OpenFusion/src/MissionManager.cpp

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#include "CNShardServer.hpp"
#include "CNStructs.hpp"
#include "MissionManager.hpp"
#include "PlayerManager.hpp"
#include "ItemManager.hpp"
#include "string.h"
std::map<int32_t, Reward*> MissionManager::Rewards;
std::map<int32_t, SUItem*> MissionManager::SUItems;
std::map<int32_t, QuestDropSet*> MissionManager::QuestDropSets;
std::map<int32_t, ItemCleanup*> MissionManager::ItemCleanups;
void MissionManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_END, completeTask);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID, setMission);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_STOP, quitMission);
}
void MissionManager::acceptMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_START))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_START* missionData = (sP_CL2FE_REQ_PC_TASK_START*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
}
void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_END))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
Player *plr = PlayerManager::getPlayer(sock);
response.iTaskNum = missionData->iTaskNum;
std::cout << missionData->iTaskNum << std::endl;
// clean up quest items which have served their purpose
if (ItemCleanups.find(missionData->iTaskNum) != ItemCleanups.end()) {
ItemCleanup *clean = ItemCleanups[missionData->iTaskNum];
std::cout << "clearing qitems\n";
for (int i = 0; i < AQINVEN_COUNT; i++)
for (int j = 0; j < 4; j++)
if (plr->QInven[i].iID == clean->itemIds[j])
memset(&plr->QInven[i], 0, sizeof(sItemBase));
/*
* NOTE: As quest items are not graphically enumerated client-side,
* the client does not need to be notified of item cleanup, since
* the items will just be clobbered upon assignment anyway.
*/
}
/*
* SUItems
*
* Some mission tasks give the player a quest item upon completion.
* This is distinct from quest item mob drops.
* They can be identified by a counter in the task indicator (ie. 1/1 Gravity Decelerator).
* The server is responsible for dropping the correct item.
* Yes, this is idiotic.
*/
if (SUItems.find(missionData->iTaskNum) != SUItems.end()) {
SUItem *suitem = SUItems[missionData->iTaskNum];
for (int i = 0; i < 3; i++)
if (suitem->itemIds[i] != 0)
dropQuestItem(sock, missionData->iTaskNum, 1, suitem->itemIds[i], 0);
}
// mission rewards
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
giveMissionReward(sock, missionData->iTaskNum);
}
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
return; // malformed packet
sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
response.iCurrentMissionID = missionData->iCurrentMissionID;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
}
// TODO: coalesce into ItemManager::findFreeSlot()?
int MissionManager::findFreeQSlot(Player *plr) {
int i;
sItemBase free;
memset(&free, 0, sizeof(sItemBase));
for (i = 0; i < AQINVEN_COUNT; i++)
if (memcmp(&plr->QInven[i], &free, sizeof(sItemBase)) == 0)
return i;
// not found
return -1;
}
void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
Player *plr = PlayerManager::getPlayer(sock);
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// find free quest item slot
int slot = findFreeQSlot(plr);
if (slot == -1) {
// this should never happen
std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
return;
}
std::cout << "new qitem in slot " << slot << std::endl;
// update player
plr->QInven[slot].iType = 8;
plr->QInven[slot].iID = id;
plr->QInven[slot].iOpt = count;
// preserve stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->iTaskID = task;
reward->iNPC_TypeID = mobid;
item->sItem = plr->QInven[slot];
item->iSlotNum = slot;
item->eIL = 2;
std::cout << "sending quest item\n";
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
void MissionManager::giveMissionReward(CNSocket *sock, int task) {
Reward *reward = Rewards[task];
Player *plr = PlayerManager::getPlayer(sock);
int nrewards = 0;
for (int i = 0; i < 4; i++) {
if (reward->itemIds[i] != 0)
nrewards++;
}
int slots[4];
for (int i = 0; i < nrewards; i++) {
slots[i] = ItemManager::findFreeSlot(plr);
if (slots[i] == -1) {
std::cout << "Not enough room to complete task" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail);
fail.iTaskNum = task;
fail.iErrorCode = 13; // inventory full
sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
return;
}
}
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + nrewards * sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
sP_FE2CL_REP_REWARD_ITEM *resp = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// update player
plr->money += reward->money;
plr->fusionmatter += reward->fusionmatter;
// simple rewards
resp->m_iCandy = plr->money;
resp->m_iFusionMatter = plr->fusionmatter;
resp->iFatigue = 100; // prevents warning message
resp->iFatigue_Level = 1;
resp->iItemCnt = nrewards;
for (int i = 0; i < nrewards; i++) {
item[i].sItem.iType = reward->itemTypes[i];
item[i].sItem.iID = reward->itemIds[i];
item[i].iSlotNum = slots[i];
item[i].eIL = 1;
// update player
plr->Inven[slots[i]] = item->sItem;
}
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}