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source: code/trunk/src/orxonox/objects/quest/QuestEffect.cc @ 2091

Last change on this file since 2091 was 2091, checked in by landauf, 16 years ago

no codechanges, moved quest objects to objects/quest

  • Property svn:eol-style set to native
File size: 2.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "core/CoreIncludes.h"
30
31#include "QuestEffect.h"
32
33namespace orxonox {
34
35    /**
36    @brief
37        Constructor. Creates a new QuestEffect.
38        Is not meant to be invoked directly, since this is only an interface.
39    */
40    QuestEffect::QuestEffect() : BaseObject()
41    {
42        RegisterObject(QuestEffect);
43    }
44   
45    /**
46    @brief
47        Destructor.
48    */
49    QuestEffect::~QuestEffect()
50    {
51       
52    }
53   
54    /**
55    @brief
56        Static method. Invoke all effects of an effect list.
57    @param player
58        The player the effects are invoked on.
59    @param effects
60        A list of all the effects to be invoked.
61    @return
62        Returns false if there was an error, view console of log for further detail.
63    */
64    bool QuestEffect::invokeEffects(Player* player, std::list<QuestEffect*> & effects)
65    {
66        bool check = true;
67       
68        for (std::list<QuestEffect*>::iterator effect = effects.begin(); effect != effects.end(); effect++)
69        {
70            check = check && (*effect)->invoke(player);
71        }
72        return check;
73    }
74
75}
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