mirror of
https://github.com/EQEmu/Server.git
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Also updated internal UpdateTaskActivity methods to optionally ignore quest based task updates to prevent feedback
260 lines
8.4 KiB
C++
260 lines
8.4 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2004 EQEMu Development Team (http://eqemulator.net)
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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 TASKS_H
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#define TASKS_H
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#include "../common/types.h"
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#include <vector>
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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 tasks
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#define MAXACTIVETASKS 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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//
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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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class Client;
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class Mob;
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struct TaskGoalList_Struct {
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int ListID;
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int Size;
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int Min, Max;
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int *GoalItemEntries;
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};
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// This is used for handling lists, loading them from the database, searching them.
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// Used for lists of NPCs to kill, items to loot, etc, as well as lists of items to
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// reward the player with on completion of the task.
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//
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class TaskGoalListManager {
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public:
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TaskGoalListManager();
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~TaskGoalListManager();
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bool LoadLists();
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int GetListByID(int ListID);
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bool IsInList(int ListID, int Entry);
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int GetFirstEntry(int ListID);
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std::vector<int> GetListContents(int ListIndex);
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private:
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TaskGoalList_Struct *TaskGoalLists;
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int NumberOfLists;
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};
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typedef struct {
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int ExploreID;
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float MinX, MaxX, MinY, MaxY, MinZ, MaxZ;
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} TaskProximity;
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// This class is used for managing proximities so that Quest NPC proximities don't need to be used.
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class TaskProximityManager {
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public:
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TaskProximityManager();
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~TaskProximityManager();
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bool LoadProximities(int ZoneID);
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int CheckProximities(float X, float Y, float Z);
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private:
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std::vector<TaskProximity> TaskProximities;
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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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char *Text1;
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char *Text2;
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char *Text3;
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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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int ZoneID;
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bool Optional;
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};
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typedef enum { ActivitiesSequential = 0, ActivitiesStepped = 1 } SequenceType;
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struct TaskInformation {
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int Duration;
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char *Title;
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char *Description;
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char *Reward;
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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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TaskMethodType RewardMethod;
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int StartZone;
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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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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, ActivityUse1 = 9, ActivityUse2 = 10,
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ActivityTouch = 11, 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 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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int TaskID;
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int CompletedTime;
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bool ActivityDone[MAXACTIVITIESPERTASK];
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};
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class ClientTaskState {
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public:
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ClientTaskState();
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~ClientTaskState();
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void ShowClientTasks(Client *c);
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inline int GetActiveTaskCount() { return ActiveTaskCount; }
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int GetActiveTaskID(int index);
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bool IsTaskActivityCompleted(int index, int ActivityID);
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int GetTaskActivityDoneCount(int index, int ActivityID);
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int GetTaskActivityDoneCountFromTaskID(int TaskID, int ActivityID);
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int GetTaskStartTime(int index);
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void AcceptNewTask(Client *c, int TaskID, int NPCID);
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void FailTask(Client *c, int TaskID);
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int TaskTimeLeft(int TaskID);
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int IsTaskCompleted(int TaskID);
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bool IsTaskActive(int TaskID);
