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source: code/branches/network4/src/modules/questsystem/QuestEffectBeacon.h @ 7501

Last change on this file since 7501 was 7489, checked in by dafrick, 14 years ago

Mostly more documentation.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file QuestEffectBeacon.h
31    @brief Definition of the QuestEffectBeacon class.
32    @ingroup Questsystem
33*/
34
35#ifndef _QuestEffectBeacon_H__
36#define _QuestEffectBeacon_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <list>
41#include "worldentities/StaticEntity.h"
42
43namespace orxonox
44{
45    namespace QuestEffectBeaconStatus
46    {
47        //! The status of the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon", can be either active or inactive.
48        enum Value
49        {
50            Inactive,
51            Active
52        };
53    }
54
55    /**
56    @brief
57        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).
58        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.
59        A QuestEffectBeacon can be executed a defined number of times.
60        A QuestEffectBeacon can be inactive or active. While inactive it can't be executed.
61
62        Creating a QuestEffectBeacon through XML goes as follows:
63        @code
64        <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.
65            <effects>
66                <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.
67                ...
68                <QuestEffect />
69            </effects>
70            <events>
71                <execute>
72                    <EventListener event=eventIdString />
73                </execute>
74            </events>
75            <attached>
76                <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.
77            </attached>
78        </QuestEffectBeacon>
79        @endcode
80    @author
81        Damian 'Mozork' Frick
82    */
83    class _QuestsystemExport QuestEffectBeacon : public StaticEntity
84    {
85        public:
86            QuestEffectBeacon(BaseObject* creator);
87            virtual ~QuestEffectBeacon();
88
89            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
90            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
91
92            bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
93
94            /**
95            @brief Tests whether the QuestEffectBeacon is active.
96            @return Returns true if the QuestEffectBeacon is active, fals if not.
97            */
98            inline bool isActive(void)
99            { return this->status_ == QuestEffectBeaconStatus::Active; }
100
101            bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon.
102
103        protected:
104            bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed.
105
106            /**
107            @brief Returns the number of times the QUestEffectBeacon can still be executed.
108            @return Returns the number of times the QUestEffectBeacon can still be executed.
109            */
110            inline const int & getTimes(void) const
111                { return this->times_; }
112
113        private:
114            static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers.
115
116            std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player.
117            int times_; //!< Number of times the beacon can be exectued.
118            QuestEffectBeaconStatus::Value status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive.
119
120            bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed.
121            bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon.
122
123            const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index.
124
125    };
126
127}
128
129#endif /* _QuestEffectBeacon_H__ */
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