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Move ClientTaskInformation to global task header
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@ -151,5 +151,20 @@ typedef enum { ActivityDeliver = 1, ActivityKill = 2, ActivityLoot = 3, Activity
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ActivityTradeSkill = 6, ActivityFish = 7, ActivityForage = 8, ActivityCastOn = 9, ActivitySkillOn = 10,
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ActivityTradeSkill = 6, ActivityFish = 7, ActivityForage = 8, ActivityCastOn = 9, ActivitySkillOn = 10,
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ActivityTouch = 11, ActivityCollect = 13, ActivityGiveCash = 100 } ActivityType;
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ActivityTouch = 11, ActivityCollect = 13, ActivityGiveCash = 100 } ActivityType;
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struct ClientActivityInformation {
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int ActivityID;
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int DoneCount;
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ActivityState State;
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bool Updated; // Flag so we know if we need to update the database
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};
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struct ClientTaskInformation {
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int slot; // intrusive, but makes things easier :P
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int TaskID;
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int CurrentStep;
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int AcceptedTime;
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bool Updated;
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ClientActivityInformation Activity[MAXACTIVITIESPERTASK];
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};
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#endif /* !GLOBAL_TASKS_H */
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#endif /* !GLOBAL_TASKS_H */
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@ -20,8 +20,8 @@ struct SharedTaskMember {
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class SharedTask {
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class SharedTask {
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public:
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public:
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SharedTask() : id(0), task_id(0) {}
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SharedTask() : id(0), task_id(0), locked(false) {}
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SharedTask(int id, int task_id) : id(id), task_id(task_id) {}
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SharedTask(int id, int task_id) : id(id), task_id(task_id), locked(false) {}
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~SharedTask() {}
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~SharedTask() {}
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void AddMember(std::string name, ClientListEntry *cle = nullptr, bool leader = false)
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void AddMember(std::string name, ClientListEntry *cle = nullptr, bool leader = false)
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@ -39,8 +39,10 @@ public:
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private:
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private:
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int id; // id we have in our map
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int id; // id we have in our map
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int task_id; // ID of the task we're on
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int task_id; // ID of the task we're on
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bool locked;
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std::string leader_name;
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std::string leader_name;
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std::vector<SharedTaskMember> members;
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std::vector<SharedTaskMember> members;
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ClientTaskInformation task_state; // book keeping
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};
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};
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class SharedTaskManager {
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class SharedTaskManager {
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16
zone/tasks.h
16
zone/tasks.h
@ -84,22 +84,6 @@ private:
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};
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};
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struct ClientActivityInformation {
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int ActivityID;
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int DoneCount;
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ActivityState State;
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bool Updated; // Flag so we know if we need to update the database
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};
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struct ClientTaskInformation {
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int slot; // intrusive, but makes things easier :P
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int TaskID;
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int CurrentStep;
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int AcceptedTime;
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bool Updated;
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ClientActivityInformation Activity[MAXACTIVITIESPERTASK];
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};
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struct CompletedTaskInformation {
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struct CompletedTaskInformation {
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int TaskID;
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int TaskID;
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int CompletedTime;
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int CompletedTime;
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