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source: code/branches/questsystem2/src/orxonox/objects/quest/QuestEffect.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
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 effects for quests.
49        QuestEffects are the only way for quests to have any sideeffects in the game world. They are also the only way 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(ControllableEntity* player) = 0; //!< Invokes the effect.
60            static bool invokeEffects(ControllableEntity* player, std::list<QuestEffect*> & effects); //!< Invokes all effects in the list.
61
62
63    };
64
65}
66
67#endif /* _QuestEffect_H__ */
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