eqemu-server/zone/tasks.h
2021-02-06 01:14:32 -06:00

397 lines
12 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2004 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TASKS_H
#define TASKS_H
#include "../common/types.h"
#include <list>
#include <vector>
#include <string>
#include <algorithm>
#define MAXTASKS 10000
#define MAXTASKSETS 1000
// The Client has a hard cap of 19 active quests, 29 in SoD+
#define MAXACTIVEQUESTS 19
// The Max Chooser (Task Selector entries) is capped at 40 in the Titanium Client.
#define MAXCHOOSERENTRIES 40
// The Client has a hard cap of 20 activities per task.
#define MAXACTIVITIESPERTASK 20
// This is used to determine if a client's active task slot is empty.
#define TASKSLOTEMPTY 0
// Command Codes for worldserver ServerOP_ReloadTasks
#define RELOADTASKS 0
#define RELOADTASKGOALLISTS 1
#define RELOADTASKPROXIMITIES 2
#define RELOADTASKSETS 3
class Client;
class Mob;
namespace EQ {
class ItemInstance;
}
struct TaskGoalList_Struct {
int ListID;
int Min, Max;
std::vector<int> GoalItemEntries;
};
// This is used for handling lists, loading them from the database, searching them.
// Used for lists of NPCs to kill, items to loot, etc, as well as lists of items to
// reward the player with on completion of the task.
//
class TaskGoalListManager {
public:
TaskGoalListManager();
~TaskGoalListManager();
bool LoadLists();
int GetListByID(int ListID);
bool IsInList(int ListID, int Entry);
int GetFirstEntry(int ListID);
std::vector<int> GetListContents(int ListIndex);
private:
std::vector<TaskGoalList_Struct> TaskGoalLists;
int NumberOfLists;
};
typedef struct {
int ExploreID;
float MinX, MaxX, MinY, MaxY, MinZ, MaxZ;
} TaskProximity;
// This class is used for managing proximities so that Quest NPC proximities don't need to be used.
class TaskProximityManager {
public:
TaskProximityManager();
~TaskProximityManager();
bool LoadProximities(int ZoneID);
int CheckProximities(float X, float Y, float Z);
private:
std::vector<TaskProximity> TaskProximities;
};
typedef enum {
METHODSINGLEID = 0,
METHODLIST = 1,
METHODQUEST = 2
} TaskMethodType;
struct ActivityInformation {
int StepNumber;
int Type;
std::string target_name; // name mob, location -- default empty
std::string item_list; // likely defaults to empty
std::string skill_list; // IDs ; separated -- default -1
std::string spell_list; // IDs ; separated -- default 0
std::string desc_override; // overrides auto generated description -- default empty
int skill_id; // older clients, first id from above
int spell_id; // older clients, first id from above
int GoalID;
TaskMethodType GoalMethod;
int GoalCount;
int DeliverToNPC;
std::vector<int> ZoneIDs;
std::string zones; // IDs ; searated, ZoneID is the first in this list for older clients -- default empty string
bool Optional;
inline bool CheckZone(int zone_id)
{
if (ZoneIDs.empty()) {
return true;
}
return std::find(ZoneIDs.begin(), ZoneIDs.end(), zone_id) != ZoneIDs.end();
}
};
typedef enum {
ActivitiesSequential = 0, ActivitiesStepped = 1
} SequenceType;
enum class TaskType {
Task = 0, // can have at max 1
Shared = 1, // can have at max 1
Quest = 2, // can have at max 19 or 29 depending on client
E = 3 // can have at max 19 or 29 depending on client, not present in live anymore
};
enum class DurationCode {
None = 0,
Short = 1,
Medium = 2,
Long = 3
};
struct TaskInformation {
TaskType type;
int duration;
DurationCode duration_code; // description for time investment for when duration == 0
std::string title; // max length 64
std::string description; // max length 4000, 2048 on Tit
std::string reward;
std::string item_link; // max length 128 older clients, item link gets own string
std::string completion_emote; // emote after completing task, yellow. Maybe should make more generic ... but yellow for now!
