Quests.h 15 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef QUESTS_H
  17. #define QUESTS_H
  18. #include <map>
  19. #include <vector>
  20. #include "Items/Items.h"
  21. #define QUEST_STEP_TYPE_KILL 1
  22. #define QUEST_STEP_TYPE_CHAT 2
  23. #define QUEST_STEP_TYPE_OBTAIN_ITEM 3
  24. #define QUEST_STEP_TYPE_LOCATION 4
  25. #define QUEST_STEP_TYPE_SPELL 5
  26. #define QUEST_STEP_TYPE_NORMAL 6
  27. #define QUEST_STEP_TYPE_CRAFT 7
  28. #define QUEST_STEP_TYPE_HARVEST 8
  29. #define QUEST_DISPLAY_STATUS_HIDDEN 0
  30. #define QUEST_DISPLAY_STATUS_NO_CHECK 1
  31. #define QUEST_DISPLAY_STATUS_YELLOW 2
  32. #define QUEST_DISPLAY_STATUS_COMPLETED 4
  33. #define QUEST_DISPLAY_STATUS_REPEATABLE 8
  34. #define QUEST_DISPLAY_STATUS_UNKNOWN1 16
  35. #define QUEST_DISPLAY_STATUS_COMPLETE_FLAG 32
  36. #define QUEST_DISPLAY_STATUS_UNKNOWN2 64
  37. #define QUEST_DISPLAY_STATUS_CHECK 128
  38. // Almost all quests have these values, but they don't see to effect anything
  39. #define QUEST_DISPLAY_STATUS_NORMAL QUEST_DISPLAY_STATUS_UNKNOWN1 + QUEST_DISPLAY_STATUS_UNKNOWN2
  40. struct QuestFactionPrereq{
  41. int32 faction_id;
  42. sint32 min;
  43. sint32 max;
  44. };
  45. struct Location {
  46. int32 id;
  47. float x;
  48. float y;
  49. float z;
  50. };
  51. class QuestStep{
  52. public:
  53. QuestStep(int32 in_id, int8 in_type, string in_description, vector<int32>* in_ids, int32 in_quantity, const char* in_task_group, vector<Location>* in_locations, float in_max_variation, float in_percentage, int32 in_usableitemid);
  54. QuestStep(QuestStep* old_step);
  55. ~QuestStep();
  56. bool CheckStepKillUpdate(int32 id);
  57. bool CheckStepChatUpdate(int32 id);
  58. bool CheckStepItemUpdate(int32 id);
  59. bool CheckStepLocationUpdate(float char_x, float char_y, float char_z);
  60. bool CheckStepSpellUpdate(int32 id);
  61. int32 AddStepProgress(int32 val);
  62. void SetStepProgress(int32 val);
  63. int32 GetStepProgress();
  64. int8 GetStepType();
  65. bool Complete();
  66. void SetComplete();
  67. void ResetTaskGroup();
  68. const char* GetTaskGroup();
  69. const char* GetDescription();
  70. void SetDescription(string desc);
  71. int16 GetQuestCurrentQuantity();
  72. int16 GetQuestNeededQuantity();
  73. vector<int32>* GetUpdateIDs() { return ids; }
  74. int16 GetIcon();
  75. void SetIcon(int16 in_icon);
  76. const char* GetUpdateTargetName();
  77. void SetUpdateTargetName(const char* name);
  78. const char* GetUpdateName();
  79. void SetUpdateName(const char* name);
  80. int32 GetStepID();
  81. int32 GetItemID();
  82. bool WasUpdated();
  83. void WasUpdated(bool val);
  84. float GetPercentage();
  85. void SetTaskGroup(string val) { task_group = val; }
  86. private:
  87. bool updated;
  88. int32 id;
  89. string update_name;
  90. string update_target_name;
  91. int16 icon;
  92. int8 type;
  93. string description;
  94. vector<int32>* ids;
  95. int32 quantity;
  96. string task_group;
  97. vector<Location>* locations;
  98. float max_variation;
  99. float percentage;
  100. int32 usableitemid;
  101. int32 step_progress;
  102. };
  103. class Player;
  104. class Spell;
  105. class Quest{
  106. public:
  107. Quest(int32 in_id);
  108. Quest(Quest* old_quest);
  109. ~Quest();
  110. EQ2Packet* OfferQuest(int16 version, Player* player);
  111. EQ2Packet* QuestJournalReply(int16 version, int32 player_crc, Player* player, QuestStep* updateStep = 0, int8 update_count = 1, bool old_completed_quest=false, bool quest_failure = false, bool display_quest_helper = true);
  112. void RegisterQuest(string in_name, string in_type, string in_zone, int8 in_level, string in_desc);
  113. void SetPrereqLevel(int8 lvl);
  114. void SetPrereqTSLevel(int8 lvl);
  115. void SetPrereqMaxLevel(int8 lvl) {prereq_max_level = lvl;}
