CEL

Public API Reference

iQuestManager Struct Reference

This is the quest manager. More...

#include <tools/questmanager.h>

List of all members.

Public Member Functions

virtual iChangePropertyQuestRewardFactoryAddChangePropertyReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *prop_par)=0
 Convenience method to add a 'changeproperty' reward factory to a response factory.
virtual iQuestRewardFactoryAddDebugPrintReward (iQuestTriggerResponseFactory *response, const char *msg_par)=0
 Convenience method to add a 'debugprint' reward factory to a response factory.
virtual iQuestRewardFactoryAddInventoryReward (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 iQuestRewardFactoryAddNewStateReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *state_par)=0
 Convenience method to add a 'newstate' reward factory to a response factory.
virtual iQuestRewardFactoryAddSequenceFinishReward (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sequence_par)=0
 Convenience method to add an 'sequencefinish' reward factory to a response factory.
virtual iQuestRewardFactoryAddSequenceReward (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 iQuestFactoryCreateQuestFactory (const char *name)=0
 Create an empty quest factory.
virtual iQuestFactoryGetQuestFactory (const char *name)=0
 Get a quest factory by name.
virtual iQuestRewardTypeGetRewardType (const char *name)=0
 Get a reward type from the quest manager.
virtual iQuestSeqOpTypeGetSeqOpType (const char *name)=0
 Get a seqop type from the quest manager.
virtual iQuestTriggerTypeGetTriggerType (const char *name)=0
 Get a trigger type from the quest manager.
virtual bool Load (iDocumentNode *node)=0
 Load a bunch of quest factories.
virtual bool RegisterRewardType (iQuestRewardType *trigger)=0
 Register a quest reward type.
virtual bool RegisterSeqOpType (iQuestSeqOpType *seqop)=0
 Register a seqop reward type.
virtual bool RegisterTriggerType (iQuestTriggerType *trigger)=0
 Register a quest trigger type.
virtual const char * ResolveParameter (const celQuestParams &params, const char *param)=0
 This is a convenience function to resolve a quest parameter during creation of rewards, triggers, and sequence operations.
virtual iQuestTriggerFactorySetEnterSectorTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sector_par)=0
 Convenience method to set an 'entersector' trigger factory to a response factory.
virtual iQuestTriggerFactorySetMeshEnterSectorTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sector_par)=0
 Convenience method to set a 'meshentersector' trigger factory to a response factory.
virtual iQuestTriggerFactorySetPropertyChangeTrigger (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 iQuestTriggerFactorySetSequenceFinishTrigger (iQuestTriggerResponseFactory *response, const char *entity_par, const char *sequence_par)=0
 Convenience method to set a 'sequencefinish' trigger factory to a response factory.
virtual iQuestTriggerFactorySetTimeoutTrigger (iQuestTriggerResponseFactory *response, const char *timeout_par)=0
 Convenience method to set a 'timeout' trigger factory to a response factory.
virtual iQuestTriggerFactorySetTriggerTrigger (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 627 of file questmanager.h.


Member Function Documentation

virtual iChangePropertyQuestRewardFactory* iQuestManager::AddChangePropertyReward iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  prop_par
[pure virtual]
 

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.

virtual iQuestRewardFactory* iQuestManager::AddDebugPrintReward iQuestTriggerResponseFactory response,
const char *  msg_par
[pure virtual]
 

Convenience method to add a 'debugprint' reward factory to a response factory.

virtual iQuestRewardFactory* iQuestManager::AddInventoryReward iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  child_entity_par
[pure virtual]
 

Convenience method to add an 'inventory' reward factory to a response factory.

virtual iQuestRewardFactory* iQuestManager::AddNewStateReward iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  state_par
[pure virtual]
 

Convenience method to add a 'newstate' reward factory to a response factory.

virtual iQuestRewardFactory* iQuestManager::AddSequenceFinishReward iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  sequence_par
[pure virtual]
 

Convenience method to add an 'sequencefinish' reward factory to a response factory.

virtual iQuestRewardFactory* iQuestManager::AddSequenceReward iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  sequence_par,
const char *  delay_par
[pure virtual]
 

Convenience method to add an 'sequence' reward factory to a response factory.

virtual iQuestFactory* iQuestManager::CreateQuestFactory const char *  name  )  [pure virtual]
 

Create an empty quest factory.

Returns 0 on failure (quest factory with that name already exists).

virtual iQuestFactory* iQuestManager::GetQuestFactory const char *  name  )  [pure virtual]
 

Get a quest factory by name.

virtual iQuestRewardType* iQuestManager::GetRewardType const char *  name  )  [pure virtual]
 

Get a reward type from the quest manager.

Returns 0 if no such reward type exists.

virtual iQuestSeqOpType* iQuestManager::GetSeqOpType const char *  name  )  [pure virtual]
 

Get a seqop type from the quest manager.

Returns 0 if no such seqop type exists.

virtual iQuestTriggerType* iQuestManager::GetTriggerType const char *  name  )  [pure virtual]
 

Get a trigger type from the quest manager.

Returns 0 if no such trigger type exists.

virtual bool iQuestManager::Load iDocumentNode *  node  )  [pure virtual]
 

Load a bunch of quest factories.

Parameters:
node is a node containing <quest> children.
Returns:
false on error (reporter is used to report).

virtual bool iQuestManager::RegisterRewardType iQuestRewardType trigger  )  [pure virtual]
 

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:

virtual bool iQuestManager::RegisterSeqOpType iQuestSeqOpType seqop  )  [pure virtual]
 

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:

virtual bool iQuestManager::RegisterTriggerType iQuestTriggerType trigger  )  [pure virtual]
 

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:

virtual const char* iQuestManager::ResolveParameter const celQuestParams &  params,
const char *  param
[pure virtual]
 

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.

virtual iQuestTriggerFactory* iQuestManager::SetEnterSectorTrigger iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  sector_par
[pure virtual]
 

Convenience method to set an 'entersector' trigger factory to a response factory.

virtual iQuestTriggerFactory* iQuestManager::SetMeshEnterSectorTrigger iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  sector_par
[pure virtual]
 

Convenience method to set a 'meshentersector' trigger factory to a response factory.

virtual iQuestTriggerFactory* iQuestManager::SetPropertyChangeTrigger iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  prop_par,
const char *  value_par
[pure virtual]
 

Convenience method to set a 'propertychange' trigger factory to a response factory.

virtual iQuestTriggerFactory* iQuestManager::SetSequenceFinishTrigger iQuestTriggerResponseFactory response,
const char *  entity_par,
const char *  sequence_par
[pure virtual]
 

Convenience method to set a 'sequencefinish' trigger factory to a response factory.

virtual iQuestTriggerFactory* iQuestManager::SetTimeoutTrigger iQuestTriggerResponseFactory response,
const char *  timeout_par
[pure virtual]
 

Convenience method to set a 'timeout' trigger factory to a response factory.

virtual iQuestTriggerFactory* iQuestManager::SetTriggerTrigger iQuestTriggerResponseFactory response,
const char *  entity_par,
bool  do_leave = false
[pure virtual]
 

Convenience method to set a 'trigger' trigger factory to a response factory.


The documentation for this struct was generated from the following file:
Generated for CEL: Crystal Entity Layer by doxygen 1.4.6