/* * 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: * ... * */ #include "core/CoreIncludes.h" #include "QuestEffect.h" namespace orxonox { CreateFactory(QuestEffect); /** @brief Constructor. Creates a new QuestEffect. Is not meant to be invoked directly, since this is only an interface. */ QuestEffect::QuestEffect() : BaseObject() { RegisterObject(QuestEffect); } /** @brief Destructor. */ QuestEffect::~QuestEffect() { } /** @brief Static method. Invoke all effects of an effect list. @param player The player the effects are invoked on. @param effects A list of all the effects to be invoked. */ static void QuestEffect::invokeEffects(Player & player, std::list & effects) { if ( effects == NULL ) { COUT(5) << "NULL-QuestEffect list encountered." << std::endl; return; } for ( std::list::iterator = effects.begin(); effect != effects.end(); ++effect ) { effect.invoke(player); } } }