/* * 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 AddReward.h @brief Definition of the AddReward class. @ingroup QuestEffects */ #ifndef _AddReward_H__ #define _AddReward_H__ #include "questsystem/QuestsystemPrereqs.h" #include #include "questsystem/QuestEffect.h" namespace orxonox { /** @brief Adds a list of @ref orxonox::Rewardable "Rewardables" to a player. Creating a AddReward through XML goes as follows: @code //A list of Rewardable objects to be rewarded the player, see the specific Rewardables for their respective XML representations. ... @endcode @author Damian 'Mozork' Frick @ingroup QuestEffects */ class _QuestsystemExport AddReward : public QuestEffect { public: AddReward(Context* context); virtual ~AddReward(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; //!< Method for creating a AddReward object through XML. virtual bool invoke(PlayerInfo* player) override; //!< Invokes the QuestEffect. private: std::list rewards_; //!< A list of Rewardables to be added to the player invoking the QuestEffect. /** @brief Add a Rewardable object to the list of objects to be awarded to the player invoking the QuestEffect. @param reward Pointer to the Rewardable to be added. */ inline void addRewardable(Rewardable* reward) { this->rewards_.push_back(reward); } const Rewardable* getRewardables(unsigned int index) const; //!< Returns the Rewardable object at the given index. }; } #endif /* _AddReward_H__ */