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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "Collections.h"
- #include "../../common/Log.h"
- #include <assert.h>
- extern MasterCollectionList master_collection_list;
- Collection::Collection() {
- id = 0;
- memset(name, 0, sizeof(name));
- memset(category, 0, sizeof(category));
- level = 0;
- reward_coin = 0;
- reward_xp = 0;
- completed = false;
- save_needed = false;
- }
- Collection::Collection(Collection *in) {
- vector<struct CollectionItem *> *collection_items_in;
- vector<struct CollectionRewardItem *> *reward_items_in;
- vector<struct CollectionItem *>::iterator itr;
- vector<struct CollectionRewardItem *>::iterator itr2;
- struct CollectionItem *collection_item;
- struct CollectionRewardItem *reward_item;
- assert(in);
- id = in->GetID();
- strncpy(name, in->GetName(), sizeof(name));
- strncpy(category, in->GetCategory(), sizeof(category));
- level = in->GetLevel();
- reward_coin = in->GetRewardCoin();
- reward_xp = in->GetRewardXP();
- completed = in->GetCompleted();
- save_needed = in->GetSaveNeeded();
- collection_items_in = in->GetCollectionItems();
- for (itr = collection_items_in->begin(); itr != collection_items_in->end(); itr++) {
- collection_item = new struct CollectionItem;
- collection_item->item = (*itr)->item;
- collection_item->index = (*itr)->index;
- collection_item->found = (*itr)->found;
- collection_items.push_back(collection_item);
- }
- reward_items_in = in->GetRewardItems();
- for (itr2 = reward_items_in->begin(); itr2 != reward_items_in->end(); itr2++) {
- reward_item = new struct CollectionRewardItem;
- reward_item->item = (*itr2)->item;
- reward_item->quantity = (*itr2)->quantity;
- reward_items.push_back(reward_item);
- }
- reward_items_in = in->GetSelectableRewardItems();
- for (itr2 = reward_items_in->begin(); itr2 != reward_items_in->end(); itr2++) {
- reward_item = new struct CollectionRewardItem;
- reward_item->item = (*itr2)->item;
- reward_item->quantity = (*itr2)->quantity;
- selectable_reward_items.push_back(reward_item);
- }
- }
- Collection::~Collection() {
- vector<struct CollectionItem *>::iterator itr;
- vector<struct CollectionRewardItem *>::iterator itr2;
- for (itr = collection_items.begin(); itr != collection_items.end(); itr++)
- safe_delete(*itr);
- for (itr2 = reward_items.begin(); itr2 != reward_items.end(); itr2++)
- safe_delete(*itr2);
- for (itr2 = selectable_reward_items.begin(); itr2 != selectable_reward_items.end(); itr2++)
- safe_delete(*itr2);
- }
- void Collection::AddCollectionItem(struct CollectionItem *collection_item) {
- assert(collection_item);
- collection_items.push_back(collection_item);
- }
- void Collection::AddRewardItem(struct CollectionRewardItem *reward_item) {
- assert(reward_item);
- reward_items.push_back(reward_item);
- }
- void Collection::AddSelectableRewardItem(struct CollectionRewardItem *reward_item) {
- assert(reward_item);
- selectable_reward_items.push_back(reward_item);
- }
- bool Collection::NeedsItem(Item *item) {
- vector<struct CollectionItem *>::iterator itr;
- struct CollectionItem *collection_item;
-
- assert(item);
- if (completed)
- return false;
- for (itr = collection_items.begin(); itr != collection_items.end(); itr++) {
- collection_item = *itr;
- if (collection_item->item == item->details.item_id) {
- if (collection_item->found)
- return false;
- else
- return true;
- }
- }
- /* item is not required by this collection at all */
- return false;
- }
- struct CollectionItem * Collection::GetCollectionItemByItemID(int32 item_id) {
- vector<struct CollectionItem *>::iterator itr;
- struct CollectionItem *collection_item;
- for (itr = collection_items.begin(); itr != collection_items.end(); itr++) {
- collection_item = *itr;
- if (collection_item->item == item_id)
- return collection_item;
- }
- return 0;
- }
- bool Collection::GetIsReadyToTurnIn() {
- vector<struct CollectionItem *>::iterator itr;
- if (completed)
- return false;
- for (itr = collection_items.begin(); itr != collection_items.end(); itr++) {
