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source: code/branches/presentation/src/orxonox/objects/quest/QuestEffectBeacon.h @ 2736

Last change on this file since 2736 was 2459, checked in by rgrieder, 16 years ago

Merged physics_merge back to presentation branch.

  • Property svn:eol-style set to native
File size: 5.0 KB
Line 
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
31    @brief Definition of the QuestEffectBeacon class.
32*/
33
34#ifndef _QuestEffectBeacon_H__
35#define _QuestEffectBeacon_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include "orxonox/objects/worldentities/StaticEntity.h"
40
41namespace orxonox
42{
43    namespace QuestEffectBeaconStatus
44    {
45
46        //! The status of the beacon, can be either active or inactive.
47        enum Enum
48        {
49            inactive,
50            active
51        };
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 QuestEffects on players meeting the condition(s).
58        The conditions under which the QuestEffects are invoked on the player are defined by Triggers.
59        A QuestEffectBeacon can be executed a defined number of times.
60        A QuestEffectBeacon can be inactive or active.
61       
62        Creating a QuestEffectBeacon through XML goes as follows:
63       
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    @author
80        Damian 'Mozork' Frick
81    */
82    class _OrxonoxExport QuestEffectBeacon : public StaticEntity
83    {
84        public:
85            QuestEffectBeacon(BaseObject* creator);
86            virtual ~QuestEffectBeacon();
87           
88            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
89           
90            virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon.
91           
92            bool execute(bool b, PlayerTrigger* 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::Enum 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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