iQuestStateFactory Struct Reference
A representation of a quest state in a quest factory. More...
#include <tools/questmanager.h>
Inheritance diagram for iQuestStateFactory:

Public Member Functions | |
| virtual void | AddExitRewardFactory (iQuestRewardFactory *reward_fact)=0 |
| Add a new reward to be fired on state exit. | |
| virtual void | AddInitRewardFactory (iQuestRewardFactory *reward_fact)=0 |
| Add a new reward to be fired on state initialization. | |
| virtual iQuestTriggerResponseFactory * | CreateTriggerResponseFactory ()=0 |
| Create a new trigger response. | |
| virtual const char * | GetName () const =0 |
| Get the name of this state. | |
Detailed Description
A representation of a quest state in a quest factory.
A state is basically a collection of trigger response factories.
Definition at line 534 of file questmanager.h.
Member Function Documentation
| virtual void iQuestStateFactory::AddExitRewardFactory | ( | iQuestRewardFactory * | reward_fact | ) | [pure virtual] |
Add a new reward to be fired on state exit.
| virtual void iQuestStateFactory::AddInitRewardFactory | ( | iQuestRewardFactory * | reward_fact | ) | [pure virtual] |
Add a new reward to be fired on state initialization.
| virtual iQuestTriggerResponseFactory* iQuestStateFactory::CreateTriggerResponseFactory | ( | ) | [pure virtual] |
Create a new trigger response.
| virtual const char* iQuestStateFactory::GetName | ( | ) | const [pure virtual] |
Get the name of this state.
The documentation for this struct was generated from the following file:
- tools/questmanager.h
Generated for CEL: Crystal Entity Layer 1.4.1 by doxygen 1.7.1
