Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Ignore:
Timestamp:
Nov 12, 2008, 1:29:33 PM (16 years ago)
Author:
dafrick
Message:

Just changed some small stuff…

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/questsystem2/src/orxonox/objects/quest/GlobalQuest.h

    r2159 r2191  
    4848    /**
    4949    @brief
    50         Global quests are quests, that have the same status for all players.
     50        GlobalQuests are Quests, that have the same status for all players.
    5151        This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it.
    5252       
     
    9292            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML.
    9393           
    94             virtual bool fail(ControllableEntity* player); //!< Fails the quest.
    95             virtual bool complete(ControllableEntity* player); //!< Completes the quest.
     94            virtual bool fail(ControllableEntity* player); //!< Fails the Quest.
     95            virtual bool complete(ControllableEntity* player); //!< Completes the Quest.
    9696
    9797        protected:
    98             virtual bool isStartable(const ControllableEntity* player) const; //!< Checks whether the quest can be started.
    99             virtual bool isFailable(const ControllableEntity* player) const; //!< Checks whether the quest can be failed.
    100             virtual bool isCompletable(const ControllableEntity* player) const; //!< Checks whether the quest can be completed.
     98            virtual bool isStartable(const ControllableEntity* player) const; //!< Checks whether the Quest can be started.
     99            virtual bool isFailable(const ControllableEntity* player) const; //!< Checks whether the Quest can be failed.
     100            virtual bool isCompletable(const ControllableEntity* player) const; //!< Checks whether the Quest can be completed.
    101101
    102             virtual questStatus::Enum getStatus(const ControllableEntity* player) const; //!< Returns the status of the quest for a specific player.
     102            virtual questStatus::Enum getStatus(const ControllableEntity* player) const; //!< Returns the status of the Quest for a specific player.
    103103            virtual bool setStatus(ControllableEntity* player, const questStatus::Enum & status); //!< Sets the status for a specific player.
    104104
    105105        private:
    106             std::set<ControllableEntity*> players_; //!< The set of players which possess this quest.
    107             questStatus::Enum status_; //!< The status of this quest.
    108             std::list<QuestEffect*> rewards_; //!< Reward effects only invoked on the player completing the quest.
     106            std::set<ControllableEntity*> players_; //!< The set of players which possess this Quest.
     107            questStatus::Enum status_; //!< The status of this Quest.
     108            std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
    109109           
    110             bool addRewardEffect(QuestEffect* effect); //!< Adds a reward effect to the list of reward effects.
    111             const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward effect at the given index.
     110            bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects.
     111            const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
    112112
    113113    };
Note: See TracChangeset for help on using the changeset viewer.