//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_LandscapeEventsh_INCLUDE__) #define __INCLUDE_LandscapeEventsh_INCLUDE__ #include #include #include #include <3dsparse/ModelID.h> class ScorchedContext; class LandscapeCondition { public: virtual float getNextEventTime(int eventNumber) = 0; virtual bool fireEvent(ScorchedContext &context, float timeLeft, int eventNumber) = 0; virtual bool readXML(XMLNode *node) = 0; static LandscapeCondition *create(const char *name); }; class LandscapeConditionGroupSize : public LandscapeCondition { public: int groupsize; std::string groupname; virtual float getNextEventTime(int eventNumber); virtual bool fireEvent(ScorchedContext &context, float timeLeft, int eventNumber); virtual bool readXML(XMLNode *node); }; class LandscapeConditionTime : public LandscapeCondition { public: float mintime; float maxtime; bool singletimeonly; virtual float getNextEventTime(int eventNumber); virtual bool fireEvent(ScorchedContext &context, float timeLeft, int eventNumber); virtual bool readXML(XMLNode *node); }; class LandscapeConditionRandom : public LandscapeCondition { public: float randomchance; float randomdelay; virtual float getNextEventTime(int eventNumber); virtual bool fireEvent(ScorchedContext &context, float timeLeft, int eventNumber); virtual bool readXML(XMLNode *node); }; class LandscapeAction { public: virtual bool readXML(XMLNode *node) = 0; virtual void fireAction(ScorchedContext &context) = 0; static LandscapeAction *create(const char *name); }; class LandscapeActionFireWeapon : public LandscapeAction { public: std::string weapon; virtual void fireAction(ScorchedContext &context); virtual bool readXML(XMLNode *node); }; class LandscapeEvent { public: virtual ~LandscapeEvent(); LandscapeCondition *condition; LandscapeAction *action; virtual bool readXML(XMLNode *node); }; class LandscapeDefinitions; class LandscapeEvents { public: LandscapeEvents(); virtual ~LandscapeEvents(); std::vector objects; bool readXML(LandscapeDefinitions *definitions, XMLNode *node); private: LandscapeEvents(const LandscapeEvents &other); LandscapeEvents &operator=(LandscapeEvents &other); }; #endif // __INCLUDE_LandscapeEventsh_INCLUDE__