123 | |
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[2146] | 124 | }; |
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| 125 | |
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| 126 | } |
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| 127 | |
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| 128 | #endif /* _QuestEffectBeacon_H__ */ |
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