Changeset 5693 for code/trunk/src/orxonox/objects/quest/Quest.h
- Timestamp:
- Aug 29, 2009, 10:19:38 PM (15 years ago)
- Location:
- code/trunk
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
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code/trunk
- Property svn:mergeinfo changed
/code/branches/libraries (added) merged: 5612-5613,5615-5619,5621-5623,5625-5640,5642-5643,5647-5649,5665-5666,5685-5687,5692
- Property svn:mergeinfo changed
-
code/trunk/src/orxonox/objects/quest/Quest.h
r3280 r5693 26 26 * 27 27 */ 28 28 29 29 /** 30 30 @file … … 32 32 The Quest is the parent class of LocalQuest and GlobalQuest. 33 33 */ 34 34 35 35 #ifndef _Quest_H__ 36 36 #define _Quest_H__ 37 37 38 #include " OrxonoxPrereqs.h"38 #include "objects/quest/QuestPrereqs.h" 39 39 40 40 #include <list> … … 62 62 A Quest has several hints (QuestHint) that can be unlocked through QuestEffects and then display aid in solving the Quest. 63 63 A Quest has a list of QuestEffects that are invoked when the quest is failed and also a list of QuestEffects that are invoked, when the Quest is completed. 64 64 65 65 Quest itself should not be instantiated, if you want to create a quest either go for LocalQuest or GlobalQuest, whichever suits you needs better. 66 66 @author 67 67 Damian 'Mozork' Frick 68 68 */ 69 class _ OrxonoxExport Quest : public QuestItem69 class _QuestExport Quest : public QuestItem 70 70 { 71 71 public: … … 81 81 inline Quest* getParentQuest(void) const 82 82 { return this->parentQuest_; } 83 83 84 84 /** 85 85 @brief Returns the list of subquests. … … 95 95 inline const std::list<QuestHint*> & getHintsList(void) const 96 96 { return this->hints_; } 97 97 98 98 bool isInactive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'inactive'. 99 99 bool isActive(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'active'. 100 100 bool isFailed(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'failed'. 101 101 bool isCompleted(const PlayerInfo* player) const; //!< Returns true if the quest status for the specific player is 'completed'. 102 102 103 103 bool start(PlayerInfo* player); //!< Sets a Quest to active. 104 104 virtual bool fail(PlayerInfo* player); //!< Fails the Quest. 105 105 virtual bool complete(PlayerInfo* player); //!< Completes the Quest. 106 106 107 107 bool addListener(QuestListener* listener); //!< Adds a QuestListener to the list of QuestListeners listening to this Quest. 108 108 … … 116 116 const QuestEffect* getFailEffect(unsigned int index) const; //!< Returns the fail QuestEffect at the given index. 117 117 const QuestEffect* getCompleteEffect(unsigned int index) const; //!< Returns the complete QuestEffect at the given index. 118 118 119 119 /** 120 120 @brief Returns the list of fail QuestEffects. … … 123 123 inline std::list<QuestEffect*> & getFailEffectList(void) 124 124 { return this->failEffects_; } 125 125 126 126 /** 127 127 @brief Returns the list of complete QuestEffects. … … 133 133 virtual QuestStatus::Value getStatus(const PlayerInfo* player) const = 0; //!< Returns the status of the Quest for a specific player. 134 134 virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status) = 0; //!< Changes the status for a specific player. 135 135 136 136 private: 137 137 Quest* parentQuest_; //!< Pointer to the parentquest. … … 142 142 std::list<QuestEffect*> failEffects_; //!< A list of all QuestEffects to be invoked, when the Quest has been failed. 143 143 std::list<QuestEffect*> completeEffects_; //!< A list of QuestEffects to be invoked, when the Quest has been completed. 144 144 145 145 std::list<QuestListener*> listeners_; //!< A list of QuestListeners, that listen to what exactly happens with this Quest. 146 146 147 147 bool setParentQuest(Quest* quest); //!< Sets the parentquest of the Quest. 148 148 bool addSubQuest(Quest* quest); //!< Adds a subquest to the Quest.
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