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source: code/trunk/src/orxonox/objects/quest/QuestEffect.h @ 2832

Last change on this file since 2832 was 2826, checked in by landauf, 16 years ago

merged miniprojects branch back to trunk

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    /code/branches/questsystem2/src/orxonox/objects/quest/QuestEffect.h2107-2259
    /code/branches/weapon2/src/orxonox/objects/quest/QuestEffect.h2107-2488
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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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