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source: code/trunk/src/orxonox/objects/quest/QuestEffectBeacon.h @ 5435

Last change on this file since 5435 was 3280, checked in by rgrieder, 15 years ago

Merged most of the core4 revisions back to the trunk except for:

  • orxonox_cast
  • all the radical changes in the input library
  • 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 <list>
40#include "orxonox/objects/worldentities/StaticEntity.h"
41
42namespace orxonox
43{
44    namespace QuestEffectBeaconStatus
45    {
46        //! The status of the beacon, can be either active or inactive.
47        enum Value
48        {
49            Inactive,
50            Active
51        };
52    }
53
54    /**
55    @brief
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).
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.
59        A QuestEffectBeacon can be inactive or active.
60       
61        Creating a QuestEffectBeacon through XML goes as follows:
62       
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.
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>
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>
78    @author
79        Damian 'Mozork' Frick
80    */
81    class _OrxonoxExport QuestEffectBeacon : public StaticEntity
82    {
83        public:
84            QuestEffectBeacon(BaseObject* creator);
85            virtual ~QuestEffectBeacon();
86           
87            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
88           
89            virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon.
90           
91            bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
92           
93            /**
94            @brief Tests whether the QuestEffectBeacon is active.
95            @return Returns true if the QuestEffectBeacon is active, fals if not.
96            */
97            inline bool isActive(void)
98            { return this->status_ == QuestEffectBeaconStatus::Active; }
99           
100            bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon.
101           
102        protected:
103            bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed.
104           
105            /**
106            @brief Returns the number of times the QUestEffectBeacon can still be executed.
107            @return Returns the number of times the QUestEffectBeacon can still be executed.
108            */
109            inline const int & getTimes(void) const
110                { return this->times_; }
111   
112        private:
113            static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers.
114           
115            std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player.
116            int times_; //!< Number of times the beacon can be exectued.
117            QuestEffectBeaconStatus::Value status_; //!< The status of the QUestEffectBeacon, Can be eighter active or inactive.
118           
119            bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed.
120            bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon.
121           
122            const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index.
123   
124    };
125
126}
127
128#endif /* _QuestEffectBeacon_H__ */
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