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Ignore:
Timestamp:
Nov 1, 2008, 9:03:51 PM (16 years ago)
Author:
landauf
Message:

converted tabs to spaces

File:
1 edited

Legend:

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Added
Removed
  • code/trunk/src/orxonox/objects/quest/Quest.h

    r2092 r2093  
    6666    class Quest : public QuestItem
    6767    {
    68         public:
     68        public:
    6969            Quest(BaseObject* creator);
    70             virtual ~Quest();
     70            virtual ~Quest();
    7171
    72             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
     72            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
    7373
    7474            inline Quest* getParentQuest(void) const //!< Returns the parent quest of the quest.
    7575                { return this->parentQuest_; }
    76             inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
     76            inline const std::list<Quest*> & getSubQuestList(void) const //!< Returns the list of sub quests.
    7777                { return this->subQuests_; }
    7878
    79             bool isInactive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
    80             bool isActive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'active'.
    81             bool isFailed(const Player* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
    82             bool isCompleted(const Player* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
     79            bool isInactive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.
     80            bool isActive(const Player* player) const; //!< Returns true if the quest status for the specific player is 'active'.
     81            bool isFailed(const Player* player) const; //!< Returns true if the quest status for the specific player is 'failed'.
     82            bool isCompleted(const Player* player) const; //!< Returns true if the quest status for the specific player is 'completed'.
    8383
    84             bool start(Player* player); //!< Sets a quest to active.
    85             bool fail(Player* player); //!< Fails the quest.
    86             bool complete(Player* player); //!< Completes the quest.
     84            bool start(Player* player); //!< Sets a quest to active.
     85            bool fail(Player* player); //!< Fails the quest.
     86            bool complete(Player* player); //!< Completes the quest.
    8787
    8888        protected:
     
    9494
    9595            bool setParentQuest(Quest* quest); //!< Sets the parent quest of the quest.
    96             bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
    97             bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
    98             bool addFailEffect(QuestEffect* effect);
    99             bool addCompleteEffect(QuestEffect* effect);
     96            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
     97            bool addHint(QuestHint* hint); //!< Add a hint to the list of hints.
     98            bool addFailEffect(QuestEffect* effect);
     99            bool addCompleteEffect(QuestEffect* effect);
    100100
    101             const Quest* getParentQuest(void);
    102             const Quest* getSubQuests(unsigned int index) const;
    103             const QuestHint* getHints(unsigned int index) const;
    104             const QuestEffect* getFailEffects(unsigned int index) const;
    105             const QuestEffect* getCompleteEffects(unsigned int index) const;
     101            const Quest* getParentQuest(void);
     102            const Quest* getSubQuests(unsigned int index) const;
     103            const QuestHint* getHints(unsigned int index) const;
     104            const QuestEffect* getFailEffects(unsigned int index) const;
     105            const QuestEffect* getCompleteEffects(unsigned int index) const;
    106106
    107107            virtual questStatus::Enum getStatus(const Player* player) const = 0; //!< Returns the status of the quest for a specific player.
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