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Fix player state issue after failing to complete a mission
Fixes #225. Co-authored-by: Jade <jadeshrinemaiden@gmail.com>
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@ -226,7 +226,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr && PlayerManager::players.find(sock) != PlayerManager::players.end()) {
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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@ -219,16 +219,13 @@ static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
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// ugly pointer/reference juggling for the sake of operator overloading...
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TaskData& task = *Tasks[taskNum];
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// update player
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// sanity check
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int i;
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bool found = false;
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for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr->tasks[i] == taskNum) {
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found = true;
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plr->tasks[i] = 0;
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for (int j = 0; j < 3; j++) {
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plr->RemainingNPCCount[i][j] = 0;
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}
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break;
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}
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}
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@ -249,6 +246,23 @@ static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
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}
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// don't take away quest items if we haven't finished the quest
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/*
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* Update player's active mission data.
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*
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* This must be done after all early returns have passed, otherwise we
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* risk introducing non-atomic changes. For example, failing to finish
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* a mission due to not having any inventory space could delete the
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* mission server-side; leading to a desync.
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*/
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for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr->tasks[i] == taskNum) {
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plr->tasks[i] = 0;
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for (int j = 0; j < 3; j++) {
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plr->RemainingNPCCount[i][j] = 0;
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}
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}
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}
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/*
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* Give (or take away) quest items
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*
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