/* * Copyright (C) 2010 - 2015 Eluna Lua Engine * This program is free software licensed under GPL version 3 * Please see the included DOCS/LICENSE.md for more information */ #ifndef QUESTMETHODS_H #define QUESTMETHODS_H namespace LuaQuest { /** * Returns 'true' if the [Quest] has the specified flag, false otherwise. * Below flags are based off of 3.3.5a. Subject to change. * *
     * enum QuestFlags
     * {
     *     // Flags used at server and sent to client
     *     QUEST_FLAGS_NONE                    = 0x0,
     *     QUEST_FLAGS_STAY_ALIVE              = 0x1,       // Not used currently
     *     QUEST_FLAGS_PARTY_ACCEPT            = 0x2,       // Not used currently. If player in party, all players that can accept this quest will receive confirmation box to accept quest CMSG_QUEST_CONFIRM_ACCEPT/SMSG_QUEST_CONFIRM_ACCEPT
     *     QUEST_FLAGS_EXPLORATION             = 0x4,       // Not used currently
     *     QUEST_FLAGS_SHARABLE                = 0x8,       // Can be shared: Player::CanShareQuest()
     *     QUEST_FLAGS_HAS_CONDITION           = 0x10,      // Not used currently
     *     QUEST_FLAGS_HIDE_REWARD_POI         = 0x20,      // Not used currently: Unsure of content
     *     QUEST_FLAGS_RAID                    = 0x40,      // Not used currently
     *     QUEST_FLAGS_TBC                     = 0x80,      // Not used currently: Available if TBC expansion enabled only
     *     QUEST_FLAGS_NO_MONEY_FROM_XP        = 0x100,     // Not used currently: Experience is not converted to gold at max level
     *     QUEST_FLAGS_HIDDEN_REWARDS          = 0x200,     // Items and money rewarded only sent in SMSG_QUESTGIVER_OFFER_REWARD (not in SMSG_QUESTGIVER_QUEST_DETAILS or in client quest log(SMSG_QUEST_QUERY_RESPONSE))
     *     QUEST_FLAGS_TRACKING                = 0x400,     // These quests are automatically rewarded on quest complete and they will never appear in quest log client side.
     *     QUEST_FLAGS_DEPRECATE_REPUTATION    = 0x800,     // Not used currently
     *     QUEST_FLAGS_DAILY                   = 0x1000,    // Used to know quest is Daily one
     *     QUEST_FLAGS_FLAGS_PVP               = 0x2000,    // Having this quest in log forces PvP flag
     *     QUEST_FLAGS_UNAVAILABLE             = 0x4000,    // Used on quests that are not generically available
     *     QUEST_FLAGS_WEEKLY                  = 0x8000,
     *     QUEST_FLAGS_AUTOCOMPLETE            = 0x10000,   // auto complete
     *     QUEST_FLAGS_DISPLAY_ITEM_IN_TRACKER = 0x20000,   // Displays usable item in quest tracker
     *     QUEST_FLAGS_OBJ_TEXT                = 0x40000,   // use Objective text as Complete text
     *     QUEST_FLAGS_AUTO_ACCEPT             = 0x80000,   // The client recognizes this flag as auto-accept. However, NONE of the current quests (3.3.5a) have this flag. Maybe blizz used to use it, or will use it in the future.
     *
     *     // ... 4.x added flags up to 0x80000000 - all unknown for now
     * };
     * 
* * @param [QuestFlags] flag : all available flags can be seen above * @return bool hasFlag */ int HasFlag(Eluna* /*E*/, lua_State* L, Quest* quest) { uint32 flag = Eluna::CHECKVAL(L, 2); #ifndef TRINITY Eluna::Push(L, quest->HasQuestFlag((QuestFlags)flag)); #else Eluna::Push(L, quest->HasFlag(flag)); #endif return 1; } #ifndef CLASSIC /** * Returns 'true' if the [Quest] is a daily quest, false otherwise. * * @return bool isDaily */ int IsDaily(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->IsDaily()); return 1; } #endif /** * Returns 'true' if the [Quest] is repeatable, false otherwise. * * @return bool isRepeatable */ int IsRepeatable(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->IsRepeatable()); return 1; } /** * Returns entry ID of the [Quest]. * * @return uint32 entryId */ int GetId(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetQuestId()); return 1; } /** * Returns the [Quest]'s level. * * @return uint32 level */ int GetLevel(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetQuestLevel()); return 1; } /** * Returns the minimum level required to pick up the [Quest]. * * @return uint32 minLevel */ int GetMinLevel(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetMinLevel()); return 1; } /** * Returns the next [Quest] entry ID. * * @return int32 entryId */ int GetNextQuestId(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetNextQuestId()); return 1; } /** * Returns the previous [Quest] entry ID. * * @return int32 entryId */ int GetPrevQuestId(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetPrevQuestId()); return 1; } /** * Returns the next [Quest] entry ID in the specific [Quest] chain. * * @return int32 entryId */ int GetNextQuestInChain(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetNextQuestInChain()); return 1; } /** * Returns the [Quest]'s flags. * * @return [QuestFlags] flags */ int GetFlags(Eluna* /*E*/, lua_State* L, Quest* quest) { #ifndef TRINITY Eluna::Push(L, quest->GetQuestFlags()); #else Eluna::Push(L, quest->GetFlags()); #endif return 1; } /** * Returns the [Quest]'s type. * * TODO: Document types available. * * @return uint32 type */ int GetType(Eluna* /*E*/, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetType()); return 1; } /*int GetMaxLevel(Eluna* E, lua_State* L, Quest* quest) { Eluna::Push(L, quest->GetMaxLevel()); return 1; }*/ }; #endif