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4.2.2.1 behave.h

Here is the header for our behaviour layer. Here we define the behaviour layer and also the implementations of every behaviour.

A Quest requires a behaviour and as such, one is defined here for the example Quest.

 
class BehaviourQuest : public BehaviourCommon 
{ 
  public: 
    BehaviourQuest (iCelEntity* entity, BehaviourLayer* bl, iCelPlLayer* pl) 
       : BehaviourCommon (entity, bl, pl) {  
    virtual ~BehaviourQuest () {  

    virtual const char* GetName () const { return "quest_behave";  
    virtual bool SendMessage (csStringID msg_id, 
      iCelPropertyClass* pc, 
      celData& ret, iCelParameterBlock* params, va_list arg); 
;

Almost identical to the existing level behaviour, this behaviour does very little.


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