mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 10:18:21 +00:00
7671cc6865
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
82 lines
4.1 KiB
C++
82 lines
4.1 KiB
C++
#pragma once
|
|
|
|
// Custom Classes
|
|
#include "CDTable.h"
|
|
#include <map>
|
|
#include <cstdint>
|
|
|
|
struct CDMissions {
|
|
int id; //!< The Mission ID
|
|
std::string defined_type; //!< The type of mission
|
|
std::string defined_subtype; //!< The subtype of the mission
|
|
int UISortOrder; //!< The UI Sort Order for the mission
|
|
int offer_objectID; //!< The LOT of the mission giver
|
|
int target_objectID; //!< The LOT of the mission's target
|
|
int64_t reward_currency; //!< The amount of currency to reward the player
|
|
int LegoScore; //!< The amount of LEGO Score to reward the player
|
|
int64_t reward_reputation; //!< The reputation to award the player
|
|
bool isChoiceReward; //!< Whether or not the user has the option to choose their loot
|
|
int reward_item1; //!< The first rewarded item
|
|
int reward_item1_count; //!< The count of the first item to be rewarded
|
|
int reward_item2; //!< The second rewarded item
|
|
int reward_item2_count; //!< The count of the second item to be rewarded
|
|
int reward_item3; //!< The third rewarded item
|
|
int reward_item3_count; //!< The count of the third item to be rewarded
|
|
int reward_item4; //!< The fourth rewarded item
|
|
int reward_item4_count; //!< The count of the fourth item to be rewarded
|
|
int reward_emote; //!< The first emote to be rewarded
|
|
int reward_emote2; //!< The second emote to be rewarded
|
|
int reward_emote3; //!< The third emote to be rewarded
|
|
int reward_emote4; //!< The fourth emote to be rewarded
|
|
int reward_maximagination; //!< The amount of max imagination to reward
|
|
int reward_maxhealth; //!< The amount of max health to reward
|
|
int reward_maxinventory; //!< The amount of max inventory to reward
|
|
int reward_maxmodel; //!< ???
|
|
int reward_maxwidget; //!< ???
|
|
int reward_maxwallet; //!< ???
|
|
bool repeatable; //!< Whether or not this mission can be repeated (for instance, is it a daily mission)
|
|
int64_t reward_currency_repeatable; //!< The repeatable reward
|
|
int reward_item1_repeatable; //!< The first rewarded item
|
|
int reward_item1_repeat_count; //!< The count of the first item to be rewarded
|
|
int reward_item2_repeatable; //!< The second rewarded item
|
|
int reward_item2_repeat_count; //!< The count of the second item to be rewarded
|
|
int reward_item3_repeatable; //!< The third rewarded item
|
|
int reward_item3_repeat_count; //!< The count of the third item to be rewarded
|
|
int reward_item4_repeatable; //!< The fourth rewarded item
|
|
int reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
|
|
int time_limit; //!< The time limit of the mission
|
|
bool isMission; //!< Maybe to differentiate between missions and achievements?
|
|
int missionIconID; //!< The mission icon ID
|
|
std::string prereqMissionID; //!< A '|' seperated list of prerequisite missions
|
|
bool localize; //!< Whether or not to localize the mission
|
|
bool inMOTD; //!< In Match of the Day(?)
|
|
int64_t cooldownTime; //!< The mission cooldown time
|
|
bool isRandom; //!< ???
|
|
std::string randomPool; //!< ???
|
|
int UIPrereqID; //!< ???
|
|
UNUSED(std::string gate_version); //!< The gate version
|
|
UNUSED(std::string HUDStates); //!< ???
|
|
UNUSED(int locStatus); //!< ???
|
|
int reward_bankinventory; //!< The amount of bank space this mission rewards
|
|
};
|
|
|
|
class CDMissionsTable : public CDTable<CDMissionsTable> {
|
|
private:
|
|
std::vector<CDMissions> entries;
|
|
|
|
public:
|
|
CDMissionsTable();
|
|
// Queries the table with a custom "where" clause
|
|
std::vector<CDMissions> Query(std::function<bool(CDMissions)> predicate);
|
|
|
|
// Gets all the entries in the table
|
|
const std::vector<CDMissions>& GetEntries(void) const;
|
|
|
|
const CDMissions* GetPtrByMissionID(uint32_t missionID) const;
|
|
|
|
const CDMissions& GetByMissionID(uint32_t missionID, bool& found) const;
|
|
|
|
static CDMissions Default;
|
|
};
|
|
|