mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
8.7 KiB
8.7 KiB
File: Quests.h
Classes
QuestFactionPrereqLocationQuestStepPlayerSpellQuestMasterQuestList
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