/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file QuestListener.h @brief Definition of the QuestListener class. @ingroup Questsystem */ #ifndef _QuestListener_H__ #define _QuestListener_H__ #include "questsystem/QuestsystemPrereqs.h" #include #include #include "core/BaseObject.h" namespace orxonox { /** @brief The mode of the @ref orxonox::QuestListener "QuestListener". @ingroup Questsystem */ enum class QuestListenerMode { All, //!< Listens to all events. Start, //!< Only listens to events pertaining the starting of @ref orxonox::Quest "Quests". Fail, //!< Only listens to events pertaining the failing of @ref orxonox::Quest "Quests". Complete //!< Only listens to events pertaining the completing of @ref orxonox::Quest "Quests". }; /** @brief Provides a way to react to the starting, completing and failing of @ref orxonox::Quest "Quests". The XML representation goes as follows: @code // The object that should react to the status change of a Quest. // Where function is the method of the object that should be executed. Normally this would be visibility or activity. // Where someQuestId is the identifier for the Quest the QuestListener is reacting to, and someMode is the kind of status change the QUestListener reacts to (all, start, complete or fail). @endcode You can use the QuestListener as if it were a @ref orxonox::Trigger "Trigger" or @ref orxonox::EventListener "EventListener", that fires an Event when the status (depending on the set mode) of the given @ref orxonox::Quest "Quest" changes. @author Damian 'Mozork' Frick @ingroup Questsystem */ class _QuestsystemExport QuestListener : public BaseObject { public: QuestListener(Context* context); virtual ~QuestListener(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; //!< Method for creating a QuestListener object through XML. static void advertiseStatusChange(std::list & listeners, const std::string & status); //!< Makes all QuestListener in the list aware that a certain status change has occured. bool setQuestId(const std::string & id); //!< Sets the questId of the Quest the QuestListener reacts to. bool setMode(const std::string & mode); //!< Sets the mode of the QuestListener. std::string getMode(void); //!< Get the mode of the QuestListener. const std::string & getQuestId(void); bool execute(void); //!< Executes the QuestListener, resp. fires an Event. private: QuestListenerMode mode_; //!< The mode of the QuestListener. Quest* quest_; //!< A pointer to the Quest the QuestListener is reacting to. //! Static variables for the modes as strings. static const std::string ALL; static const std::string START; static const std::string FAIL; static const std::string COMPLETE; }; } #endif /* _QuestListener_H__ */