- Timestamp:
- Aug 14, 2009, 3:07:59 AM (15 years ago)
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-
- 1 edited
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code/branches/libraries/src/orxonox/objects/quest/GlobalQuest.h
r3280 r5648 26 26 * 27 27 */ 28 28 29 29 /** 30 30 @file … … 35 35 #define _GlobalQuest_H__ 36 36 37 #include " OrxonoxPrereqs.h"37 #include "objects/quest/QuestPrereqs.h" 38 38 39 39 #include <list> … … 47 47 GlobalQuests are Quests, that have the same status for all players. 48 48 This means, that when a player successfully completes a GlobalQuest, it is completed for all players that have it. 49 49 50 50 Creating a GlobalQuest through XML goes as follows: 51 51 52 52 <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information 53 53 <QuestDescription title="Title" description="Description." /> //The description of the quest. … … 81 81 Damian 'Mozork' Frick 82 82 */ 83 class _ OrxonoxExport GlobalQuest : public Quest83 class _QuestExport GlobalQuest : public Quest 84 84 { 85 85 public: … … 88 88 89 89 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a GlobalQuest object through XML. 90 90 91 91 virtual bool fail(PlayerInfo* player); //!< Fails the Quest. 92 92 virtual bool complete(PlayerInfo* player); //!< Completes the Quest. … … 98 98 99 99 virtual QuestStatus::Value getStatus(const PlayerInfo* player) const; //!< Returns the status of the Quest for a specific player. 100 100 101 101 virtual bool setStatus(PlayerInfo* player, const QuestStatus::Value & status); //!< Sets the status for a specific player. 102 102 … … 105 105 QuestStatus::Value status_; //!< The status of this Quest. 106 106 std::list<QuestEffect*> rewards_; //!< Reward QuestEffects only invoked on the player completing the Quest. 107 107 108 108 bool addRewardEffect(QuestEffect* effect); //!< Adds a reward QuestEffect to the list of reward QuestEffects. 109 109 const QuestEffect* getRewardEffects(unsigned int index) const; //!< Returns the reward QuestEffect at the given index.
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