/* * 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 DockingEffect.cc @brief Implementation of the DockingEffect class. */ #include "DockingEffect.h" namespace orxonox { DockingEffect::DockingEffect(BaseObject* creator) : BaseObject(creator) { RegisterObject(DockingEffect); } DockingEffect::~DockingEffect() { } bool DockingEffect::invokeEffect(docking::event event, PlayerInfo* player, std::list & effects) { bool check = true; COUT(4) << "Invoking DockingEffects on player: " << player << " ." << std::endl; for (std::list::iterator effect = effects.begin(); effect != effects.end(); effect++) { switch(event) { case docking::DOCKING: check &= (*effect)->docking(player); break; case docking::ATTACH: check &= (*effect)->attach(player); break; case docking::RELEASE: check &= (*effect)->release(player); break; default: assert(0); } } return check; } DockingTarget *DockingEffect::findTarget(std::string name) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { if ((*it)->getName().compare(name) == 0) return (*it); } return NULL; } }