8.7 KiB
8.7 KiB
File: Quests.h
Classes
QuestFactionPrereq
Location
QuestStep
Player
Spell
Quest
MasterQuestList
Functions
bool CheckStepKillRaceReqUpdate(Spawn* spawn);
bool CheckStepReferencedID(int32 id);
bool CheckStepLocationUpdate(float char_x, float char_y, float char_z, int32 zone_id);
int32 AddStepProgress(int32 val);
void SetStepProgress(int32 val);
int32 GetStepProgress();
int8 GetStepType();
bool Complete();
void SetComplete();
void ResetTaskGroup();
void SetDescription(string desc);
int16 GetQuestCurrentQuantity();
int16 GetQuestNeededQuantity();
int16 GetIcon();
void SetIcon(int16 in_icon);
void SetUpdateTargetName(const char* name);
void SetUpdateName(const char* name);
int32 GetStepID();
int32 GetItemID();
bool WasUpdated();
void WasUpdated(bool val);
float GetPercentage();
void SetTaskGroup(string val) { task_group = val; }
void RegisterQuest(string in_name, string in_type, string in_zone, int8 in_level, string in_desc);
void SetPrereqLevel(int8 lvl);
void SetPrereqTSLevel(int8 lvl);
void SetPrereqMaxLevel(int8 lvl) {prereq_max_level = lvl;}
void SetPrereqMaxTSLevel(int8 lvl) {prereq_max_tslevel = lvl;}
void AddPrereqClass(int8 class_id);
void AddPrereqTradeskillClass(int8 class_id);
void AddPrereqModelType(int16 model_type);
void AddPrereqRace(int8 race);
void AddPrereqQuest(int32 quest_id);
void AddPrereqFaction(int32 faction_id, sint32 min, sint32 max = 0);
void AddPrereqItem(Item* item);
void AddRewardItem(Item* item);
void AddTmpRewardItem(Item* item);
void GetTmpRewardItemsByID(std::vector<Item*>* items);
void AddRewardItemVec(vector<Item*>* items, Item* item, bool combine_items = true);
void AddSelectableRewardItem(Item* item);
void AddRewardCoins(int32 copper, int32 silver, int32 gold, int32 plat);
void AddRewardCoinsMax(int64 coins);
void AddRewardFaction(int32 faction_id, sint32 amount);
void SetRewardStatus(int32 amount);
void SetRewardComment(string comment);
void SetRewardXP(int32 xp);
void SetRewardTSXP(int32 xp) { reward_tsexp = xp; }
bool AddQuestStep(QuestStep* step);
bool SetStepComplete(int32 step);
bool AddStepProgress(int32 step_id, int32 progress);
int16 GetQuestStep();
int32 GetStepProgress(int32 step_id);
int16 GetTaskGroupStep();
bool QuestStepIsActive(int16 quest_step_id);
bool CheckQuestReferencedSpawns(Spawn* spawn);
bool CheckQuestKillUpdate(Spawn* spawn, bool update = true);
bool CheckQuestChatUpdate(int32 id, bool update = true);
bool CheckQuestItemUpdate(int32 id, int8 quantity = 1);
bool CheckQuestLocationUpdate(float char_x, float char_y, float char_z, int32 zone_id);
bool CheckQuestSpellUpdate(Spell* spell);
bool CheckQuestRefIDUpdate(int32 id, int32 quantity = 1);
int8 GetQuestLevel();
int8 GetVisible();
int32 GetQuestID();
void SetQuestID(int32 in_id);
int8 GetPrereqLevel();
int8 GetPrereqTSLevel();
int8 GetPrereqMaxLevel() {return prereq_max_level;}
int8 GetPrereqMaxTSLevel() {return prereq_max_tslevel;}
void GiveQuestReward(Player* player);
void AddCompleteAction(int32 step, string action);
void AddProgressAction(int32 step, string action);
void SetName(string in_name);
void SetType(string in_type);
void SetLevel(int8 in_level);
void SetEncounterLevel(int8 level) {enc_level = level;}
void SetDescription(string desc);
void SetStepDescription(int32 step, string desc);
void SetTaskGroupDescription(int32 step, string desc, bool display_bullets);
void SetStatusTmpReward(int32 status) { tmp_reward_status = status; }
int64 GetStatusTmpReward() { return tmp_reward_status; }
void SetCoinTmpReward(int64 coins) { tmp_reward_coins = coins; }
int64 GetCoinTmpReward() { return tmp_reward_coins; }
int64 GetCoinsReward();
int64 GetCoinsRewardMax();
int64 GetGeneratedCoin();
void SetGeneratedCoin(int64 coin);
