iQuestManager Struct Reference
This is the quest manager. More...
#include <tools/questmanager.h>
Public Member Functions | |
virtual bool | RegisterTriggerType (iQuestTriggerType *trigger)=0 |
Register a quest trigger type. | |
virtual iQuestTriggerType * | GetTriggerType (const char *name)=0 |
Get a trigger type from the quest manager. | |
virtual bool | RegisterRewardType (iQuestRewardType *trigger)=0 |
Register a quest reward type. | |
virtual iQuestRewardType * | GetRewardType (const char *name)=0 |
Get a reward type from the quest manager. | |
virtual bool | RegisterSeqOpType (iQuestSeqOpType *seqop)=0 |
Register a seqop reward type. | |
virtual iQuestSeqOpType * | GetSeqOpType (const char *name)=0 |
Get a seqop type from the quest manager. | |
virtual iQuestFactory * | GetQuestFactory (const char *name)=0 |
Get a quest factory by name. | |
virtual iQuestFactory * | CreateQuestFactory (const char *name)=0 |
Create an empty quest factory. | |
virtual const char * | ResolveParameter (const celQuestParams ¶ms, const char *param)=0 |
This is a convenience function to resolve a quest parameter during creation of rewards, triggers, and sequence operations. | |
virtual bool | Load (iDocumentNode *node)=0 |
Load a bunch of quest factories. | |
virtual iQuestRewardFactory * | AddNewStateReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *state_par)=0 |
Convenience method to add a 'newstate' reward factory to a response factory. | |
virtual iQuestRewardFactory * | AddDebugPrintReward (iQuestTriggerResponseFactory *response, const char *msg_par)=0 |
Convenience method to add a 'debugprint' reward factory to a response factory. | |
virtual iQuestRewardFactory * | AddInventoryReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *child_entity_par)=0 |
Convenience method to add an 'inventory' reward factory to a response factory. | |
virtual iQuestRewardFactory * | AddSequenceReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sequence_par, const char *delay_par)=0 |
Convenience method to add an 'sequence' reward factory to a response factory. | |
virtual iQuestRewardFactory * | AddSequenceFinishReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sequence_par)=0 |
Convenience method to add an 'sequencefinish' reward factory to a response factory. | |
virtual iChangePropertyQuestRewardFactory * | AddChangePropertyReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *prop_par)=0 |
Convenience method to add a 'changeproperty' reward factory to a response factory. | |
virtual iQuestTriggerFactory * | SetTimeoutTrigger (iQuestTriggerResponseFactory *response, const char *timeout_par)=0 |
Convenience method to set a 'timeout' trigger factory to a response factory. | |
virtual iQuestTriggerFactory * | SetEnterSectorTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sector_par)=0 |
Convenience method to set an 'entersector' trigger factory to a response factory. | |
virtual iQuestTriggerFactory * | SetMeshEnterSectorTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sector_par)=0 |
Convenience method to set a 'meshentersector' trigger factory to a response factory. | |
virtual iQuestTriggerFactory * | SetSequenceFinishTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sequence_par)=0 |
Convenience method to set a 'sequencefinish' trigger factory to a response factory. | |
virtual iQuestTriggerFactory * | SetPropertyChangeTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *prop_par, const char *value_par)=0 |
Convenience method to set a 'propertychange' trigger factory to a response factory. | |
virtual iQuestTriggerFactory * | SetTriggerTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, bool do_leave=false)=0 |
Convenience method to set a 'trigger' trigger factory to a response factory. |
Detailed Description
This is the quest manager.This manager can be used to handle quests. A quest is basically a state machine which can advance from state to state when a trigger activates. It can also hand out 'rewards'.
Definition at line 609 of file questmanager.h.
Member Function Documentation
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Convenience method to add a 'changeproperty' reward factory to a response factory. You need to specify exactly which value should be modified after calling this. |
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Convenience method to add a 'debugprint' reward factory to a response factory.
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Convenience method to add an 'inventory' reward factory to a response factory.
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Convenience method to add a 'newstate' reward factory to a response factory.
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Convenience method to add an 'sequencefinish' reward factory to a response factory.
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Convenience method to add an 'sequence' reward factory to a response factory.
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Create an empty quest factory. Returns 0 on failure (quest factory with that name already exists). |
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Get a quest factory by name.
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Get a reward type from the quest manager. Returns 0 if no such reward type exists. |
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Get a seqop type from the quest manager. Returns 0 if no such seqop type exists. |
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Get a trigger type from the quest manager. Returns 0 if no such trigger type exists. |
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Load a bunch of quest factories.
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Register a quest reward type. Quest rewards can be used by quests to give out some kind of reward to the game. Returns false on failure (reward type with that name already exists). The following predefined reward types are automatically registered in the quest manager:
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Register a seqop reward type. Seqop rewards can be used by quest sequences to define operations in the sequence. Returns false on failure (swqop type with that name already exists). The following predefined sequence operation types are automatically registered in the quest manager:
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Register a quest trigger type. Quest triggers can be used by quests to decide when to go to another state or when to activate a reward. Returns false on failure (trigger type with that name already exists). The following predefined trigger types are automatically registered in the quest manager:
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This is a convenience function to resolve a quest parameter during creation of rewards, triggers, and sequence operations. This routine knows how to recognize parameter usage (starting with '$') and will in that case try to resolve the parameter by finding it in 'params'. Otherwise it will just return the unmodified string. |
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Convenience method to set an 'entersector' trigger factory to a response factory.
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Convenience method to set a 'meshentersector' trigger factory to a response factory.
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Convenience method to set a 'propertychange' trigger factory to a response factory.
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Convenience method to set a 'sequencefinish' trigger factory to a response factory.
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Convenience method to set a 'timeout' trigger factory to a response factory.
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Convenience method to set a 'trigger' trigger factory to a response factory.
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The documentation for this struct was generated from the following file:
- tools/questmanager.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4