int reward_id;
int cash_reward; // Expressed in copper
int experience_reward;
int faction_reward; // just a npc_faction_id
TaskMethodType reward_method;
int activity_count;
SequenceType sequence_mode;
int last_step;
short min_level;
short max_level;
bool repeatable;
ActivityInformation activity_information[MAXACTIVITIESPERTASK];
};
typedef enum {
ActivityHidden = 0,
ActivityActive = 1,
ActivityCompleted = 2
} ActivityState;
typedef enum {
ActivityDeliver = 1,
ActivityKill = 2,
ActivityLoot = 3,
ActivitySpeakWith = 4,
ActivityExplore = 5,
ActivityTradeSkill = 6,
ActivityFish = 7,
ActivityForage = 8,
ActivityCastOn = 9,
ActivitySkillOn = 10,
ActivityTouch = 11,
ActivityCollect = 13,
ActivityGiveCash = 100
} ActivityType;
struct ClientActivityInformation {
int activity_id;
int done_count;
ActivityState activity_state;
bool updated; // Flag so we know if we need to updated the database
};
struct ClientTaskInformation {
int slot; // intrusive, but makes things easier :P
int task_id;
int current_step;
int accepted_time;
bool updated;
ClientActivityInformation activity[MAXACTIVITIESPERTASK];
};
struct CompletedTaskInformation {
int task_id;
int completed_time;
bool activity_done[MAXACTIVITIESPERTASK];
};
class ClientTaskState {
public:
ClientTaskState();
~ClientTaskState();
void ShowClientTasks(Client *client);
inline int GetActiveTaskCount() { return active_task_count; }
int GetActiveTaskID(int index);
bool IsTaskActivityCompleted(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCount(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCountFromTaskID(int task_id, int activity_id);
int GetTaskStartTime(TaskType task_type, int index);
void AcceptNewTask(Client *client, int task_id, int npc_type_id, bool enforce_level_requirement = false);
void FailTask(Client *client, int task_id);
int TaskTimeLeft(int task_id);
int IsTaskCompleted(int task_id);
bool IsTaskActive(int task_id);
bool IsTaskActivityActive(int task_id, int activity_id);
ActivityState GetTaskActivityState(TaskType task_type, int index, int activity_id);
void UpdateTaskActivity(Client *client, int task_id, int activity_id, int count, bool ignore_quest_update = false);
void ResetTaskActivity(Client *client, int task_id, int activity_id);
void CancelTask(Client *client, int sequence_number, TaskType task_type, bool remove_from_db = true);
void CancelAllTasks(Client *client);
void RemoveTask(Client *client, int sequence_number, TaskType task_type);
void RemoveTaskByTaskID(Client *client, uint32 task_id);
bool UpdateTasksByNPC(Client *client, int activity_type, int npc_type_id);
void UpdateTasksOnKill(Client *client, int npc_type_id);
void UpdateTasksForItem(Client *client, ActivityType activity_type, int item_id, int count = 1);
void UpdateTasksOnExplore(Client *client, int explore_id);
bool UpdateTasksOnSpeakWith(Client *client, int npc_type_id);
bool UpdateTasksOnDeliver(Client *client, std::list<EQ::ItemInstance *> &items, int cash, int npc_type_id);
void UpdateTasksOnTouch(Client *client, int zone_id);
void ProcessTaskProximities(Client *client, float x, float y, float z);
bool TaskOutOfTime(TaskType task_type, int index);
void TaskPeriodicChecks(Client *client);
void SendTaskHistory(Client *client, int task_index);
void RewardTask(Client *client, TaskInformation *task_information);
void EnableTask(int character_id, int task_count, int *task_list);
void DisableTask(int character_id, int task_count, int *task_list);
bool IsTaskEnabled(int task_id);
