Changeset 2043 for code/branches/questsystem/src/orxonox/objects/Quest.h
- Timestamp:
- Oct 29, 2008, 8:34:59 AM (16 years ago)
- File:
-
- 1 edited
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code/branches/questsystem/src/orxonox/objects/Quest.h
r2021 r2043 80 80 bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest. 81 81 82 inline bool isInactive( Player* player)//!< Returns true if the quest status for the specific player is 'inactive'.82 inline bool isInactive(const Player* player) const //!< Returns true if the quest status for the specific player is 'inactive'. 83 83 { return this->getStatus(player) == questStatus::inactive; } 84 inline bool isActive( Player* player)//!< Returns true if the quest status for the specific player is 'active'.84 inline bool isActive(const Player* player) const //!< Returns true if the quest status for the specific player is 'active'. 85 85 { return this->getStatus(player) == questStatus::active; } 86 inline bool isFailed( Player* player)//!< Returns true if the quest status for the specific player is 'failed'.86 inline bool isFailed(const Player* player) const //!< Returns true if the quest status for the specific player is 'failed'. 87 87 { return this->getStatus(player) == questStatus::failed; } 88 inline bool isCompleted( Player* player)//!< Returns true if the quest status for the specific player is 'completed'.88 inline bool isCompleted(const Player* player) const //!< Returns true if the quest status for the specific player is 'completed'. 89 89 { return this->getStatus(player) == questStatus::completed; } 90 90 … … 98 98 void initialize(void); //!< Initialized the object. 99 99 100 virtual bool isStartable( Player* player)= 0; //!< Checks whether the quest can be started.101 virtual bool isFailable( Player* player)= 0; //!< Checks whether the quest can be failed.102 virtual bool isCompletable( Player* player)= 0; //!< Checks whether the quest can be completed.100 virtual bool isStartable(const Player* player) const = 0; //!< Checks whether the quest can be started. 101 virtual bool isFailable(const Player* player) const = 0; //!< Checks whether the quest can be failed. 102 virtual bool isCompletable(const Player* player) const = 0; //!< Checks whether the quest can be completed. 103 103 104 104 //TDO: Get the parameter const... 105 virtual questStatus::Enum getStatus(const Player* player) = 0; //!< Returns the status of the quest for a specific player.105 virtual questStatus::Enum getStatus(const Player* player) const = 0; //!< Returns the status of the quest for a specific player. 106 106 virtual bool setStatus(Player* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player. 107 107
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