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source: code/branches/questsystem2/src/orxonox/objects/quest/CompleteQuest.h @ 2159

Last change on this file since 2159 was 2159, checked in by dafrick, 15 years ago

Completed documentation of finished classes.

File size: 1.8 KB
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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 CompleteQuest.h
31    @brief
32        Definition of the CompleteQuest class.
33*/
34
35#ifndef _CompleteQuest_H__
36#define _CompleteQuest_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <string>
41
42#include "core/XMLPort.h"
43#include "ChangeQuestStatus.h"
44
45namespace orxonox {
46
47    /**
48    @brief
49        Completes a quest (with a specified id) for the player invoking the effect.
50    @author
51        Damian 'Mozork' Frick
52    */
53    class _OrxonoxExport CompleteQuest : public ChangeQuestStatus
54    {
55        public:
56            CompleteQuest(BaseObject* creator);
57            virtual ~CompleteQuest();
58
59            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a CompleteQuest object through XML.
60
61            virtual bool invoke(ControllableEntity* player); //!< Invokes the effect.
62
63    };
64
65}
66
67#endif /* _CompleteQuest_H__ */
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