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171 lines
5.5 KiB
C++
171 lines
5.5 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef GLOBAL_TASKS_H
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#define GLOBAL_TASKS_H
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#include <string>
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#include <vector>
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#include <algorithm>
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#include "types.h"
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/* This file contains what is needed for both zone and world managers
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*/
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#define MAXTASKS 10000
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#define MAXTASKSETS 1000
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// The Client has a hard cap of 19 active quests, 29 in SoD+
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#define MAXACTIVEQUESTS 19
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// The Max Chooser (Task Selector entries) is capped at 40 in the Titanium Client.
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#define MAXCHOOSERENTRIES 40
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// The Client has a hard cap of 20 activities per task.
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#define MAXACTIVITIESPERTASK 20
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// This is used to determine if a client's active task slot is empty.
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#define TASKSLOTEMPTY 0
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// Command Codes for worldserver ServerOP_ReloadTasks
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#define RELOADTASKS 0
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#define RELOADTASKGOALLISTS 1
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#define RELOADTASKPROXIMITIES 2
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#define RELOADTASKSETS 3
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// used for timer lockouts and /tasktimers
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struct TaskTimer {
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int ID; // ID used in task timer (replay group)
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int original_id; // original ID of the task (book keeping)
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int expires; // UNIX timestamp of when it expires, what happens with DLS? Fuck it.
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};
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typedef enum { METHODSINGLEID = 0, METHODLIST = 1, METHODQUEST = 2 } TaskMethodType;
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struct ActivityInformation {
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int StepNumber;
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int Type;
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std::string target_name; // name mob, location -- default empty
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std::string item_list; // likely defaults to empty
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std::string skill_list; // IDs ; separated -- default -1
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std::string spell_list; // IDs ; separated -- default 0
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std::string desc_override; // overrides auto generated description -- default empty
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int skill_id; // older clients, first id from above
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int spell_id; // older clients, first id from above
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int GoalID;
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TaskMethodType GoalMethod;
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int GoalCount;
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int DeliverToNPC;
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std::vector<int> ZoneIDs;
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std::string zones; // IDs ; searated, ZoneID is the first in this list for older clients -- default empty string
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bool Optional;
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inline bool CheckZone(int zone_id) {
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if (ZoneIDs.empty())
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return true;
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return std::find(ZoneIDs.begin(), ZoneIDs.end(), zone_id) != ZoneIDs.end();
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}
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};
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typedef enum { ActivitiesSequential = 0, ActivitiesStepped = 1 } SequenceType;
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enum class TaskType {
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Task = 0, // can have at max 1
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Shared = 1, // can have at max 1
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Quest = 2, // can have at max 19 or 29 depending on client
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E = 3 // can have at max 19 or 29 depending on client, not present in live anymore
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};
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enum class DurationCode {
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None = 0,
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Short = 1,
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Medium = 2,
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Long = 3
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};
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// need to capture more, shared are just Radiant/Ebon though
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enum class PointType {
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None = 0,
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Radiant = 4,
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Ebon = 5,
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};
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struct TaskInformation {
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TaskType type;
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int Duration;
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DurationCode dur_code; // description for time investment for when Duration == 0
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std::string Title; // max length 64
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std::string Description; // max length 4000, 2048 on Tit
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std::string Reward;
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std::string item_link; // max length 128 older clients, item link gets own string
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std::string completion_emote; // emote after completing task, yellow. Maybe should make more generic ... but yellow for now!
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int RewardID;
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int CashReward; // Expressed in copper
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int XPReward;
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int faction_reward; // just a npc_faction_id
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TaskMethodType RewardMethod;
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int reward_points; // DoN crystals for shared. Generic "points" for non-shared
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PointType reward_type; // 4 for Radiant Crystals else Ebon crystals when shared task
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int ActivityCount;
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SequenceType SequenceMode;
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int LastStep;
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short MinLevel;
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short MaxLevel;
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bool Repeatable;
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int replay_group; // ID of our replay timer group (0 means none)
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int min_players; // shared tasks
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int max_players;
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int task_lock_step; // task locks after this step is completed
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uint32 instance_zone_id; // instance shit
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uint32 zone_version;
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uint16 zone_in_zone_id;
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float zone_in_x;
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float zone_in_y;
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uint16 zone_in_object_id;
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float dest_x;
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float dest_y;
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float dest_z;
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float dest_h;
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/* int graveyard_zone_id;
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float graveyard_x;
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float graveyard_y;
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float graveyard_z;
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float graveyard_radius; */
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ActivityInformation Activity[MAXACTIVITIESPERTASK];
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};
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typedef enum { ActivityHidden = 0, ActivityActive = 1, ActivityCompleted = 2 } ActivityState;
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typedef enum { ActivityDeliver = 1, ActivityKill = 2, ActivityLoot = 3, ActivitySpeakWith = 4, ActivityExplore = 5,
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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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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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