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source: code/branches/menuanimations/src/modules/questsystem/QuestEffect.h @ 6637

Last change on this file since 6637 was 5781, checked in by rgrieder, 15 years ago

Reverted trunk again. We might want to find a way to delete these revisions again (x3n's changes are still available as diff in the commit mails).

  • Property svn:eol-style set to native
File size: 1.8 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
31    @brief Definition of the QuestEffect class.
32*/
33
34#ifndef _QuestEffect_H__
35#define _QuestEffect_H__
36
37#include "questsystem/QuestsystemPrereqs.h"
38
39#include <list>
40#include "core/BaseObject.h"
41
42namespace orxonox
43{
44    /**
45    @brief
46        Handles QuestEffects for Quests.
47        QuestEffects are the only way for Quests to have any sideeffects in the game world. They are also the only way for a player to gain, complete or fail Quests.
48    @author
49        Damian 'Mozork' Frick
50    */
51    class _QuestsystemExport QuestEffect : public BaseObject
52    {
53        public:
54            QuestEffect(BaseObject* creator);
55            virtual ~QuestEffect();
56
57            virtual bool invoke(PlayerInfo* player) = 0; //!< Invokes the QuestEffect.
58            static bool invokeEffects(PlayerInfo* player, std::list<QuestEffect*> & effects); //!< Invokes all QuestEffects in the list.
59
60
61    };
62
63}
64
65#endif /* _QuestEffect_H__ */
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