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Ignore:
Timestamp:
Oct 29, 2008, 8:34:59 AM (16 years ago)
Author:
dafrick
Message:

Some minor adjustements, just comitting to be on the safe side.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/questsystem/src/orxonox/objects/Quest.h

    r2021 r2043  
    8080            bool addSubQuest(Quest* quest); //!< Adds a sub quest to the quest.
    8181           
    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'.
    8383               { 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'.
    8585               { 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'.
    8787               { 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'.
    8989               { return this->getStatus(player) == questStatus::completed; }
    9090               
     
    9898            void initialize(void); //!< Initialized the object.
    9999           
    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.
    103103           
    104104            //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.
    106106            virtual bool setStatus(Player* player, const questStatus::Enum & status) = 0; //!< Changes the status for a specific player.
    107107           
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