  116. void SetPrereqMaxTSLevel(int8 lvl) {prereq_max_tslevel = lvl;}
  117. void AddPrereqClass(int8 class_id);
  118. void AddPrereqTradeskillClass(int8 class_id);
  119. void AddPrereqModelType(int16 model_type);
  120. void AddPrereqRace(int8 race);
  121. void AddPrereqQuest(int32 quest_id);
  122. void AddPrereqFaction(int32 faction_id, sint32 min, sint32 max = 0);
  123. void AddPrereqItem(Item* item);
  124. void AddRewardItem(Item* item);
  125. void AddTmpRewardItem(Item* item);
  126. void AddSelectableRewardItem(Item* item);
  127. void AddRewardCoins(int32 copper, int32 silver, int32 gold, int32 plat);
  128. void AddRewardCoinsMax(int64 coins);
  129. void AddRewardFaction(int32 faction_id, sint32 amount);
  130. void SetRewardStatus(int32 amount);
  131. void SetRewardComment(string comment);
  132. void SetRewardXP(int32 xp);
  133. void SetRewardTSXP(int32 xp) { reward_tsexp = xp; }
  134. bool AddQuestStep(QuestStep* step);
  135. QuestStep* AddQuestStep(int32 id, int8 in_type, string in_description, vector<int32>* in_ids, int32 in_quantity, const char* in_task_group = 0, vector<Location>* in_locations = 0, float in_max_variation = 0, float in_percentage = 0,int32 in_usableitemid = 0);
  136. bool SetStepComplete(int32 step);
  137. bool AddStepProgress(int32 step_id, int32 progress);
  138. int16 GetQuestStep();
  139. int32 GetStepProgress(int32 step_id);
  140. int16 GetTaskGroupStep();
  141. bool QuestStepIsActive(int16 quest_step_id);
  142. bool CheckQuestKillUpdate(Spawn* spawn, bool update = true);
  143. bool CheckQuestChatUpdate(int32 id, bool update = true);
  144. bool CheckQuestItemUpdate(int32 id, int8 quantity = 1);
  145. bool CheckQuestLocationUpdate(float char_x, float char_y, float char_z);
  146. bool CheckQuestSpellUpdate(Spell* spell);
  147. bool CheckQuestCraftUpdate(int32 id, int32 quantity = 1);
  148. bool CheckQuestHarvestUpdate(int32 id, int32 quantity = 1);
  149. int8 GetQuestLevel();
  150. int8 GetVisible();
  151. int32 GetQuestID();
  152. void SetQuestID(int32 in_id);
  153. int8 GetPrereqLevel();
  154. int8 GetPrereqTSLevel();
  155. int8 GetPrereqMaxLevel() {return prereq_max_level;}
  156. int8 GetPrereqMaxTSLevel() {return prereq_max_tslevel;}
  157. vector<QuestFactionPrereq>* GetPrereqFactions();
  158. vector<int8>* GetPrereqRaces();
  159. vector<int16>* GetPrereqModelTypes();
  160. vector<int8>* GetPrereqClasses();
  161. vector<int8>* GetPrereqTradeskillClasses();
  162. vector<int32>* GetPrereqQuests();
  163. vector<Item*>* GetPrereqItems();
  164. vector<Item*>* GetRewardItems();
  165. vector<Item*>* GetTmpRewardItems();
  166. vector<Item*>* GetSelectableRewardItems();
  167. map<int32, sint32>* GetRewardFactions();
  168. void GiveQuestReward(Player* player);
  169. void AddCompleteAction(int32 step, string action);
  170. void AddProgressAction(int32 step, string action);
  171. void SetName(string in_name);
  172. void SetType(string in_type);
  173. void SetLevel(int8 in_level);
  174. void SetEncounterLevel(int8 level) {enc_level = level;}
  175. void SetDescription(string desc);
  176. void SetStepDescription(int32 step, string desc);
  177. void SetTaskGroupDescription(int32 step, string desc, bool display_bullets);
  178. void SetStatusTmpReward(int32 status) { tmp_reward_status = status; }
  179. int64 GetStatusTmpReward() { return tmp_reward_status; }
  180. void SetCoinTmpReward(int64 coins) { tmp_reward_coins = coins; }
  181. int64 GetCoinTmpReward() { return tmp_reward_coins; }
  182. int64 GetCoinsReward();
  183. int64 GetCoinsRewardMax();
  184. int64 GetGeneratedCoin();
  185. void SetGeneratedCoin(int64 coin);
  186. int8 GetLevel();
  187. int8 GetEncounterLevel() { return enc_level; }
  188. const char* GetName();
  189. const char* GetDescription();
  190. const char* GetType();