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bool IsTaskActivityActive(int TaskID, int ActivityID);
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ActivityState GetTaskActivityState(int index, int ActivityID);
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void UpdateTaskActivity(Client *c, int TaskID, int ActivityID, int Count, bool ignore_quest_update = false);
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void ResetTaskActivity(Client *c, int TaskID, int ActivityID);
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void CancelTask(Client *c, int SequenceNumber, bool RemoveFromDB = true);
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void CancelAllTasks(Client *c);
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void RemoveTask(Client *c, int SequenceNumber);
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bool UpdateTasksByNPC(Client *c, int ActivityType, int NPCTypeID);
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void UpdateTasksOnKill(Client *c, int NPCTypeID);
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void UpdateTasksForItem(Client *c, ActivityType Type, int ItemID, int Count=1);
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void UpdateTasksOnExplore(Client *c, int ExploreID);
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bool UpdateTasksOnSpeakWith(Client *c, int NPCTypeID);
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bool UpdateTasksOnDeliver(Client *c, uint32 *Items, int Cash, int NPCTypeID);
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void UpdateTasksOnTouch(Client *c, int ZoneID);
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void ProcessTaskProximities(Client *c, float X, float Y, float Z);
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bool TaskOutOfTime(int Index);
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void TaskPeriodicChecks(Client *c);
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void SendTaskHistory(Client *c, int TaskIndex);
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void RewardTask(Client *c, TaskInformation *Task);
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void EnableTask(int CharID, int TaskCount, int *TaskList);
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void DisableTask(int CharID, int TaskCount, int *TaskList);
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bool IsTaskEnabled(int TaskID);
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int EnabledTaskCount(int TaskSetID);
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int ActiveSpeakTask(int NPCID);
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int ActiveSpeakActivity(int NPCID, int TaskID);
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int ActiveTasksInSet(int TaskSetID);
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int CompletedTasksInSet(int TaskSetID);
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friend class TaskManager;
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private:
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bool UnlockActivities(int CharID, int TaskIndex);
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void IncrementDoneCount(Client *c, TaskInformation *Task, int TaskIndex, int ActivityID, int Count = 1, bool ignore_quest_update = false);
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int ActiveTaskCount;
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ClientTaskInformation ActiveTasks[MAXACTIVETASKS];
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std::vector<int>EnabledTasks;
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std::vector<CompletedTaskInformation> CompletedTasks;
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int LastCompletedTaskLoaded;
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bool CheckedTouchActivities;
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};
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class TaskManager {
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public:
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TaskManager();
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~TaskManager();
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int GetActivityCount(int TaskID);
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bool LoadSingleTask(int TaskID);
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bool LoadTasks(int SingleTask=0);
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void ReloadGoalLists();
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inline void LoadProximities(int ZoneID) { ProximityManager.LoadProximities(ZoneID); }
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bool LoadTaskSets();
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bool LoadClientState(Client *c, ClientTaskState *state);
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bool SaveClientState(Client *c, ClientTaskState *state);
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void SendTaskSelector(Client *c, Mob *mob, int TaskCount, int *TaskList);
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void SendTaskSelectorNew(Client *c, Mob *mob, int TaskCount, int *TaskList);
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bool AppropriateLevel(int TaskID, int PlayerLevel);
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void TaskSetSelector(Client *c, ClientTaskState *state, Mob *mob, int TaskSetID);
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void SendActiveTasksToClient(Client *c, bool TaskComplete=false);
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void SendSingleActiveTaskToClient(Client *c, int TaskIndex, bool TaskComplete, bool BringUpTaskJournal=false);
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void SendTaskActivityShort(Client *c, int TaskID, int ActivityID, int ClientTaskIndex);
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void SendTaskActivityLong(Client *c, int TaskID, int ActivityID, int ClientTaskIndex,
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bool Optional, bool TaskComplete=false);
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void SendTaskActivityNew(Client *c, int TaskID, int ActivityID, int ClientTaskIndex,
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bool Optional, bool TaskComplete=false);
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void SendCompletedTasksToClient(Client *c, ClientTaskState *state);
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void ExplainTask(Client *c, int TaskID);
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int FirstTaskInSet(int TaskSet);
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int LastTaskInSet(int TaskSet);
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int NextTaskInSet(int TaskSet, int TaskID);
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bool IsTaskRepeatable(int TaskID);
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friend class ClientTaskState;
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private:
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TaskGoalListManager GoalListManager;
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TaskProximityManager ProximityManager;
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TaskInformation* Tasks[MAXTASKS];
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std::vector<int> TaskSets[MAXTASKSETS];
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void SendActiveTaskDescription(Client *c, int TaskID, int SequenceNumber, int StartTime, int Duration, bool BringUpTaskJournal=false);
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};
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#endif
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