CEL

Public API Reference

iQuest Struct Reference

A quest instance. More...

#include <tools/questmanager.h>

Inheritance diagram for iQuest:

List of all members.

Public Member Functions

virtual iQuestSequenceFindSequence (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 474 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:

Generated for CEL: Crystal Entity Layer 1.4.1 by doxygen 1.7.1