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https://github.com/OpenFusionProject/OpenFusion.git
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[WIP] Incremental mission save 2
This commit (and the previous one) exist to document the first approach I took to storing mission data. It's only here for posterity. This comment was added while rebasing.
This commit is contained in:
@@ -4,9 +4,12 @@
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#include "PlayerManager.hpp"
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#include "ItemManager.hpp"
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#include "string.h"
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std::map<int32_t, Reward*> MissionManager::Rewards;
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std::map<int32_t, SUItem*> MissionManager::SUItems;
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std::map<int32_t, QuestDropSet*> MissionManager::QuestDropSets;
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std::map<int32_t, ItemCleanup*> MissionManager::ItemCleanups;
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void MissionManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission);
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@@ -37,6 +40,22 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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response.iTaskNum = missionData->iTaskNum;
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std::cout << missionData->iTaskNum << std::endl;
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// clean up quest items which have served their purpose
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if (ItemCleanups.find(missionData->iTaskNum) != ItemCleanups.end()) {
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ItemCleanup *clean = ItemCleanups[missionData->iTaskNum];
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std::cout << "clearing qitems\n";
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for (int i = 0; i < AQINVEN_COUNT; i++)
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for (int j = 0; j < 4; j++)
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if (plr->QInven[i].iID == clean->itemIds[j])
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memset(&plr->QInven[i], 0, sizeof(sItemBase));
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/*
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* NOTE: As quest items are not graphically enumerated client-side,
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* the client does not need to be notified of item cleanup, since
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* the items will just be clobbered upon assignment anyway.
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*/
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}
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/*
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* SUItems
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*
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@@ -49,42 +68,104 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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if (SUItems.find(missionData->iTaskNum) != SUItems.end()) {
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SUItem *suitem = SUItems[missionData->iTaskNum];
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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reward->iTaskID = missionData->iTaskNum;
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reward->iNPC_TypeID = 0; // XXX
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item->sItem.iType = 8;
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item->sItem.iID = suitem->itemIds[0]; // XXX XXX XXX
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item->sItem.iOpt = 1; // XXX count needs to be correct
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item->iSlotNum = 0; // XXX
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item->eIL = 2;
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std::cout << "sending item packet\n";
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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for (int i = 0; i < 3; i++)
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if (suitem->itemIds[i] != 0)
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dropQuestItem(sock, missionData->iTaskNum, 1, suitem->itemIds[i], 0);
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}
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// mission rewards
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if (Rewards.find(missionData->iTaskNum) == Rewards.end()) {
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// not a mission's final task
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
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giveMissionReward(sock, missionData->iTaskNum);
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}
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
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return; // malformed packet
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sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
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response.iCurrentMissionID = missionData->iCurrentMissionID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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// TODO: coalesce into ItemManager::findFreeSlot()?
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int MissionManager::findFreeQSlot(Player *plr) {
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int i;
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sItemBase free;
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memset(&free, 0, sizeof(sItemBase));
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for (i = 0; i < AQINVEN_COUNT; i++)
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if (memcmp(&plr->QInven[i], &free, sizeof(sItemBase)) == 0)
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return i;
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// not found
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return -1;
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}
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void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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Player *plr = PlayerManager::getPlayer(sock);
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// find free quest item slot
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int slot = findFreeQSlot(plr);
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if (slot == -1) {
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// this should never happen
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std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
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return;
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}
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Reward *reward = Rewards[missionData->iTaskNum];
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std::cout << "new qitem in slot " << slot << std::endl;
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// update player
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plr->QInven[slot].iType = 8;
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plr->QInven[slot].iID = id;
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plr->QInven[slot].iOpt = count;
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// preserve stats
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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reward->iTaskID = task;
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reward->iNPC_TypeID = mobid;
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item->sItem = plr->QInven[slot];
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item->iSlotNum = slot;
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item->eIL = 2;
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std::cout << "sending quest item\n";
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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void MissionManager::giveMissionReward(CNSocket *sock, int task) {
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Reward *reward = Rewards[task];
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Player *plr = PlayerManager::getPlayer(sock);
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int nrewards = 0;
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for (int i = 0; i < 4; i++) {
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@@ -99,7 +180,7 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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std::cout << "Not enough room to complete task" << std::endl;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail);
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fail.iTaskNum = missionData->iTaskNum;
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fail.iTaskNum = task;
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fail.iErrorCode = 13; // inventory full
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sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
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@@ -137,30 +218,5 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
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plr->Inven[slots[i]] = item->sItem;
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}
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
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return; // malformed packet
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sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
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response.iCurrentMissionID = missionData->iCurrentMissionID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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//void MissionManager::dropQuestItem(CNSocket *sock, int mobid, int count) {}
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