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

Last change on this file since 3010 was 2911, checked in by landauf, 16 years ago

Merged r1-2096 of questsystem5 back to trunk

I hope there weren't more "hidden merge changes" in r2909 than the one in OverlayGroup (removeElement) (and related to this the adjustments in NotificationQueue).

The corresponding media commit seems not yet to be done, but it doesn't break the build.

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 QuestEffect.h
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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