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source: code/trunk/src/modules/questsystem/QuestEffectBeacon.h @ 7456

Last change on this file since 7456 was 7456, checked in by dafrick, 14 years ago

Reviewing documentation fo Questsystem, moving documentation fully into doxygen.
Added some files to modules they belong to.

  • Property svn:eol-style set to native
File size: 5.2 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 Definition of the QuestEffectBeacon class.
32    @ingroup Questsystem
33*/
34
35#ifndef _QuestEffectBeacon_H__
36#define _QuestEffectBeacon_H__
37
38#include "questsystem/QuestsystemPrereqs.h"
39
40#include <list>
41#include "worldentities/StaticEntity.h"
42
43namespace orxonox
44{
45    namespace QuestEffectBeaconStatus
46    {
47        //! The status of the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon", can be either active or inactive.
48        enum Value
49        {
50            Inactive,
51            Active
52        };
53    }
54
55    /**
56    @brief
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).
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 oroxnox::EventListener "EventListeners"). The trigger the event originates from, however has to be a @ref orxonox::PlayerTrigger PlayerTrigger.
59        A QuestEffectBeacon can be executed a defined number of times.
60        A QuestEffectBeacon can be inactive or active. While inactive it can't be executed.
61
62        Creating a QuestEffectBeacon through XML goes as follows:
63        @code
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.
65            <effects>
66                <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.
67                ...
68                <QuestEffect />
69            </effects>
70            <events>
71                <execute>
72                    <EventListener event=eventIdString />
73                </execute>
74            </events>
75            <attached>
76                <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.
77            </attached>
78        </QuestEffectBeacon>
79        @endcode
80    @author
81        Damian 'Mozork' Frick
82    */
83    class _QuestsystemExport QuestEffectBeacon : public StaticEntity
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            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
91
92            bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
93
94            /**
95            @brief Tests whether the QuestEffectBeacon is active.
96            @return Returns true if the QuestEffectBeacon is active, fals if not.
97            */
98            inline bool isActive(void)
99            { return this->status_ == QuestEffectBeaconStatus::Active; }
100
101            bool setActive(bool activate); //!< Set the status of the QuestEffectBeacon.
102
103        protected:
104            bool decrementTimes(void); //!< Decrement the number of times the QuestEffectBeacon can still be executed.
105
106            /**
107            @brief Returns the number of times the QUestEffectBeacon can still be executed.
108            @return Returns the number of times the QUestEffectBeacon can still be executed.
109            */
110            inline const int & getTimes(void) const
111                { return this->times_; }
112
113        private:
114            static const int INFINITE_TIME = -1; //!< Constant to avoid using magic numbers.
115
116            std::list<QuestEffect*> effects_; //!< The list of QuestEffects to be invoked on the executing player.
117            int times_; //!< Number of times the beacon can be exectued.
118            QuestEffectBeaconStatus::Value status_; //!< The status of the QuestEffectBeacon, Can be eighter active or inactive.
119
120            bool setTimes(const int & n); //!< Set the number of times the QuestEffectBeacon can be executed.
121            bool addEffect(QuestEffect* effect); //!< Add a QuestEffect to the QuestEffectBeacon.
122
123            const QuestEffect* getEffect(unsigned int index) const; //!< Get the QuestEffect at a given index.
124
125    };
126
127}
128
129#endif /* _QuestEffectBeacon_H__ */
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