/* * 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 QuestEffect class. */ #include "QuestEffect.h" #include "core/CoreIncludes.h" namespace orxonox { /** @brief Constructor. Creates a new QuestEffect. Is not meant to be invoked directly, since this is only an interface. */ QuestEffect::QuestEffect(BaseObject* creator) : BaseObject(creator) { RegisterObject(QuestEffect); } /** @brief Destructor. */ QuestEffect::~QuestEffect() { } /** @brief Static method. Invoke all QuestEffects in an QuestEffect-list on a given player. @param player The player the QuestEffects are invoked on. @param effects A list of all the QuestEffects to be invoked. @return Returns false if there was an error, view console of log for further detail. */ /*static*/ bool QuestEffect::invokeEffects(PlayerInfo* player, std::list & effects) { bool check = true; COUT(4) << "Invoking QuestEffects on player: " << player << " ." << std::endl; for (std::list::iterator effect = effects.begin(); effect != effects.end(); effect++) { check = check && (*effect)->invoke(player); } return check; } }