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#include <algorithm>
#include <Quest.h>
#include <entities.h>
extern Player *player;
int QuestHandler::assign(std::string title,std::string desc,std::string req){
Quest tmp;
char *tok;
tmp.title = title;
tmp.desc = desc;
std::unique_ptr<char[]> buf (new char[req.size()]);
strcpy(buf.get(),req.c_str());
tok = strtok(buf.get(),"\n\r\t,");
tmp.need.push_back({"\0",0});
while(tok){
if(tmp.need.back().name != "\0"){
tmp.need.back().n = atoi(tok);
tmp.need.push_back({"\0",0});
}else
tmp.need.back().name = tok;
tok = strtok(NULL,"\n\r\t,");
}
tmp.need.pop_back();
current.push_back(tmp);
return 0;
}
int QuestHandler::drop(std::string title){
current.erase( std::remove_if( current.begin(),
current.end(),
[&](Quest q){ return q.title == title; }),
current.end() );
return 0;
}
int QuestHandler::finish(std::string t){
for ( auto c = current.begin(); c != current.end(); c++ ) {
if ( (*c).title == t ) {
for ( auto &n : (*c).need ) {
if ( player->inv->hasItem( n.name ) < n.n )
return 0;
}
for ( auto &n : (*c).need )
player->inv->takeItem( n.name, n.n );
current.erase( c );
return 1;
}
}
return 0;
}
bool QuestHandler::hasQuest(std::string t){
for ( auto &c : current ) {
if ( c.title == t )
return true;
}
return false;
}
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