  191. void SetZone(string in_zone);
  192. const char* GetZone();
  193. int8 GetDay();
  194. int8 GetMonth();
  195. int8 GetYear();
  196. int32 GetStatusPoints();
  197. void SetDay(int8 value);
  198. void SetMonth(int8 value);
  199. void SetYear(int8 value);
  200. vector<QuestStep*>* GetQuestUpdates();
  201. vector<QuestStep*>* GetQuestFailures();
  202. vector<QuestStep*>* GetQuestSteps();
  203. bool GetQuestStepCompleted(int32 step_id);
  204. QuestStep* GetQuestStep(int32 step_id);
  205. void SetCompleteAction(string action);
  206. const char* GetCompleteAction();
  207. const char* GetCompleteAction(int32 step);
  208. void SetQuestGiver(int32 id);
  209. int32 GetQuestGiver();
  210. void SetQuestReturnNPC(int32 id);
  211. int32 GetQuestReturnNPC();
  212. Player* GetPlayer();
  213. void SetPlayer(Player* in_player);
  214. bool GetCompleted();
  215. bool HasSentLastUpdate() { return has_sent_last_update; }
  216. void SetSentLastUpdate(bool val) { has_sent_last_update = val; }
  217. void SetCompletedDescription(string desc);
  218. const char* GetCompletedDescription();
  219. int32 GetExpReward();
  220. int32 GetTSExpReward() { return reward_tsexp; }
  221. bool GetDeleted();
  222. void SetDeleted(bool val);
  223. bool GetUpdateRequired();
  224. void SetUpdateRequired(bool val);
  225. void SetTurnedIn(bool val);
  226. bool GetTurnedIn();
  227. bool GetSaveNeeded(){ return needs_save; }
  228. void SetSaveNeeded(bool val){ needs_save = val; }
  229. void SetFeatherColor(int8 val) { m_featherColor = val; }
  230. int8 GetFeatherColor() { return m_featherColor; }
  231. void SetRepeatable(bool val) { m_repeatable = val; }
  232. bool IsRepeatable() { return m_repeatable; }
  233. void SetTracked(bool val) { m_tracked = val; }
  234. bool IsTracked() { return m_tracked && !m_hidden; }
  235. void SetCompletedFlag(bool val);
  236. bool GetCompletedFlag() {return completed_flag;}
  237. bool GetYellowName() {return yellow_name;}
  238. void SetYellowName(bool val) {yellow_name = val;}
  239. bool CheckCategoryYellow();
  240. ///<summary>Sets the custom flags for use in lua</summary>
  241. ///<param name='flags'>Value to set the flags to</param>
  242. void SetQuestFlags(int32 flags) { m_questFlags = flags; SetSaveNeeded(true); }
  243. ///<summary>Gets the custom lua flags</summary>
  244. ///<returns>The current flags (int32)</returns>
  245. int32 GetQuestFlags() { return m_questFlags; }
  246. ///<summary>Checks to see if the quest is hidden</summary>
  247. ///<returns>True if the quest is hidden</returns>
  248. bool IsHidden() { return m_hidden; }
  249. ///<summary>Sets the quest hidden flag</summary>
  250. ///<param name='val'>Value to set the hidden flag to</param>
  251. void SetHidden(bool val) { m_hidden = val; SetSaveNeeded(true); }
  252. ///<summary>Gets the step timer</summary>
  253. ///<returns>Unix timestamp (int32)</returns>
  254. int32 GetStepTimer() { return m_timestamp; }
  255. ///<summary>Sets the step timer</summary>
  256. ///<param name='duration'>How long to set the timer for, in seconds</param>
  257. void SetStepTimer(int32 duration);
  258. ///<summary>Sets the step that the timer is for</summary>
  259. ///<param name='step'>Step to set the timer for</param>
  260. void SetTimerStep(int32 step) { m_timerStep = step; }
  261. ///<summary>Gets the step that the timer is for</summary>
  262. int32 GetTimerStep() { return m_timerStep; }
  263. ///<summary>Adds a lua call back function for when the step fails</summary>
  264. ///<param name='step'>The step to add the call back for</param>
  265. ///<param name='action'>The lua callback function</param>
  266. void AddFailedAction(int32 step, string action);
  267. ///<summary>Fail the given step</summary>
  268. ///<param name='step'>The step to fail</param>
