| 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 QuestEffectBeacon.h | 
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| 31 |     @brief Definition of the QuestEffectBeacon class. | 
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| 32 |     @ingroup Questsystem | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #ifndef _QuestEffectBeacon_H__ | 
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| 36 | #define _QuestEffectBeacon_H__ | 
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| 37 |  | 
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| 38 | #include "questsystem/QuestsystemPrereqs.h" | 
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| 39 |  | 
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| 40 | #include <list> | 
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| 41 | #include "worldentities/StaticEntity.h" | 
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| 42 |  | 
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| 43 | namespace orxonox | 
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| 44 | { | 
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| 45 |     namespace QuestEffectBeaconStatus | 
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| 46 |     { | 
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| 47 |         //! The status of the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon", can be either active or inactive. | 
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| 48 |         enum Value | 
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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 |     @brief | 
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| 57 |         A QuestEffectBeacon is a physical entity in the game which can (under some condition(s)) invoke a number of @ref orxonox::QuestEffect "QuestEffects" on players meeting the condition(s). | 
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| 58 |         The conditions under which the @ref orxonox::QuestEffect "QuestEffects" are invoked on the player are defined by @ref orxonox::Trigger "Triggers" (or really any kind of entity firing events, e.g. @ref orxonox::EventListener "EventListeners"). The trigger the event originates from, however has to be a @ref orxonox::PlayerTrigger PlayerTrigger. | 
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| 59 |         A QuestEffectBeacon can be executed a defined number of times. | 
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| 60 |         A QuestEffectBeacon can be inactive or active. While inactive it can't be executed. | 
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| 61 |  | 
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| 62 |         Creating a QuestEffectBeacon through XML goes as follows: | 
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| 63 |         @code | 
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| 64 |         <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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| 65 |             <effects> | 
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| 66 |                 <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation. | 
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| 67 |                 ... | 
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| 68 |                 <QuestEffect /> | 
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| 69 |             </effects> | 
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| 70 |             <events> | 
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| 71 |                 <execute> | 
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| 72 |                     <EventListener event=eventIdString /> | 
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| 73 |                 </execute> | 
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| 74 |             </events> | 
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| 75 |             <attached> | 
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| 76 |                 <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon. | 
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| 77 |             </attached> | 
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| 78 |         </QuestEffectBeacon> | 
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| 79 |         @endcode | 
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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 _QuestsystemExport 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 |             virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 91 |  | 
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| 92 |             bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon. | 
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| 93 |  | 
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| 94 |             /** | 
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| 95 |             @brief Tests whether the QuestEffectBeacon is active. | 
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| 96 |             @return Returns true if the QuestEffectBeacon is active, fals if not. | 
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| 97 |             */ | 
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| 98 |             inline bool isActive(void) | 
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| 99 |             { return this->status_ == QuestEffectBeaconStatus::Active; } | 
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| 100 |  | 
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| 101 |             bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon. | 
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| 102 |  | 
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| 103 |         protected: | 
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| 104 |             bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed. | 
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| 105 |  | 
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| 106 |             /** | 
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| 107 |             @brief Returns the number of times the QUestEffectBeacon can still be executed. | 
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| 108 |             @return Returns the number of times the QUestEffectBeacon can still be executed. | 
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| 109 |             */ | 
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| 110 |             inline const int & getTimes(void) const | 
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| 111 |                 { return this->times_; } | 
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| 112 |  | 
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| 113 |         private: | 
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| 114 |             static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers. | 
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| 115 |  | 
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| 116 |             std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player. | 
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| 117 |             int times_; //!< Number of times the beacon can be exectued. | 
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| 118 |             QuestEffectBeaconStatus::Value status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive. | 
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| 119 |  | 
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| 120 |             bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed. | 
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| 121 |             bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon. | 
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| 122 |  | 
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| 123 |             const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index. | 
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| 124 |  | 
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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 | #endif /* _QuestEffectBeacon_H__ */ | 
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