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 | |
---|
43 | namespace 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 orxonox::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__ */ |
---|