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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29 | /** |
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30 | @file |
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31 | @brief Definition of the QuestEffectBeacon class. |
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32 | */ |
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33 | |
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34 | #ifndef _QuestEffectBeacon_H__ |
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35 | #define _QuestEffectBeacon_H__ |
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36 | |
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37 | #include "OrxonoxPrereqs.h" |
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38 | |
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39 | #include <list> |
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40 | #include "orxonox/objects/worldentities/StaticEntity.h" |
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41 | |
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42 | namespace orxonox |
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43 | { |
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44 | namespace QuestEffectBeaconStatus |
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45 | { |
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46 | |
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47 | //! The status of the beacon, can be either active or inactive. |
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48 | enum Enum |
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49 | { |
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50 | inactive, |
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51 | active |
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52 | }; |
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53 | |
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54 | } |
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55 | |
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56 | /** |
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57 | @brief |
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58 | 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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59 | The conditions under which the QuestEffects are invoked on the player are defined by Triggers. |
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60 | A QuestEffectBeacon can be executed a defined number of times. |
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61 | A QuestEffectBeacon can be inactive or active. |
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62 | |
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63 | Creating a QuestEffectBeacon through XML goes as follows: |
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64 | |
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65 | <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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66 | <effects> |
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67 | <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation. |
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68 | ... |
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69 | <QuestEffect /> |
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70 | </effects> |
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71 | <events> |
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72 | <execute> |
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73 | <EventListener event=eventIdString /> |
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74 | </execute> |
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75 | </events> |
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76 | <attached> |
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77 | <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon. |
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78 | </attached> |
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79 | </QuestEffectBeacon> |
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80 | @author |
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81 | Damian 'Mozork' Frick |
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82 | */ |
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83 | class _OrxonoxExport QuestEffectBeacon : public StaticEntity |
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84 | { |
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85 | public: |
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86 | QuestEffectBeacon(BaseObject* creator); |
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87 | virtual ~QuestEffectBeacon(); |
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88 | |
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89 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML. |
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90 | |
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91 | virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon. |
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92 | |
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93 | bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon. |
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94 | |
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95 | /** |
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96 | @brief Tests whether the QuestEffectBeacon is active. |
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97 | @return Returns true if the QuestEffectBeacon is active, fals if not. |
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98 | */ |
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99 | inline bool isActive(void) |
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100 | { return this->status_ == QuestEffectBeaconStatus::active; } |
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101 | |
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102 | bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon. |
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103 | |
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104 | protected: |
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105 | bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed. |
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106 | |
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107 | /** |
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108 | @brief Returns the number of times the QUestEffectBeacon can still be executed. |
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109 | @return Returns the number of times the QUestEffectBeacon can still be executed. |
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110 | */ |
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111 | inline const int & getTimes(void) const |
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112 | { return this->times_; } |
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113 | |
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114 | private: |
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115 | static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers. |
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116 | |
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117 | std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player. |
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118 | int times_; //!< Number of times the beacon can be exectued. |
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119 | QuestEffectBeaconStatus::Enum status_; //!< The status of the QUestEffectBeacon, Can be eighter active or inactive. |
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120 | |
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121 | bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed. |
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122 | bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon. |
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123 | |
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124 | const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index. |
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125 | |
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126 | }; |
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127 | |
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128 | } |
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129 | |
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130 | #endif /* _QuestEffectBeacon_H__ */ |
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