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#include <Quest.h>
const Quest QuestList[1] = {
Quest("Not a quest","Stop",(struct item_t){0,0})
};
Quest::Quest(const char *t,const char *d,struct item_t r){
title = new char[strlen(t)+1];
desc = new char[strlen(d)+1];
strcpy(title,t);
strcpy(desc,d);
memcpy(&reward,&r,sizeof(struct item_t));
}
Quest::~Quest(){
delete[] title;
delete[] desc;
memset(&reward,0,sizeof(struct item_t));
}
int QuestHandler::assign(const char *t){
/*unsigned char i;
for(i=0;i<current.size();i++){ // Make sure we don't already have this quest
if(!strcmp(current[i]->title,t)){
#ifdef DEBUG
DEBUG_printf("The QuestHandler already has this quest: %s\n",t);
#endif // DEBUG
return -2;
}
}
for(i=0;i<0;i++){ // Add the quest (if it really exists)
if(!strcmp(QuestList[i].title,t)){
current.push_back(&QuestList[i]);
#ifdef DEBUG
DEBUG_printf("Added quest %s, now have %u active quests.\n",t,current.size());
#endif // DEBUG
return current.size();
}
#ifdef DEBUG
DEBUG_printf("Finding quest: %s != %s\n",t,QuestList[i].title);
#endif // DEBUG
}
#ifdef DEBUG
DEBUG_printf("Quest %s does not exist.\n",t);
#endif // DEBUG*/
return strcmp(t,"h");
}
int QuestHandler::drop(const char *t){
/*unsigned char i;
for(i=0;i<current.size();i++){
if(!strcmp(current[i]->title,t)){
current.erase(current.begin()+i);
return current.size();
}
}*/
return strcmp(t,"h");
}
int QuestHandler::finish(const char *t,void *completer){
/*unsigned char i;
for(i=0;i<current.size();i++){
if(!strcmp(current[i]->title,t)){
#ifdef DEBUG
DEBUG_printf("Completing quest %s.\n",t);
#endif // DEBUG
((Entity *)completer)->inv->addItem(current[i]->reward.id,current[i]->reward.count);
current.erase(current.begin()+i);
#ifdef DEBUG
DEBUG_printf("QuestHandler now has %u active quests.\n",current.size());
#endif // DEBUG
return 0;
}
}
#ifdef DEBUG
DEBUG_printf("QuestHandler never had quest %s.\n",t);
#endif // DEBUG*/
return strncmp(t,(char *)completer,1);
}
bool QuestHandler::hasQuest(const char *t){
unsigned int i;
for(i=0;i<current.size();i++){
if(!strcmp(current[i]->title,t)){
return true;
}
}
return false;
}
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