DarkflameServer/dGame/dMission/Mission.h

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#pragma once
#ifndef MISSION_H
#define MISSION_H
#include <vector>
#include <string>
#include "CDMissionsTable.h"
#include "MissionTask.h"
#include "dCommonVars.h"
#include "Entity.h"
namespace tinyxml2 {
class XMLElement;
};
enum class eMissionState : int;
enum class eMissionLockState : int;
class MissionComponent;
/**
* A mission (or achievement) that a player may unlock, progress and complete.
*/
class Mission final
{
public:
Mission(MissionComponent* missionComponent, uint32_t missionId);
~Mission();
void LoadFromXml(tinyxml2::XMLElement* element);
void UpdateXml(tinyxml2::XMLElement* element);
/**
* Returns the ID of this mission
* @return the ID of this mission
*/
uint32_t GetMissionId() const;
/**
* Returns the entity that is currently progressing this mission
* @return the entity that is currently progressing this mission
*/
Entity* GetAssociate() const;
/**
* Returns the account owns the entity that is currently progressing this mission
* @return the account owns the entity that is currently progressing this mission
*/
User* GetUser() const;
/**
* Returns the current state of this mission
* @return the current state of this mission
*/
eMissionState GetMissionState() const;
/**
* Returns the database information that represents to this mission.
* @return the database information that represents to this mission.
*/
const CDMissions& GetClientInfo() const;
/**
* Returns the number of times the entity has completed this mission, can only be > 0 for dailies.
* @return the number of thimes the entity has completed this mission
*/
uint32_t GetCompletions() const;
/**
* Sets the number of times this mission has been completed
* @param value the number of times this mission should be completed
*/
void SetCompletions(uint32_t value);
/**
* Returns the last timestamp at which the entity completed this mission
* @return the last timestamp at which the entity completed this mission
*/
uint32_t GetTimestamp() const;
/**
* Returns some specific reward that should be returned from the possible rewards indicated by the client
* @return some specific reward that should be returned from the possible rewards indicated by the client
*/
LOT GetReward() const;
/**
* Sets an some specific reward that should be returned from the possible rewards indicated by the client
* @param lot the reward to set
*/
void SetReward(LOT lot);
/**
* Returns all the tasks that must be completed to mark this mission as complete
* @return all the tasks that must be completed to mark this mission as complete
*/
std::vector<MissionTask*> GetTasks() const;
/**
* Updates the mission state to the one provided
* @param state the mission state to set
* @param sendingRewards a flag indicating to the client that rewards wil lfollow
*/
void SetMissionState(eMissionState state, bool sendingRewards = false);
/**
* Currently unimplemented
*/
void SetMissionTypeState(eMissionLockState state, const std::string& type, const std::string& subType);
/**
* Returns whether this mission is an achievement
* @return true if this mission is an achievement, false otherwise
*/
bool IsAchievement() const;
/**
* Returns whether this mission is a mission (e.g.: not an achievement)
* @return true if this mission is not an achievement, false otherwise
*/
bool IsMission() const;
/**
* Returns whether this mission can be repeated (mostly used for dailies)
* @return true if this mission can be repeated, false otherwise
*/
bool IsRepeatable() const;
/**
* Returns whether the entity has completed this mission before
* @return true if the mission has been completed before, false otherwise
*/
bool IsComplete() const;
/**
* Returns whether the mission is currently active
* @return true if the mission is currently active, false otherwise
*/
bool IsActive() const;
/**
* Sets the mission state to active, takes into account if this is a repeatable mission.
*/
void MakeActive();
/**
* Returns whether the entity has completed all tasks and can hand the mission in for rewards.
* @return true if the entity can hand the mission in, false otherwise
*/
bool IsReadyToComplete() const;
/**
* Sets the mission state to ready to complete, takes into account if this is a repeatable mission
*/
void MakeReadyToComplete();
/**
* Returns whether this mission can be accepted by the entity
* @return true if the mission can be accepted by the entity, false otherwise
*/
bool IsAvalible() const;
/**
* Sets the mission state to available, takes into account if this mission is repeatable
*/
void MakeAvalible();
/**
* Returns whether this mission is one where an entity simply has to go somewhere, but doesn't have to turn in the
* mission tasks at the original mission giver (called a fetch mission).
* @return true if this is a fetch mission, false otherwise
*/
bool IsFetchMission() const;
/**
* Accepts this mission, setting it to available. Also progresses any of the tasks if the entity has already
* progressed for them (for example "collect X bricks", will fast track for the amount of bricks the entity
* already has).
*/
void Accept();
/**
* Completes the mission and handles all logistics regarding that: checking all tasks, handing out rewards,
* emailing them if the inventory is full, etc. If the mission tasks have not all been completed this is a no-op.
* @param yieldRewards if true, rewards will be given to the entity
*/
void Complete(bool yieldRewards = true);
/**
* Checks if this mission is ready to be completed and updates the state if so. If this is an achievement, the
* state will automatically be updated to completed as there's nobody to hand achievements in to.
*/
void CheckCompletion();
/**
* Gives all the rewards (items, score, stats, etc.) to the entity. Takes into account if the entity has completed
* the mission before.
*/
void YieldRewards();
/**
* Attempts to progress tasks of a certain type for this mission. Note that the interpretation of any of these
* arguments is up to the mission task at hand.
* @param type the mission task type to progress
* @param value the value to progress the mission task with
* @param associate optional object ID that was related to the progression
* @param targets optional multiple targets that need to be met for progression
* @param count optional count to progress with
*/
void Progress(eMissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1);
/**
* Returns if the mission ID that's given belongs to an existing mission
* @param missionId the mission ID to check for
* @return true if the mission exists, false otherwise
*/
static bool IsValidMission(uint32_t missionId);
/**
* Returns if the mission ID that's given belongs to an existing mission
* @param missionId the mission ID to check for
* @param info variable to store the queried mission information in
* @return true if the mission exists, false otherwise
*/
static bool IsValidMission(uint32_t missionId, CDMissions& info);
/**
* @brief Returns the unique mission order ID
*
* @return The unique order ID
*/
uint32_t GetUniqueMissionOrderID() { return m_UniqueMissionID; };
/**
* Sets the unique mission order ID of this mission
*/
void SetUniqueMissionOrderID(uint32_t value) { m_UniqueMissionID = value; };
private:
/**
* Progresses all the newly accepted tasks for this mission after it has been accepted to reflect the state of the
* inventory of the entity.
*/
void Catchup();
/**
* The database information that corresponds to this mission
*/
const CDMissions* info;
/**
* The current state this mission is in
*/
eMissionState m_State;
/**
* The number of times the entity has completed this mission
*/
uint32_t m_Completions;
/**
* The last time the entity completed this mission
*/
uint32_t m_Timestamp;
/**
* The mission component of the entity that owns this mission
*/
MissionComponent* m_MissionComponent;
/**
* Optionally specific reward that should be returned from the possible rewards indicated by the client
*/
LOT m_Reward;
/**
* All the tasks that can be progressed for this mission
*/
std::vector<MissionTask*> m_Tasks;
/**
* The unique ID what order this mission was accepted in.
*/
uint32_t m_UniqueMissionID;
};
#endif