- Timestamp:
- Nov 13, 2008, 9:55:01 PM (17 years ago)
- File:
-
- 1 edited
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code/branches/questsystem2/src/orxonox/objects/quest/Quest.h
r2191 r2205 44 44 45 45 #include "core/XMLPort.h" 46 46 47 #include "QuestItem.h" 47 48 48 49 49 namespace questStatus … … 104 104 { return this->hints_; } 105 105 106 bool isInactive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'inactive'.107 bool isActive(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'active'.108 bool isFailed(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'failed'.109 bool isCompleted(const ControllableEntity* player) const; //!< Returns true if the quest status for the specific player is 'completed'.106 bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'. 107 bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'. 108 bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'. 109 bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'. 110 110 111 bool start( ControllableEntity* player); //!< Sets a Quest to active.112 virtual bool fail( ControllableEntity* player) = 0; //!< Fails the Quest.113 virtual bool complete( ControllableEntity* player) = 0; //!< Completes the Quest.111 bool start(PlayerInfo* player); //!< Sets a Quest to active. 112 virtual bool fail(PlayerInfo* player) = 0; //!< Fails the Quest. 113 virtual bool complete(PlayerInfo* player) = 0; //!< Completes the Quest. 114 114 115 115 protected: 116 virtual bool isStartable(const ControllableEntity* player) const = 0; //!< Checks whether the Quest can be started.117 virtual bool isFailable(const ControllableEntity* player) const = 0; //!< Checks whether the Quest can be failed.118 virtual bool isCompletable(const ControllableEntity* player) const = 0; //!< Checks whether the Quest can be completed.116 virtual bool isStartable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be started. 117 virtual bool isFailable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be failed. 118 virtual bool isCompletable(const PlayerInfo* player) const = 0; //!< Checks whether the Quest can be completed. 119 119 120 120 const Quest* getParentQuest(void); //!< Returns the parentquest of the Quest. … … 138 138 { return this->completeEffects_; } 139 139 140 virtual questStatus::Enum getStatus(const ControllableEntity* player) const = 0; //!< Returns the status of the Quest for a specific player.141 virtual bool setStatus( ControllableEntity* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.140 virtual questStatus::Enum getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player. 141 virtual bool setStatus(PlayerInfo* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player. 142 142 143 143 private:
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