- 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/QuestHint.cc
r2191 r2205 39 39 #include "util/Exception.h" 40 40 41 #include "orxonox/objects/ worldentities/ControllableEntity.h"41 #include "orxonox/objects/infos/PlayerInfo.h" 42 42 #include "Quest.h" 43 43 … … 86 86 Returns true if the QuestHint is active for the specified player. 87 87 */ 88 bool QuestHint::isActive( ControllableEntity* player)88 bool QuestHint::isActive(const PlayerInfo* player) const 89 89 { 90 90 if(player == NULL) //!< NULL-Pointers are ugly! 91 91 { 92 ThrowException(Argument, "The input ControllableEntity* is NULL.");92 ThrowException(Argument, "The input PlayerInfo* is NULL."); 93 93 return false; 94 94 } 95 95 96 96 //! Find the player. 97 std::map< ControllableEntity*, questHintStatus::Enum>::iterator it = this->playerStatus_.find(player);97 std::map<const PlayerInfo*, questHintStatus::Enum>::const_iterator it = this->playerStatus_.find(player); 98 98 if (it != this->playerStatus_.end()) //!< If the player is in the map. 99 99 { … … 112 112 Returns true if the activation was successful, false if there were problems. 113 113 */ 114 bool QuestHint::setActive( ControllableEntity* player)114 bool QuestHint::setActive(PlayerInfo* player) 115 115 { 116 116 if(this->quest_->isActive(player)) //!< For a hint to get activated the quest must be active.
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