int8 GetLevel();
int8 GetEncounterLevel() { return enc_level; }
void SetZone(string in_zone);
int8 GetDay();
int8 GetMonth();
int8 GetYear();
int32 GetStatusPoints();
void SetDay(int8 value);
void SetMonth(int8 value);
void SetYear(int8 value);
bool GetQuestStepCompleted(int32 step_id);
void SetCompleteAction(string action);
void SetQuestGiver(int32 id);
int32 GetQuestGiver();
void SetQuestReturnNPC(int32 id);
int32 GetQuestReturnNPC();
void SetPlayer(Player* in_player);
bool GetCompleted();
bool HasSentLastUpdate() { return has_sent_last_update; }
void SetSentLastUpdate(bool val) { has_sent_last_update = val; }
void SetCompletedDescription(string desc);
int32 GetExpReward();
int32 GetTSExpReward() { return reward_tsexp; }
bool GetDeleted();
void SetDeleted(bool val);
bool GetUpdateRequired();
void SetUpdateRequired(bool val);
void SetTurnedIn(bool val);
bool GetTurnedIn();
bool GetSaveNeeded(){ return needs_save; }
void SetSaveNeeded(bool val){ needs_save = val; }
void SetFeatherColor(int8 val) { m_featherColor = val; }
int8 GetFeatherColor() { return m_featherColor; }
void SetRepeatable(bool val) { m_repeatable = val; }
bool IsRepeatable() { return m_repeatable; }
void SetTracked(bool val) { m_tracked = val; }
bool GetTracked() { return m_tracked; }
bool IsTracked() { return m_tracked && !m_hidden; }
void SetCompletedFlag(bool val);
bool GetCompletedFlag() {return completed_flag;}
bool GetYellowName() {return yellow_name;}
void SetYellowName(bool val) {yellow_name = val;}
bool CheckCategoryYellow();
void SetQuestFlags(int32 flags) { m_questFlags = flags; SetSaveNeeded(true); }
int32 GetQuestFlags() { return m_questFlags; }
bool IsHidden() { return m_hidden; }
void SetHidden(bool val) { m_hidden = val; SetSaveNeeded(true); }
void SetStatusEarned(int32 status_) { m_status = status_; SetSaveNeeded(true); }
int32 GetStatusEarned() { return m_status; }
int32 GetStepTimer() { return m_timestamp; }
void SetStepTimer(int32 duration);
void SetTimerStep(int32 step) { m_timerStep = step; }
int32 GetTimerStep() { return m_timerStep; }
void AddFailedAction(int32 step, string action);
void StepFailed(int32 step);
bool RemoveQuestStep(int32 step, Client* client);
int16 GetCompleteCount() { return m_completeCount; }
void SetCompleteCount(int16 val) { m_completeCount = val; }
void IncrementCompleteCount() { m_completeCount += 1; }
void SetQuestTemporaryState(bool tempState, std::string customDescription = string(""));
bool GetQuestTemporaryState() { return quest_state_temporary; }
std::string GetQuestTemporaryDescription() { return quest_temporary_description; }
void SetQuestShareableFlag(int32 flag) { quest_shareable_flag = flag; }
void SetCanDeleteQuest(bool newval) { can_delete_quest = newval; }
void SetHideReward(bool newval) { hide_reward = newval; }
void SetStatusToEarnMin(int32 value_) { status_to_earn_min = value_; }
void SetStatusToEarnMax(int32 value_) { status_to_earn_max = value_; }
int32 GetStatusToEarnMin() { return status_to_earn_min; }
int32 GetStatusToEarnMax() { return status_to_earn_max; }
int32 GetQuestShareableFlag() { return quest_shareable_flag; }
bool CanDeleteQuest() { return can_delete_quest; }
bool GetHideReward() { return hide_reward; }
bool CanShareQuestCriteria(Client* quest_sharer, bool display_client_msg = true);
void AddQuest(int32 id, Quest* quest){
void Reload();
void LockQuests();
void UnlockQuests();
Notable Comments
- /*
- */
- ///
Sets the custom flags for use in lua - ///Value to set the flags to
- ///
Gets the custom lua flags - ///The current flags (int32)
- ///
Checks to see if the quest is hidden - ///True if the quest is hidden
- ///
Sets the quest hidden flag - ///Value to set the hidden flag to