-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathquest.h
More file actions
287 lines (225 loc) · 5.8 KB
/
quest.h
File metadata and controls
287 lines (225 loc) · 5.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
#ifndef QUEST_H
#define QUEST_H
#include <functional>
#include <memory>
#include <vector>
#include "GenCode/Config/QuestCfg.h"
#include "PublicStruct.pb.h"
#include "QuestStep.h"
#include "Game/GameTimer.h"
#include "Game/StlDefineType.h"
#include "LuaScript/IScriptHost.h"
#include "QuestBase.h"
//https://www.reddit.com/r/gamedev/comments/6h5npm/how_to_implement_missionsquests_into_a_game_c/
//https://www.reddit.com/r/unrealengine/comments/5xp5ds/free_rpg_quest_system/
namespace AvatarQuest
{
class QuestBaseFactory;
class Quest
: public QuestBase , public IScriptHost
{
public:
Quest(const QuestElement* pQuestElement,
CreateQuestParam& param
);
Quest(const QuestData& pb,
CreateQuestParam& param
);
void OnSave(QuestData& pb);
virtual void ToClientPb(::google::protobuf::Message* mpb)override;
QuestData GetQuestDataPB()
{
return m_oData;
}
bool IsActivityQuest();
virtual int32_t GetActivityId()override;
int32_t CompleteQuest();
int32_t GiveUpQuest();
int32_t GetQuestStatus()const;
std::size_t GetQuestStepSize()const
{
return m_vStepList.size();
}
std::size_t GetQuestConfigStepSize()const;
step_ptr_type GetQuestStep(int32_t nStep)const
{
if (nStep < (int32_t)GetQuestStepSize())
{
return m_vStepList[nStep];
}
return nullptr;
}
bool IsAcceptedStatus()const
{
return GetQuestStatus() == E_QUEST_STATUS_ACCEPTED;
}
bool IsQuestStepAccepted(int32_t nStep);
bool IsQuestStepCompleted(int32_t nStep);
int32_t GetQuestStepRemainAmount(int32_t quest_step);
int32_t GetQuestStepProgress(int32_t quest_step);
bool IsQuestLastStep(int32_t quest_step);
bool IsComleted()const
{
return m_oData.status() == E_QUEST_STATUS_COMPLETED;
}
bool IsAchieved()const
{
return m_oData.status() == E_QUEST_STATUS_ACHIEVED;
}
bool IsTimeOut()const
{
return m_oData.status() == E_QUEST_STATUS_TIEMOUT;
}
bool IsFailed()const
{
return m_oData.status() == E_QUEST_STATUS_FAILED;
}
bool IsUnAccept()const
{
return m_oData.status() == E_QUEST_STATUS_UN_ACCEPT;
}
//return change
bool TriggerEvent(const AvatarQuest::QuestEvent& oEvent)override;
void TriggerCompleteEvent()override;
void OneStep();
void SetHuman(Obj_Human* pHuman)
{
m_pHuman = pHuman;
}
virtual void Reset() override;
virtual int GetId() const override
{
return GetQuestId();
}
virtual int GetConfId() override
{
return GetQuestId();
}
int32_t GetQuestId()const
{
if (NULL == m_pQuestElement)
{
return 0;
}
return m_pQuestElement->id;
}
int32_t GetQuestType() const
{
if (NULL == m_pQuestElement)
{
return 0;
}
return m_pQuestElement->quest_type;
}
int32_t GetQuestSubType() const
{
if (NULL == m_pQuestElement)
{
return 0;
}
return m_pQuestElement->sub_quest_type;
}
bool IsAutoReward()const
{
if (NULL == m_pQuestElement)
{
return false;
}
return m_pQuestElement->is_auto_awarded > 0;
}
bool HasReward()const
{
if (NULL == m_pQuestElement)
{
return false;
}
return m_pQuestElement->quest_award > 0;
}
bool HasCompleteNpc()
{
if (NULL == m_pQuestElement)
{
return false;
}
return m_pQuestElement->npc_accept > 0;
}
int32_t Achieve();
void Award();
void SetStatus(int32_t nstatus)
{
if (nstatus < E_QUEST_STATUS_UN_ACCEPT || nstatus > E_QUEST_STATUS_MAX)
{
return;
}
m_oData.set_status(nstatus);
}
int32_t TryTriggerEventToCompleteQuestStep();
int32_t GetQuestCurrentStep();
void OnTimeOut();
int32_t DefeatedQuest();
void OnAcceptQuest();
void SetUpdateDataCallBack(const update_quest_callback_type& cb)
{
update_quest_callback_ = cb;
}
void SetQuestProgressAddCallbacks(const QuestStep::progress_add_callbacks_type& cbs);
time_t GetBeginTime()
{
return m_oData.questbegintime();
}
void ScriptSetQuestCompleteStatus()
{
TriggerCompleteEvent();
}
IScriptHost* GetQuestOwner()
{
return (IScriptHost*)m_pHuman;
}
bool IsOneTarget()
{
return m_vStepList.size() == 1;
}
int32_t GetJustOneTagetQuestProgress()
{
if (m_vStepList.empty())
{
return 0;
}
if (IsOneTarget()&& m_vStepList[0])
{
return m_vStepList[0]->GetProgress();
}
return 0;
}
virtual void SetTimeoutTimerId(BaseModule::GameTimer* pTimerId)override
{
m_pTimerId = pTimerId;
}
virtual BaseModule::GameTimer* GetTimeoutTimerId()override
{
return m_pTimerId;
}
i32_v_type GetQuestEventList();
int32_t CheckGoOn();
void RestSteps();
virtual void SetDefeatCallBack(const defeat_callback_type& cb)override
{
m_oDefeatCallBack = cb;
}
void SetQuestFactory(quest_factory_ptr_type& ptr) { quest_factory_ptr_ = ptr; }
private:
int32_t CheckGetReward();
void OnInit();
void LoadStep();
void AddStep(int32_t nAmount, int32_t targetType);
void AddClientCompleteStep(QuestData& oData);
bool IsAllStepsCompleted();
void OnStepComplete(int32_t nStep);
void OnDefeat();
private:
defeat_callback_type m_oDefeatCallBack;
const QuestElement* m_pQuestElement;
BaseModule::GameTimer* m_pTimerId{ nullptr };
};
} // namespace AvatarQuest
#endif // QUEST_H