- Timestamp:
- Nov 12, 2008, 1:29:33 PM (15 years ago)
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code/branches/questsystem2/src/orxonox/objects/quest/GlobalQuest.h
r2159 r2191 48 48 /** 49 49 @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. 51 51 This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it. 52 52 … … 92 92 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML. 93 93 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. 96 96 97 97 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. 101 101 102 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. 103 103 virtual bool setStatus(ControllableEntity* player, const questStatus::Enum & status); //!< Sets the status for a specific player. 104 104 105 105 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. 109 109 110 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. 112 112 113 113 };
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