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Ignore:
Timestamp:
Sep 11, 2010, 12:34:00 AM (14 years ago)
Author:
landauf
Message:

merged doc branch back to trunk

Location:
code/trunk
Files:
12 deleted
13 edited
14 copied

Legend:

Unmodified
Added
Removed
  • code/trunk

  • code/trunk/src/modules/questsystem/CMakeLists.txt

    r7164 r7401  
    11SET_SOURCE_FILES(QUESTSYSTEM_SRC_FILES
    2   AddQuest.cc
    3   AddQuestHint.cc
    4   AddReward.cc
    5   ChangeQuestStatus.cc
    6   CompleteQuest.cc
    7   FailQuest.cc
    82  GlobalQuest.cc
    93  LocalQuest.cc
     
    1812  QuestNotification.cc
    1913)
     14
     15ADD_SUBDIRECTORY(effects)
    2016
    2117ORXONOX_ADD_LIBRARY(questsystem
  • code/trunk/src/modules/questsystem/GlobalQuest.h

    r5781 r7401  
    5050        Creating a GlobalQuest through XML goes as follows:
    5151
    52         <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
     52        @code
     53        <GlobalQuest id="questId">
    5354            <QuestDescription title="Title" description="Description." /> //The description of the quest.
    5455            <subquests>
     
    7879            </reward-effects>
    7980        </GlobalQuest>
     81        @endcode
    8082    @author
    8183        Damian 'Mozork' Frick
  • code/trunk/src/modules/questsystem/LocalQuest.h

    r5781 r7401  
    4949        Creating a LocalQuest through XML goes as follows:
    5050
    51         <LocalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
     51        @code
     52        <LocalQuest id="questId">
    5253            <QuestDescription title="Title" description="Description." /> //The description of the quest.
    5354            <subquests>
     
    7273            </complete-effects>
    7374        </LocalQuest>
     75        @endcode
    7476    @author
    7577        Damian 'Mozork' Frick
  • code/trunk/src/modules/questsystem/Quest.cc

    r7163 r7401  
    197197    @brief
    198198        Returns the subquest at the given index.
    199     @param
     199    @param index
    200200        The index.
    201201    @return
     
    222222    @brief
    223223        Returns the QuestHint at the given index.
    224     @param
     224    @param index
    225225        The index.
    226226    @return
     
    246246    @brief
    247247        Returns the fail QuestEffect at the given index.
    248     @param
     248    @param index
    249249        The index.
    250250    @return
     
    270270    @brief
    271271        Returns the complete QuestEffect at the given index.
    272     @param
     272    @param index
    273273        The index.
    274274    @return
  • code/trunk/src/modules/questsystem/QuestDescription.h

    r7163 r7401  
    5050        Creating a QuestDescription through XML goes as follows:
    5151
     52        @code
    5253        <QuestDescription title="Title" description="Description Text" failMessage="You fail." completeMessage="You win!" />
     54        @endcode
    5355    @author
    5456        Damian 'Mozork' Frick
  • code/trunk/src/modules/questsystem/QuestEffectBeacon.cc

    r7163 r7401  
    9292        Executes the QuestEffectBeacon.
    9393        This means extracting the Pawn from the PlayerTrigger, provided by the Event causing the execution, and the extracting the PlayerInfo from the received Pawn and invoking the QuestEffectbeacon's QuestEffects on the received PlayerInfo.
     94    @param bTriggered
     95        true means the trigger was activated while false means it was deactivated
    9496    @param trigger
    9597        A pointer to the PlayerTrigger that threw the Event.
     
    9799        Returns true if successfully executed, false if not.
    98100    */
    99     bool QuestEffectBeacon::execute(bool b, BaseObject* trigger)
    100     {
    101         if(!b)
     101    bool QuestEffectBeacon::execute(bool bTriggered, BaseObject* trigger)
     102    {
     103        if(!bTriggered)
    102104        {
    103105            return false;
  • code/trunk/src/modules/questsystem/QuestEffectBeacon.h

    r6800 r7401  
    6161        Creating a QuestEffectBeacon through XML goes as follows:
    6262
     63        @code
    6364        <QuestEffectBeacon times=n> //Where 'n' is eighter a number >= 0, which means the QuestEffectBeacon can be executed n times. Or n = -1, which means the QuestEffectBeacon can be executed an infinite number of times.
    6465            <effects>
     
    7677            </attached>
    7778        </QuestEffectBeacon>
     79        @endcode
    7880    @author
    7981        Damian 'Mozork' Frick
     
    8890            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
    8991
    90             bool execute(bool b, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
     92            bool execute(bool bTriggered, BaseObject* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
    9193
    9294            /**
  • code/trunk/src/modules/questsystem/QuestHint.h

    r7163 r7401  
    6060        Creating a QuestHint through XML goes as follows:
    6161
    62         <QuestHint id="hintId">  //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
     62        @code
     63        <QuestHint id="hintId">
    6364            <QuestDesctription title="" description="" />
    6465        </QuestHint>
     66        @endcode
    6567    @author
    6668        Damian 'Mozork' Frick
  • code/trunk/src/modules/questsystem/QuestItem.cc

    r7163 r7401  
    7878    @brief
    7979        Sets the id of the QuestItem.
    80     The id must be of GUID form. See 'http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure' for more information.
     80        The id can be any string and must be unique in the context it is used (commonly a level file). To ensure uniqueness one could use GUIDs, however they are in general less readable, so make your own choice.
     81    @see
     82        http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure
    8183    @param id
    8284        The id to be set.
  • code/trunk/src/modules/questsystem/QuestItem.h

    r7163 r7401  
    9898
    9999        private:
    100             std::string id_; //!< Identifier. Should be of GUID form: http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure
     100            std::string id_; //!< Identifier. Must be unique.
    101101            QuestDescription* description_; //!< The QuestDescription of the QuestItem.
    102102
  • code/trunk/src/modules/questsystem/QuestListener.h

    r5781 r7401  
    6262        You can use the QuestListener as if it were a Trigger or EventListener, that fires an Event when the status (depending on the set mode) of the given Quest changes.
    6363
     64        @code
    6465        <BaseObject> // The object that should react to the status change of a Quest.
    6566            <events>
     
    6970            </events>
    7071        </BaseObject>
     72        @endcode
    7173    @author
    7274    Damian 'Mozork' Frick
  • code/trunk/src/modules/questsystem/QuestNotification.cc

    r7163 r7401  
    4848    @brief
    4949        Creates a QuestNotification with the input message.
     50    @param creator
     51        The creator of this object
    5052    @param message
    5153        The message to be sent.
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