int EnabledTaskCount(int task_set_id);
int ActiveSpeakTask(int npc_type_id);
int ActiveSpeakActivity(int npc_type_id, int task_id);
int ActiveTasksInSet(int task_set_id);
int CompletedTasksInSet(int task_set_id);
bool HasSlotForTask(TaskInformation *task);
inline bool HasFreeTaskSlot() { return active_task.task_id == TASKSLOTEMPTY; }
friend class TaskManager;
private:
bool UnlockActivities(int character_id, ClientTaskInformation &task_info);
void IncrementDoneCount(
Client *client,
TaskInformation *task_information,
int task_index,
int activity_id,
int count = 1,
bool ignore_quest_update = false
);
inline ClientTaskInformation *GetClientTaskInfo(TaskType task_type, int index)
{
ClientTaskInformation *info = nullptr;
switch (task_type) {
case TaskType::Task:
if (index == 0) {
info = &active_task;
}
break;
case TaskType::Shared:
break;
case TaskType::Quest:
if (index < MAXACTIVEQUESTS) {
info = &active_quests[index];
}
break;
default:
break;
}
return info;
}
int active_task_count;
union { // easier to loop over
struct {
ClientTaskInformation active_task; // only one
ClientTaskInformation active_quests[MAXACTIVEQUESTS];
};
ClientTaskInformation ActiveTasks[MAXACTIVEQUESTS + 1];
};
// Shared tasks should be limited to 1 as well
std::vector<int> enabled_tasks;
std::vector<CompletedTaskInformation> completed_tasks;
int last_completed_task_loaded;
bool checked_touch_activities;
};
class TaskManager {
public:
TaskManager();
~TaskManager();
int GetActivityCount(int task_id);
bool LoadTasks(int single_task = 0);
void ReloadGoalLists();
inline void LoadProximities(int zone_id)
{
proximity_manager.LoadProximities(zone_id);
}
bool LoadTaskSets();
bool LoadClientState(Client *client, ClientTaskState *client_task_state);
bool SaveClientState(Client *client, ClientTaskState *client_task_state);
void SendTaskSelector(Client *client, Mob *mob, int task_count, int *task_list);
void SendTaskSelectorNew(Client *client, Mob *mob, int task_count, int *task_list);
bool ValidateLevel(int task_id, int player_level);
std::string GetTaskName(uint32 task_id);
TaskType GetTaskType(uint32 task_id);
void TaskSetSelector(Client *client, ClientTaskState *client_task_state, Mob *mob, int task_set_id);
// task list provided by QuestManager (perl/lua)
void TaskQuestSetSelector(
Client *client,
ClientTaskState *client_task_state,
Mob *mob,
int count,
int *tasks
);
void SendActiveTasksToClient(Client *client, bool task_complete = false);
void SendSingleActiveTaskToClient(
Client *client,
ClientTaskInformation &task_info,
bool task_complete,
bool bring_up_task_journal = false
);
void SendTaskActivityShort(Client *client, int task_id, int activity_id, int client_task_index);
void SendTaskActivityLong(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendTaskActivityNew(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendCompletedTasksToClient(Client *c, ClientTaskState *client_task_state);
void ExplainTask(Client *client, int task_id);
int FirstTaskInSet(int task_set);
int LastTaskInSet(int task_set);
int NextTaskInSet(int task_set, int task_id);
bool IsTaskRepeatable(int task_id);
friend class ClientTaskState;
private:
TaskGoalListManager goal_list_manager;
TaskProximityManager proximity_manager;
TaskInformation *p_task_data[MAXTASKS];
std::vector<int> task_sets[MAXTASKSETS];
void SendActiveTaskDescription(
Client *client,
int task_id,
ClientTaskInformation &task_info,
int start_time,
int duration,
bool bring_up_task_journal = false
);
};
#endif