iQuest Struct Reference
A quest instance. More...
|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. |
A quest instance.
This is created (by the quest manager) from a quest factory using the trigger and reward factories.
Member Function Documentation
|virtual iQuestSequence* iQuest::FindSequence||(||const char *||name||)||
Find a sequence.
|virtual const char* iQuest::GetCurrentState||(||)|| const
Get current state name of this quest.
|virtual bool iQuest::LoadState||(||const char *||state,|
This is a special version of SwitchState() that needs to be used in case you are loading a quest from a CEL databuffer (persistence).
- false on failure (data in buffer doesn't match what we want).
|virtual void iQuest::SaveState||(||iCelDataBuffer *||databuf||)||
Save the state to the persistence layer.
To restore later use LoadState().
|virtual bool iQuest::SwitchState||(||const char *||state||)||
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