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source: code/trunk/src/orxonox/objects/quest/QuestEffect.h @ 2398

Last change on this file since 2398 was 2261, checked in by landauf, 16 years ago

merged questsystem2 back to trunk

File size: 1.9 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 QuestEffect.h
31    @brief
32    Definition of the QuestEffect class.
33*/
34
35#ifndef _QuestEffect_H__
36#define _QuestEffect_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <list>
41
42#include "core/BaseObject.h"
43
44namespace orxonox {
45
46    /**
47    @brief
48        Handles QuestEffects for Quests.
49        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.
50    @author
51        Damian 'Mozork' Frick
52    */
53    class _OrxonoxExport QuestEffect : public BaseObject
54    {
55        public:
56            QuestEffect(BaseObject* creator);
57            virtual ~QuestEffect();
58
59            virtual bool invoke(PlayerInfo* player) = 0; //!< Invokes the QuestEffect.
60            static bool invokeEffects(PlayerInfo* player, std::list<QuestEffect*> & effects); //!< Invokes all QuestEffects in the list.
61
62
63    };
64
65}
66
67#endif /* _QuestEffect_H__ */
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