/* * 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 @brief Implementation of the AddReward class. */ #include "AddReward.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "interfaces/Rewardable.h" namespace orxonox { CreateFactory(AddReward); /** @brief Constructor. Registers the object. */ AddReward::AddReward(BaseObject* creator) : QuestEffect(creator) { RegisterObject(AddReward); } /** @brief Destructor. */ AddReward::~AddReward() { } /** Method for creating a AddReward object through XML. */ void AddReward::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AddReward, XMLPort, xmlelement, mode); XMLPortObject(AddReward, Rewardable, "", addRewardable, getRewardables, xmlelement, mode); COUT(3) << "New AddReward, with " << this->rewards_.size() << " Rewardables created." << std::endl; } /** @brief Returns the Rewardable object at the given index. @param index The index. @return Returns a pointer to the Rewardable object at the given index. */ const Rewardable* AddReward::getRewardables(unsigned int index) const { int i = index; for (std::list::const_iterator reward = this->rewards_.begin(); reward != this->rewards_.end(); ++reward) { if(i == 0) { return *reward; } i--; } return NULL; } /** @brief Invokes the QuestEffect. @param player The player. @return Returns true if the QuestEffect was invoked successfully. */ bool AddReward::invoke(PlayerInfo* player) { COUT(3) << "AddReward on player: " << player << " ." << std::endl; bool check = true; for ( std::list::iterator reward = this->rewards_.begin(); reward != this->rewards_.end(); ++reward ) { check = check && (*reward)->reward(player); } COUT(3) << "Rewardable successfully added to player." << player << " ." << std::endl; return check; } }