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source: code/branches/questsystem2/src/orxonox/objects/quest/QuestEffectBeacon.h @ 2226

Last change on this file since 2226 was 2226, checked in by dafrick, 15 years ago

Resolved some issues, should be complete now.
Done some testing, no obvious errors uncovered.

File size: 4.7 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 QuestEffectBeacon.h
31    @brief
32        Definition of the QuestEffectBeacon class.
33*/
34
35#ifndef _QuestEffectBeacon_H__
36#define _QuestEffectBeacon_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include "orxonox/objects/worldentities/PositionableEntity.h"
41
42namespace QuestEffectBeaconStatus
43{
44
45    //! The status of the beacon, can be either active or inactive.
46    enum Enum
47    {
48        inactive,
49        active
50    };
51
52}
53
54namespace orxonox {
55
56    /**
57    @brief
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).
59        The conditions under which the QuestEffects are invoked on the player are defined by Triggers.
60        A QuestEffectBeacon can be executed a defined number of times.
61        A QuestEffectBeacon can be inactive or active.
62       
63        Creating a QuestEffectBeacon through XML goes as follows:
64       
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.
66            <effects>
67                <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.
68                ...
69                <QuestEffect />
70            </effects>
71            <events>
72                <execute>
73                    <EventListener event=eventIdString />
74                </execute>
75            </events>
76            <attached>
77               <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.
78            </attached>
79        </QuestEffectBeacon>
80    @author
81        Damian 'Mozork' Frick
82    */
83    class _OrxonoxExport QuestEffectBeacon : public PositionableEntity
84    {
85        public:
86            QuestEffectBeacon(BaseObject* creator);
87            virtual ~QuestEffectBeacon();
88           
89            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
90           
91            virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon.
92           
93            bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
94           
95            /**
96            @brief Tests whether the QuestEffectBeacon is active.
97            @return Returns true if the QuestEffectBeacon is active, fals if not.
98            */
99            inline bool isActive(void)
100               { return this->status_ == QuestEffectBeaconStatus::active; }
101           
102            bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon.
103           
104        protected:
105            bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed.
106           
107            /**
108            @brief Returns the number of times the QUestEffectBeacon can still be executed.
109            @return Returns the number of times the QUestEffectBeacon can still be executed.
110            */
111            inline const int & getTimes(void) const
112                { return this->times_; }
113
114        private:
115            static const int INFINITE = -1; //!< Constant to avoid using magic numbers.
116       
117            std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player.
118            int times_; //!< Number of times the beacon can be exectued.
119            QuestEffectBeaconStatus::Enum status_; //!< The status of the QUestEffectBeacon, Can be eighter active or inactive.
120           
121            bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed.
122            bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon.
123           
124            const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index.
125   
126    };
127
128}
129
130#endif /* _QuestEffectBeacon_H__ */
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