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https://github.com/EQEmu/Server.git
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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
116 lines
2.8 KiB
C++
116 lines
2.8 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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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; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/timer.h"
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#include "common/types.h"
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#include "world/adventure_template.h"
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#include <cstdlib>
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#include <list>
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#include <string>
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enum AdventureStatus
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{
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AS_WaitingForZoneIn,
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AS_WaitingForPrimaryEndTime,
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AS_WaitingForSecondaryEndTime,
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AS_Finished,
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};
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enum AdventureWinStatus
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{
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AWS_Win,
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AWS_SecondPlace,
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AWS_Lose
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};
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struct AdventureZones
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{
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std::string zone;
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int version;
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};
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struct AdventureZoneIn
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{
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int zone_id;
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int door_id;
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};
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struct AdventureFinishEvent
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{
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std::string name;
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bool win;
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int points;
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int theme;
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};
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struct LeaderboardInfo
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{
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std::string name;
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uint32 wins;
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uint32 guk_wins;
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uint32 mir_wins;
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uint32 mmc_wins;
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uint32 ruj_wins;
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uint32 tak_wins;
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uint32 losses;
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uint32 guk_losses;
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uint32 mir_losses;
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uint32 mmc_losses;
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uint32 ruj_losses;
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uint32 tak_losses;
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};
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class Adventure
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{
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public:
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Adventure(AdventureTemplate *t);
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Adventure(AdventureTemplate *t, int in_count, int in_assassination_count, AdventureStatus in_status, uint16 in_instance_id, uint32 time_left);
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~Adventure();
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bool Process();
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bool IsActive();
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void AddPlayer(std::string character_name, bool add_client_to_instance = true);
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void RemovePlayer(std::string character_name);
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bool PlayerExists(const std::string& character_name);
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bool CreateInstance();
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void IncrementCount();
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void IncrementAssassinationCount();
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void Finished(AdventureWinStatus ws);
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void SetStatus(AdventureStatus new_status);
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void SendAdventureMessage(uint32 type, const char *msg);
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void MoveCorpsesToGraveyard();
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uint16 GetInstanceID() const { return instance_id; }
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const AdventureTemplate *GetTemplate() const { return adventure_template; }
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AdventureStatus GetStatus() const { return status; }
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std::list<std::string> GetPlayers() { return players; }
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int GetCount() const { return count; }
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int GetAssassinationCount() const { return assassination_count; }
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uint32 GetRemainingTime() const { if(current_timer) { return (current_timer->GetRemainingTime() / 1000); } else { return 0; } }
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protected:
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int id;
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int count;
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int assassination_count;
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AdventureTemplate *adventure_template;
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AdventureStatus status;
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std::list<std::string> players;
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Timer *current_timer;
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int instance_id;
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};
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