- if (!(*itr)->found)
- return false;
- }
- return true;
- }
- MasterCollectionList::MasterCollectionList() {
- mutex_collections.SetName("MasterCollectionList::collections");
- }
- MasterCollectionList::~MasterCollectionList() {
- ClearCollections();
- }
- bool MasterCollectionList::AddCollection(Collection *collection) {
- bool ret = false;
- assert(collection);
- mutex_collections.writelock(__FUNCTION__, __LINE__);
- if (collections.count(collection->GetID()) == 0) {
- collections[collection->GetID()] = collection;
- ret = true;
- }
- mutex_collections.releasewritelock(__FUNCTION__, __LINE__);
- return ret;
- }
- Collection * MasterCollectionList::GetCollection(int32 collection_id) {
- Collection *collection = 0;
- mutex_collections.readlock(__FUNCTION__, __LINE__);
- if (collections.count(collection_id) > 0)
- collection = collections[collection_id];
- mutex_collections.releasereadlock(__FUNCTION__, __LINE__);
- return collection;
- }
- void MasterCollectionList::ClearCollections() {
- map<int32, Collection *>::iterator itr;
- mutex_collections.writelock(__FUNCTION__, __LINE__);
- for (itr = collections.begin(); itr != collections.end(); itr++)
- safe_delete(itr->second);
- collections.clear();
- mutex_collections.releasewritelock(__FUNCTION__, __LINE__);
- }
- int32 MasterCollectionList::Size() {
- int32 size;
- mutex_collections.readlock(__FUNCTION__, __LINE__);
- size = collections.size();
- mutex_collections.releasereadlock(__FUNCTION__, __LINE__);
- return size;
- }
- bool MasterCollectionList::NeedsItem(Item *item) {
- map<int32, Collection *>::iterator itr;
- bool ret = false;
- assert(item);
- mutex_collections.readlock(__FUNCTION__, __LINE__);
- for (itr = collections.begin(); itr != collections.end(); itr++) {
- if (itr->second->NeedsItem(item)) {
- ret = true;
- break;
- }
- }
- mutex_collections.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
- PlayerCollectionList::PlayerCollectionList() {
- }
- PlayerCollectionList::~PlayerCollectionList() {
- ClearCollections();
- }
- bool PlayerCollectionList::AddCollection(Collection *collection) {
- assert(collection);
- if (collections.count(collection->GetID()) == 0) {
- collections[collection->GetID()] = collection;
- return true;
- }
- return false;
- }
- Collection * PlayerCollectionList::GetCollection(int32 collection_id) {
- if (collections.count(collection_id) > 0)
- return collections[collection_id];
- return 0;
- }
- void PlayerCollectionList::ClearCollections() {
- map<int32, Collection *>::iterator itr;
- for (itr = collections.begin(); itr != collections.end(); itr++)
- safe_delete(itr->second);
- collections.clear();
- }
- int32 PlayerCollectionList::Size() {
- return collections.size();
- }
- bool PlayerCollectionList::NeedsItem(Item *item) {
- map<int32, Collection *> *master_collections;
- map<int32, Collection *>::iterator itr;
- Collection *collection;
- Mutex *master_mutex;
- bool ret = false;
- assert(item);
- for (itr = collections.begin(); itr != collections.end(); itr++) {
- if (itr->second->NeedsItem(item)) {
- ret = true;
- break;
- }
- }
- /* if the player doesnt have a collection that needs the item, check the master collection list to see if there's a collection
- * in there that needs the item that the player does not have yet */
- if (!ret) {
- master_mutex = master_collection_list.GetMutex();
- master_collections = master_collection_list.GetCollections();
- master_mutex->readlock(__FUNCTION__, __LINE__);
- for (itr = master_collections->begin(); itr != master_collections->end(); itr++) {
- collection = itr->second;
- if (collection->NeedsItem(item) && !GetCollection(collection->GetID())) {
- ret = true;
- break;
- }
- }
- master_mutex->releasereadlock(__FUNCTION__, __LINE__);
- }
- return ret;
- }
- bool PlayerCollectionList::HasCollectionsToHandIn() {
- map<int32, Collection *>::iterator itr;
- for (itr = collections.begin(); itr != collections.end(); itr++) {
- if (itr->second->GetIsReadyToTurnIn())
- return true;
- }
- return false;
- }
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