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 | * Mauro Salomon |
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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 | #ifndef _RaceCheckPoint_H__ |
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30 | #define _RaceCheckPoint_H__ |
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31 | |
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32 | #include "gametypes/GametypesPrereqs.h" |
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33 | #include "objects/triggers/DistanceMultiTrigger.h" |
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34 | #include "interfaces/RadarViewable.h" |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | /** |
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39 | @brief |
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40 | The RaceCheckPoint class enables the creation of a check point to use in a SpaceRace level. |
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41 | Don't forget to control the indexes of your check points and to set one last check point |
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42 | */ |
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43 | class _GametypesExport RaceCheckPoint : public DistanceMultiTrigger, public RadarViewable |
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44 | { |
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45 | public: |
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46 | RaceCheckPoint(BaseObject* creator); |
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47 | virtual ~RaceCheckPoint(); |
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48 | |
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49 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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50 | |
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51 | inline void setCheckpointIndex(int checkpointIndex) |
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52 | { this->checkpointIndex_ = checkpointIndex; } |
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53 | inline int getCheckpointIndex() const |
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54 | { return this->checkpointIndex_; } |
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55 | |
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56 | void setNextCheckpointsAsVector3(const Vector3& checkpoints); |
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57 | Vector3 getNextCheckpointsAsVector3() const; |
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58 | const std::set<int>& getNextCheckpoints() const |
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59 | { return this->nextCheckpoints_; } |
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60 | |
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61 | inline void setLast(bool isLast) |
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62 | { this->bIsLast_ = isLast; } |
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63 | inline bool isLast() const |
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64 | { return this->bIsLast_; } |
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65 | |
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66 | virtual void setTimelimit(float timeLimit); |
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67 | inline float getTimeLimit() const |
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68 | { return this->timeLimit_; } |
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69 | |
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70 | inline PlayerInfo* getPlayer() const |
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71 | { return this->player_; } |
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72 | inline void resetPlayer() |
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73 | { this->player_ = NULL; } |
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74 | |
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75 | protected: |
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76 | virtual void fire(bool bIsTriggered, BaseObject* originator); |
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77 | |
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78 | inline const WorldEntity* getWorldEntity() const |
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79 | { return this; } |
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80 | |
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81 | private: |
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82 | int checkpointIndex_; ///< The index of this check point. The race starts with the check point with the index 0 |
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83 | std::set<int> nextCheckpoints_; ///< the indexes of the next check points |
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84 | bool bIsLast_; ///< True if this check point is the last of the level. There can be only one last check point for each level and there must be a last check point in the level. |
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85 | float timeLimit_; ///< The time limit (from the start of the level) to reach this check point. If the check point is reached after this time, the game ends and the player looses. |
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86 | PlayerInfo* player_; ///< The player that reached the checkpoint |
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87 | }; |
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88 | } |
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89 | |
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90 | #endif /* _RaceCheckPoint_H__ */ |
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