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https://github.com/DarkflameUniverse/DarkflameServer.git
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cleanup enums to make them more consistent
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@@ -19,11 +19,11 @@
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class AchievementCacheKey;
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/**
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* progression of each of the mission task types (see MissionTaskType).
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*/
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class MissionComponent: public Component
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/**
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* progression of each of the mission task types (see eMissionTaskType).
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*/
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class MissionComponent : public Component
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{
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_MISSION;
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@@ -52,7 +52,7 @@ public:
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* @param missionId the ID of the mission to get the mission state for
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* @return the mission state of the mission specified by the ID
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*/
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MissionState GetMissionState(uint32_t missionId) const;
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eMissionState GetMissionState(uint32_t missionId) const;
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/**
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* Checks if the entity has all the requirements for accepting the mission specified by the ID.
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@@ -93,7 +93,7 @@ public:
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* @param count the number to progress by, for example the number of items
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* @param ignoreAchievements do not progress achievements
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*/
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void Progress(MissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1, bool ignoreAchievements = false);
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void Progress(eMissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1, bool ignoreAchievements = false);
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/**
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* Forces progression for a mission and task, ignoring checks
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@@ -140,7 +140,7 @@ public:
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* @param count the number of values to progress by (differs by task type)
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* @return true if a achievement was accepted, false otherwise
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*/
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bool LookForAchievements(MissionTaskType type, int32_t value, bool progress = true, LWOOBJID associate = LWOOBJID_EMPTY, const std::string& targets = "", int32_t count = 1);
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bool LookForAchievements(eMissionTaskType type, int32_t value, bool progress = true, LWOOBJID associate = LWOOBJID_EMPTY, const std::string& targets = "", int32_t count = 1);
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/**
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* Checks if there's a mission active that requires the collection of the specified LOT
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@@ -188,7 +188,7 @@ private:
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* @param targets optional targets to progress with
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* @return list of mission IDs (achievements) that can be progressed for the given parameters
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*/
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static const std::vector<uint32_t>& QueryAchievements(MissionTaskType type, int32_t value, const std::string targets);
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static const std::vector<uint32_t>& QueryAchievements(eMissionTaskType type, int32_t value, const std::string targets);
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/**
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* As achievements can be hard to query, we here store a list of all the mission IDs that can be unlocked for a
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