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Crossfire Server, Trunk
1.75.0
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New face structure - this enforces the notion that data is face by face only - you can not change the...
void quest_destroy_condition(quest_condition *condition)
void quest_for_each(quest_op op, void *user)
Iterate over all quests.
sstring quest_code
The quest that triggers the condition.
int maxstep
The latest step that triggers the condition, to match, the stages must be between minstep and maxstep...
void(* quest_op)(const quest_definition *, void *)
quest_condition * quest_create_condition(void)
Allocate a quest_condition, will call fatal() if out of memory.
sstring quest_description
Quest longer description.
void quest_destroy(quest_definition *quest)
int quest_condition_from_string(quest_condition *condition, const char *buffer)
Parse a single step condition.
bool quest_is_system
If set then the quest isn't counted or listed.
Plugin animator file specs[Config] name
sstring quest_title
Quest title for player.
sstring quest_comment
Quest comment, not visible to players.
int is_completion_step
Whether this step completes the quest (1) or not (0)
void quest_clear(quest_definition *quest)
const Face * face
Face associated with this quest.
sstring quest_code
Quest internal code.
struct quest_definition * parent
Parent for this quest, NULL if it is a 'top-level' quest.
How to Install a Crossfire Server on you must install a python script engine on your computer Python is the default script engine of Crossfire You can find the python engine you have only to install them The VisualC Crossfire settings are for but you habe then to change the pathes in the VC settings Go in Settings C and Settings Link and change the optional include and libs path to the new python installation path o step
uint32_t client_code
The code used to communicate with the client, merely a unique index.
int minstep
The earliest step in the quest that triggers the condition, -1 means finished, 0 means not started.
One condition to automatically move to a quest step.
const typedef char * sstring
quest_step_definition * quest_create_step(void)
Allocate a quest_step_definition, will call fatal() if out of memory.
Definition of an in-game quest.
if you malloc the data for the buffer
void quest_destroy_step(quest_step_definition *step)
void quest_write_condition(char *buf, size_t len, const quest_condition *condition)
Write a step condition to a buffer.
quest_definition * quest_create(const char *name)
std::vector< quest_condition * > conditions
The conditions that must be satisfied to trigger the step.
sstring step_description
Step description to show player.
int quest_restart
If non zero, can be restarted.
std::vector< quest_step_definition * > steps
Quest steps.