iQuest Struct Reference
A quest instance. More...
#include <tools/questmanager.h>
Public Member Functions | |
virtual iQuestSequence * | FindSequence (const char *name)=0 |
Find a sequence. | |
virtual const char * | GetCurrentState () const =0 |
Get current state name of this quest. | |
virtual bool | LoadState (const char *state, iCelDataBuffer *databuf)=0 |
This is a special version of SwitchState() that needs to be used in case you are loading a quest from a CEL databuffer (persistence). | |
virtual void | SaveState (iCelDataBuffer *databuf)=0 |
Save the state to the persistence layer. | |
virtual bool | SwitchState (const char *state)=0 |
Switch this quest to some specific state. |
Detailed Description
A quest instance.This is created (by the quest manager) from a quest factory using the trigger and reward factories.
Definition at line 422 of file questmanager.h.
Member Function Documentation
virtual iQuestSequence* iQuest::FindSequence | ( | const char * | name | ) | [pure virtual] |
Find a sequence.
virtual const char* iQuest::GetCurrentState | ( | ) | const [pure virtual] |
Get current state name of this quest.
virtual bool iQuest::LoadState | ( | const char * | state, | |
iCelDataBuffer * | databuf | |||
) | [pure virtual] |
This is a special version of SwitchState() that needs to be used in case you are loading a quest from a CEL databuffer (persistence).
- Returns:
- false on failure (data in buffer doesn't match what we want).
virtual void iQuest::SaveState | ( | iCelDataBuffer * | databuf | ) | [pure virtual] |
Save the state to the persistence layer.
To restore later use LoadState().
virtual bool iQuest::SwitchState | ( | const char * | state | ) | [pure virtual] |
Switch this quest to some specific state.
Returns false if state doesn't exist (nothing happens then).
The documentation for this struct was generated from the following file:
- tools/questmanager.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.7