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source: code/trunk/src/modules/questsystem/QuestEffectBeacon.h @ 6271

Last change on this file since 6271 was 5938, checked in by dafrick, 15 years ago

Some more updated documentation, this time in QuestEffectBeacon.

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[2146]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
[2221]29/**
[3196]30    @file
[2662]31    @brief Definition of the QuestEffectBeacon class.
[2221]32*/
33
[2146]34#ifndef _QuestEffectBeacon_H__
35#define _QuestEffectBeacon_H__
36
[5722]37#include "questsystem/QuestsystemPrereqs.h"
[2146]38
[3196]39#include <list>
[5735]40#include "worldentities/StaticEntity.h"
[2146]41
[2662]42namespace orxonox
[2146]43{
[2662]44    namespace QuestEffectBeaconStatus
[2146]45    {
[2662]46        //! The status of the beacon, can be either active or inactive.
[3280]47        enum Value
[2662]48        {
[3280]49            Inactive,
50            Active
[2662]51        };
52    }
[2146]53
54    /**
55    @brief
[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).
[2208]57        The conditions under which the QuestEffects are invoked on the player are defined by Triggers.
58        A QuestEffectBeacon can be executed a defined number of times.
[2221]59        A QuestEffectBeacon can be inactive or active.
[5693]60
[2662]61        Creating a QuestEffectBeacon through XML goes as follows:
[5693]62
[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.
[2221]64            <effects>
65                <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.
66                ...
67                <QuestEffect />
68            </effects>
69            <events>
[2662]70                <execute>
71                    <EventListener event=eventIdString />
72                </execute>
73            </events>
74            <attached>
75                <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.
76            </attached>
77        </QuestEffectBeacon>
[2146]78    @author
79        Damian 'Mozork' Frick
80    */
[5722]81    class _QuestsystemExport QuestEffectBeacon : public StaticEntity
[2146]82    {
[2662]83        public:
84            QuestEffectBeacon(BaseObject* creator);
85            virtual ~QuestEffectBeacon();
[5693]86
[2662]87            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
[5929]88            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
[5693]89
[2662]90            bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
[5693]91
[2662]92            /**
93            @brief Tests whether the QuestEffectBeacon is active.
94            @return Returns true if the QuestEffectBeacon is active, fals if not.
95            */
96            inline bool isActive(void)
[3280]97            { return this->status_ == QuestEffectBeaconStatus::Active; }
[5693]98
[2662]99            bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon.
[5693]100
[2662]101        protected:
[2208]102            bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed.
[5693]103
[2221]104            /**
105            @brief Returns the number of times the QUestEffectBeacon can still be executed.
106            @return Returns the number of times the QUestEffectBeacon can still be executed.
107            */
108            inline const int & getTimes(void) const
[2191]109                { return this->times_; }
[5693]110
[2191]111        private:
[2662]112            static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers.
[5693]113
[2208]114            std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player.
[2146]115            int times_; //!< Number of times the beacon can be exectued.
[5938]116            QuestEffectBeaconStatus::Value status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive.
[5693]117
[2208]118            bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed.
[2221]119            bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon.
[5693]120
[2221]121            const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index.
[5693]122
[2146]123    };
124
125}
126
127#endif /* _QuestEffectBeacon_H__ */
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