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source: code/branches/weaponsystem/src/orxonox/objects/quest/QuestEffect.h @ 3010

Last change on this file since 3010 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

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 "OrxonoxPrereqs.h"
38
39#include <list>
40
41#include "core/BaseObject.h"
42
43namespace orxonox
44{
45    /**
46    @brief
47        Handles QuestEffects for Quests.
48        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.
49    @author
50        Damian 'Mozork' Frick
51    */
52    class _OrxonoxExport QuestEffect : public BaseObject
53    {
54        public:
55            QuestEffect(BaseObject* creator);
56            virtual ~QuestEffect();
57
58            virtual bool invoke(PlayerInfo* player) = 0; //!< Invokes the QuestEffect.
59            static bool invokeEffects(PlayerInfo* player, std::list<QuestEffect*> & effects); //!< Invokes all QuestEffects in the list.
60
61
62    };
63
64}
65
66#endif /* _QuestEffect_H__ */
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