  269. void StepFailed(int32 step);
  270. ///<summary>Removes the given step from the quest</summary>
  271. ///<param name='step'>The step id to remove</param>
  272. ///<param name='client'>The client who has this quest</param>
  273. ///<returns>True if able to remove the quest</returns>
  274. bool RemoveQuestStep(int32 step, Client* client);
  275. int16 GetCompleteCount() { return m_completeCount; }
  276. void SetCompleteCount(int16 val) { m_completeCount = val; }
  277. void IncrementCompleteCount() { m_completeCount += 1; }
  278. void SetQuestTemporaryState(bool tempState, std::string customDescription = string(""));
  279. bool GetQuestTemporaryState() { return quest_state_temporary; }
  280. std::string GetQuestTemporaryDescription() { return quest_temporary_description; }
  281. protected:
  282. bool needs_save;
  283. Mutex MQuestSteps;
  284. Mutex MCompletedActions;
  285. Mutex MProgressActions;
  286. Mutex MFailedActions;
  287. bool turned_in;
  288. bool update_needed;
  289. bool deleted;
  290. bool has_sent_last_update;
  291. string completed_description;
  292. map<int32, string> complete_actions;
  293. map<int32, string> progress_actions;
  294. map<int32, string> failed_actions;
  295. int8 day; //only here to make our lives easier
  296. int8 month;
  297. int8 year;
  298. int8 visible;
  299. int32 id;
  300. string name;
  301. string type;
  302. string zone;
  303. int8 level;
  304. int8 enc_level;
  305. string description;
  306. string complete_action;
  307. Player* player;
  308. vector<QuestFactionPrereq> prereq_factions;
  309. int8 prereq_level;
  310. int8 prereq_tslevel;
  311. int8 prereq_max_level;
  312. int8 prereq_max_tslevel;
  313. vector<int16> prereq_model_types;
  314. vector<int8> prereq_races;
  315. vector<int8> prereq_classes;
  316. vector<int8> prereq_tradeskillclass;
  317. vector<int32> prereq_quests;
  318. vector<Item*> prereq_items;
  319. vector<Item*> reward_items;
  320. vector<Item*> selectable_reward_items;
  321. vector<Item*> tmp_reward_items;
  322. int64 reward_coins;
  323. int64 reward_coins_max;
  324. int32 tmp_reward_status;
  325. int64 tmp_reward_coins;
  326. int64 generated_coin;
  327. map<int32, sint32> reward_factions;
  328. int32 reward_status;
  329. string reward_comment;
  330. int32 reward_exp;
  331. int32 reward_tsexp;
  332. vector<QuestStep*> step_updates;
  333. vector<QuestStep*> step_failures;
  334. map<int32, QuestStep*> quest_step_map;
  335. map<QuestStep*, int32> quest_step_reverse_map;
  336. vector<QuestStep*> quest_steps;
  337. map<int16, string> task_group_order;
  338. int16 task_group_num;
  339. map<string, vector<QuestStep*> > task_group;
  340. int32 quest_giver;
  341. int32 return_id;
  342. int8 m_featherColor;
  343. bool m_repeatable;
  344. bool m_tracked;
  345. bool completed_flag;
  346. bool yellow_name;
  347. int32 m_questFlags;
  348. bool m_hidden;
  349. int32 m_timestamp; // timer for a quest step
  350. int32 m_timerStep; // used for the fail action when timer expires
  351. int16 m_completeCount;
  352. bool quest_state_temporary;
  353. std::string quest_temporary_description;
  354. };
  355. class MasterQuestList{
  356. public:
  357. MasterQuestList();
  358. Quest* GetQuest(int32 id, bool copyQuest = true){
  359. if(quests.count(id) > 0)
  360. {
  361. if(copyQuest)
  362. return new Quest(quests[id]);
  363. else
  364. return quests[id];
  365. }
  366. else
  367. return 0;
  368. }
  369. map<int32, Quest*>* GetQuests(){
  370. return &quests;
  371. }
  372. void AddQuest(int32 id, Quest* quest){
  373. quests[id] = quest;
  374. }
  375. void Reload();
  376. void LockQuests();
  377. void UnlockQuests();
  378. private:
  379. Mutex MQuests;
  380. map<int32, Quest*> quests;
  381. };
  382. #endif