- Timestamp:
- Nov 13, 2008, 9:55:01 PM (15 years ago)
- File:
-
- 1 edited
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code/branches/questsystem2/src/orxonox/objects/quest/GlobalQuest.h
r2191 r2205 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(PlayerInfo* player); //!< Fails the Quest. 95 virtual bool complete(PlayerInfo* 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 PlayerInfo* player) const; //!< Checks whether the Quest can be started. 99 virtual bool isFailable(const PlayerInfo* player) const; //!< Checks whether the Quest can be failed. 100 virtual bool isCompletable(const PlayerInfo* 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.103 virtual bool setStatus( ControllableEntity* player, const questStatus::Enum & status); //!< Sets the status for a specific player.102 virtual questStatus::Enum getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player. 103 virtual bool setStatus(PlayerInfo* 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.106 std::set<PlayerInfo*> players_; //!< The set of players which possess this Quest. 107 107 questStatus::Enum status_; //!< The status of this Quest. 108 108 std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest.
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