/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file QuestEffect.h @brief Definition of the QuestEffect class. */ #ifndef _QuestEffect_H__ #define _QuestEffect_H__ #include "OrxonoxPrereqs.h" #include #include "core/BaseObject.h" namespace orxonox { /** @brief Handles QuestEffects for Quests. 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. @author Damian 'Mozork' Frick */ class _OrxonoxExport QuestEffect : public BaseObject { public: QuestEffect(BaseObject* creator); virtual ~QuestEffect(); virtual bool invoke(ControllableEntity* player) = 0; //!< Invokes the QuestEffect. static bool invokeEffects(ControllableEntity* player, std::list & effects); //!< Invokes all QuestEffects in the list. }; } #endif /* _QuestEffect_H__ */