Changeset 10916 for code/branches/cpp11_v2/src/modules/questsystem
- Timestamp:
- Dec 2, 2015, 11:22:03 PM (9 years ago)
- Location:
- code/branches/cpp11_v2/src/modules/questsystem
- Files:
-
- 7 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/cpp11_v2/src/modules/questsystem/GlobalQuest.cc
r10821 r10916 94 94 95 95 // Iterate through all players possessing this Quest. 96 for( const auto & elem: players_)97 QuestEffect::invokeEffects( elem, this->getFailEffectList());96 for(PlayerInfo* questPlayer : players_) 97 QuestEffect::invokeEffects(questPlayer, this->getFailEffectList()); 98 98 99 99 return true; … … 119 119 120 120 // Iterate through all players possessing the Quest. 121 for( const auto & elem: players_)122 QuestEffect::invokeEffects( elem, this->getCompleteEffectList());121 for(PlayerInfo* questPlayer : players_) 122 QuestEffect::invokeEffects(questPlayer, this->getCompleteEffectList()); 123 123 124 124 Quest::complete(player); … … 242 242 { 243 243 int i = index; 244 for ( const auto & elem: this->rewards_)244 for (QuestEffect* reward : this->rewards_) 245 245 { 246 246 if(i == 0) 247 return elem;247 return reward; 248 248 249 249 i--; -
code/branches/cpp11_v2/src/modules/questsystem/Quest.cc
r10821 r10916 190 190 191 191 // Iterate through all subquests. 192 for ( const auto & elem: this->subQuests_)192 for (Quest* quest : this->subQuests_) 193 193 { 194 194 if(i == 0) // We're counting down... 195 return elem;195 return quest; 196 196 197 197 i--; … … 214 214 215 215 // Iterate through all QuestHints. 216 for ( const auto & elem: this->hints_)216 for (QuestHint* hint : this->hints_) 217 217 { 218 218 if(i == 0) // We're counting down... 219 return elem;219 return hint; 220 220 221 221 i--; … … 237 237 238 238 // Iterate through all fail QuestEffects. 239 for ( const auto & elem: this->failEffects_)239 for (QuestEffect* effect : this->failEffects_) 240 240 { 241 241 if(i == 0) // We're counting down... 242 return e lem;242 return effect; 243 243 244 244 i--; … … 260 260 261 261 // Iterate through all complete QuestEffects. 262 for ( const auto & elem: this->completeEffects_)262 for (QuestEffect* effect : this->completeEffects_) 263 263 { 264 264 if(i == 0) // We're counting down... 265 return e lem;265 return effect; 266 266 267 267 i--; -
code/branches/cpp11_v2/src/modules/questsystem/QuestEffect.cc
r10821 r10916 74 74 orxout(verbose, context::quests) << "Invoking QuestEffects on player: " << player << " ." << endl; 75 75 76 for ( auto & effects_effect : effects)77 temp = temp && (effects_effect)->invoke(player);76 for (QuestEffect* effect : effects) 77 temp = temp && effect->invoke(player); 78 78 79 79 return temp; -
code/branches/cpp11_v2/src/modules/questsystem/QuestEffectBeacon.cc
r10821 r10916 236 236 { 237 237 int i = index; 238 for ( const auto & elem: this->effects_)238 for (QuestEffect* effect : this->effects_) 239 239 { 240 240 if(i == 0) 241 return e lem;241 return effect; 242 242 243 243 i--; -
code/branches/cpp11_v2/src/modules/questsystem/QuestListener.cc
r10821 r10916 97 97 /* static */ void QuestListener::advertiseStatusChange(std::list<QuestListener*> & listeners, const std::string & status) 98 98 { 99 for (auto listener : listeners) // Iterate through all QuestListeners 100 { 101 99 for (QuestListener* listener : listeners) // Iterate through all QuestListeners 100 { 102 101 if(listener->getMode() == status || listener->getMode() == QuestListener::ALL) // Check whether the status change affects the give QuestListener. 103 102 listener->execute(); -
code/branches/cpp11_v2/src/modules/questsystem/QuestManager.cc
r10821 r10916 235 235 { 236 236 int numQuests = 0; 237 for(auto & elem: this->questMap_)238 { 239 if( elem.second->getParentQuest() == nullptr && !elem.second->isInactive(player))237 for(auto& mapEntry : this->questMap_) 238 { 239 if(mapEntry.second->getParentQuest() == nullptr && !mapEntry.second->isInactive(player)) 240 240 numQuests++; 241 241 } … … 255 255 Quest* QuestManager::getRootQuest(PlayerInfo* player, int index) 256 256 { 257 for(auto & elem: this->questMap_)258 { 259 if( elem.second->getParentQuest() == nullptr && !elem.second->isInactive(player) && index-- == 0)260 return elem.second;257 for(auto& mapEntry : this->questMap_) 258 { 259 if(mapEntry.second->getParentQuest() == nullptr && !mapEntry.second->isInactive(player) && index-- == 0) 260 return mapEntry.second; 261 261 } 262 262 return nullptr; … … 280 280 std::list<Quest*> quests = quest->getSubQuestList(); 281 281 int numQuests = 0; 282 for( auto &quest : quests)283 { 284 if(! (quest)->isInactive(player))282 for(Quest* subquest : quests) 283 { 284 if(!subquest->isInactive(player)) 285 285 numQuests++; 286 286 } … … 304 304 305 305 std::list<Quest*> quests = quest->getSubQuestList(); 306 for( auto &quest : quests)307 { 308 if(! (quest)->isInactive(player) && index-- == 0)306 for(Quest* subquest : quests) 307 { 308 if(!subquest->isInactive(player) && index-- == 0) 309 309 return quest; 310 310 } … … 326 326 std::list<QuestHint*> hints = quest->getHintsList(); 327 327 int numHints = 0; 328 for( auto &hint : hints)329 { 330 if( (hint)->isActive(player))328 for(QuestHint* hint : hints) 329 { 330 if(hint->isActive(player)) 331 331 numHints++; 332 332 } … … 349 349 { 350 350 std::list<QuestHint*> hints = quest->getHintsList(); 351 for( auto &hint : hints)352 { 353 if( (hint)->isActive(player) && index-- == 0)351 for(QuestHint* hint : hints) 352 { 353 if(hint->isActive(player) && index-- == 0) 354 354 return hint; 355 355 } -
code/branches/cpp11_v2/src/modules/questsystem/effects/AddReward.cc
r10821 r10916 84 84 { 85 85 int i = index; 86 for ( const auto & elem: this->rewards_)86 for (Rewardable* reward : this->rewards_) 87 87 { 88 88 if(i == 0) 89 return elem;89 return reward; 90 90 i--; 91 91 } … … 106 106 107 107 bool temp = true; 108 for ( auto & elem: this->rewards_)109 temp = temp && (elem)->reward(player);108 for (Rewardable* reward : this->rewards_) 109 temp = temp && reward->reward(player); 110 110 111 111 orxout(verbose, context::quests) << "Rewardable successfully added to player." << player << " ." << endl;
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