[8494] | 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 | * Mauro Salomon |
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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 | #ifndef _RaceCheckPoint_H__ |
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| 30 | #define _RaceCheckPoint_H__ |
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| 31 | |
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[8639] | 32 | #include "gametypes/GametypesPrereqs.h" |
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[8494] | 33 | |
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[9016] | 34 | |
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| 35 | |
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| 36 | #include "objects/triggers/DistanceMultiTrigger.h" |
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[8494] | 37 | #include "interfaces/RadarViewable.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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[8767] | 41 | /** |
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| 42 | @brief |
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| 43 | The RaceCheckPoint class enables the creation of a check point to use in a SpaceRace level. |
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[9016] | 44 | Don't forget to control the indexes of your check points and to set one last check point |
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[8767] | 45 | */ |
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[9016] | 46 | class _GametypesExport RaceCheckPoint : public DistanceMultiTrigger, public RadarViewable |
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[8494] | 47 | { |
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[8630] | 48 | public: |
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| 49 | RaceCheckPoint(BaseObject* creator); |
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| 50 | virtual ~RaceCheckPoint(); |
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| 51 | |
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| 52 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 53 | virtual void tick(float dt); |
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[9016] | 54 | inline void setCheckpointIndex(int checkpointIndex) |
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| 55 | { this->bCheckpointIndex_ = checkpointIndex; } |
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| 56 | inline int getCheckpointIndex() |
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| 57 | { return this->bCheckpointIndex_; } |
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[8630] | 58 | |
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[9016] | 59 | inline void setNextcheckpoint(const Vector3& checkpoints) |
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| 60 | { this->nextcheckpoints_=checkpoints; } |
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| 61 | inline void setNextcheckpoint(float x, float y, float z) |
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| 62 | { this->setNextcheckpoint(Vector3(x, y, z)); } |
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| 63 | inline const Vector3& getNextcheckpoint() const |
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| 64 | { return this->nextcheckpoints_; } |
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[8630] | 65 | inline void setLast(bool isLast) |
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| 66 | { this->bIsLast_ = isLast; } |
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| 67 | inline bool getLast() |
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| 68 | { return this->bIsLast_; } |
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[9016] | 69 | |
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| 70 | bool bIsLast_; //True if this check point is the last of the level. There can be only one last check point for each level and there must be a last check point in the level. |
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| 71 | float bTimeLimit_; //The time limit (from the start of the level) to reach this check point. If the check point is reached after this time, the game ends and the player looses. |
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| 72 | PlayerInfo* reached_; |
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| 73 | |
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| 74 | inline float getTimeLimit() |
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| 75 | { return this->bTimeLimit_; } |
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| 76 | |
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| 77 | protected: |
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| 78 | virtual void fire(bool bIsTriggered,BaseObject* player); |
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[8630] | 79 | virtual void setTimelimit(float timeLimit); |
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[9016] | 80 | |
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[8630] | 81 | inline const WorldEntity* getWorldEntity() const |
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| 82 | { return this; } |
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| 83 | |
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| 84 | private: |
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[9016] | 85 | int bCheckpointIndex_; //The index of this check point. The race starts with the check point with the index 0 |
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| 86 | Vector3 nextcheckpoints_; //the indexes of the next check points |
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| 87 | |
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[8494] | 88 | }; |
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| 89 | } |
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| 90 | |
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[9016] | 91 | #endif /* _RaceCheckPoint_H__ */ |
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