mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Implemented quest item cleanup and fixed a few bugs.
This commit is contained in:
parent
ddb5f782b7
commit
52f02168bc
@ -56,7 +56,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
|||||||
Player *plr = PlayerManager::getPlayer(sock);
|
Player *plr = PlayerManager::getPlayer(sock);
|
||||||
|
|
||||||
response.iTaskNum = missionData->iTaskNum;
|
response.iTaskNum = missionData->iTaskNum;
|
||||||
std::cout << missionData->iTaskNum << std::endl;
|
//std::cout << missionData->iTaskNum << std::endl;
|
||||||
|
|
||||||
if (Tasks.find(missionData->iTaskNum) == Tasks.end()) {
|
if (Tasks.find(missionData->iTaskNum) == Tasks.end()) {
|
||||||
std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
|
std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
|
||||||
@ -69,36 +69,25 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
|||||||
TaskData& task = *Tasks[missionData->iTaskNum];
|
TaskData& task = *Tasks[missionData->iTaskNum];
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* SUItems
|
* Give (or take away) quest items
|
||||||
*
|
*
|
||||||
* Some mission tasks give the player a quest item upon completion.
|
* Some mission tasks give the player a quest item upon completion.
|
||||||
* This is distinct from quest item mob drops.
|
* This is distinct from quest item mob drops.
|
||||||
* They can be identified by a counter in the task indicator (ie. 1/1 Gravity Decelerator).
|
* 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.
|
* The server is responsible for dropping the correct item.
|
||||||
* Yes, this is idiotic.
|
* Yes, this is pretty stupid.
|
||||||
|
*
|
||||||
|
* iSUInstancename is the number of items to give. It is usually negative at the end of
|
||||||
|
* a mission, so as to clean up it's quest items.
|
||||||
*/
|
*/
|
||||||
for (int i = 0; i < 3; i++)
|
for (int i = 0; i < 3; i++)
|
||||||
if (task["m_iSUItem"][i] != 0)
|
if (task["m_iSUItem"][i] != 0)
|
||||||
dropQuestItem(sock, missionData->iTaskNum, 1, task["m_iSUItem"][i], 0);
|
dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
|
||||||
|
|
||||||
// clean up quest items which have served their purpose
|
|
||||||
if (task["m_iCSUItemID"][0] != 0) {
|
|
||||||
for (int i = 0; i < AQINVEN_COUNT; i++)
|
|
||||||
for (int j = 0; j < 4; j++)
|
|
||||||
if (plr->QInven[i].iID == task["m_CSUItemID"][j]) {
|
|
||||||
std::cout << "deleting qitem " << i << std::endl;
|
|
||||||
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.
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
|
|
||||||
// mission rewards
|
// mission rewards
|
||||||
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
|
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
|
||||||
giveMissionReward(sock, missionData->iTaskNum);
|
if (giveMissionReward(sock, missionData->iTaskNum) == -1)
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// update player
|
// update player
|
||||||
@ -131,6 +120,33 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
|
|||||||
|
|
||||||
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
|
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
|
||||||
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
|
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
|
||||||
|
Player *plr = PlayerManager::getPlayer(sock);
|
||||||
|
|
||||||
|
// update player
|
||||||
|
int i;
|
||||||
|
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
|
||||||
|
if (plr->tasks[i] == missionData->iTaskNum)
|
||||||
|
plr->tasks[i] = 0;
|
||||||
|
}
|
||||||
|
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
|
||||||
|
std::cout << "[WARN] Player quit non-active mission!?" << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
TaskData& task = *Tasks[missionData->iTaskNum];
|
||||||
|
|
||||||
|
// clean up quest items
|
||||||
|
for (i = 0; i < 3; i++) {
|
||||||
|
if (task["m_iSUItem"][i] == 0 && task["m_iCSUItem"][i] == 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* It's ok to do this only server-side, because the server decides which
|
||||||
|
* slot latter items will be placed in.
|
||||||
|
*/
|
||||||
|
for (int j = 0; j < AQINVEN_COUNT; j++)
|
||||||
|
if (plr->QInven[j].iID == task["m_iSUItem"][i] || plr->QInven[j].iID == task["m_iCSUItem"][i])
|
||||||
|
memset(&plr->QInven[j], 0, sizeof(sItemBase));
|
||||||
|
}
|
||||||
|
|
||||||
response.iTaskNum = missionData->iTaskNum;
|
response.iTaskNum = missionData->iTaskNum;
|
||||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
|
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
|
||||||
@ -139,12 +155,15 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
|
|||||||
// TODO: coalesce into ItemManager::findFreeSlot()?
|
// TODO: coalesce into ItemManager::findFreeSlot()?
|
||||||
int MissionManager::findQSlot(Player *plr, int id) {
|
int MissionManager::findQSlot(Player *plr, int id) {
|
||||||
int i;
|
int i;
|
||||||
sItemBase free;
|
|
||||||
|
|
||||||
memset(&free, 0, sizeof(sItemBase));
|
|
||||||
|
|
||||||
|
// two passes. we mustn't fail to find an existing stack.
|
||||||
for (i = 0; i < AQINVEN_COUNT; i++)
|
for (i = 0; i < AQINVEN_COUNT; i++)
|
||||||
if (plr->QInven[i].iID == id || memcmp(&plr->QInven[i], &free, sizeof(sItemBase)) == 0)
|
if (plr->QInven[i].iID == id)
|
||||||
|
return i;
|
||||||
|
|
||||||
|
// no stack. start a new one.
|
||||||
|
for (i = 0; i < AQINVEN_COUNT; i++)
|
||||||
|
if (plr->QInven[i].iOpt == 0)
|
||||||
return i;
|
return i;
|
||||||
|
|
||||||
// not found
|
// not found
|
||||||
@ -171,12 +190,19 @@ void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id,
|
|||||||
std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
|
std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
std::cout << "new qitem in slot " << slot << std::endl;
|
if (id != 0)
|
||||||
|
std::cout << "new qitem in slot " << slot << std::endl;
|
||||||
|
|
||||||
// update player
|
// update player
|
||||||
plr->QInven[slot].iType = 8;
|
if (id != 0) {
|
||||||
plr->QInven[slot].iID = id;
|
plr->QInven[slot].iType = 8;
|
||||||
plr->QInven[slot].iOpt += count; // stacking
|
plr->QInven[slot].iID = id;
|
||||||
|
plr->QInven[slot].iOpt += count; // stacking
|
||||||
|
}
|
||||||
|
|
||||||
|
// fully destory deleted items, for good measure
|
||||||
|
if (plr->QInven[slot].iOpt <= 0)
|
||||||
|
memset(&plr->QInven[slot], 0, sizeof(sItemBase));
|
||||||
|
|
||||||
// preserve stats
|
// preserve stats
|
||||||
reward->m_iCandy = plr->money;
|
reward->m_iCandy = plr->money;
|
||||||
@ -195,7 +221,7 @@ void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id,
|
|||||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||||
}
|
}
|
||||||
|
|
||||||
void MissionManager::giveMissionReward(CNSocket *sock, int task) {
|
int MissionManager::giveMissionReward(CNSocket *sock, int task) {
|
||||||
Reward *reward = Rewards[task];
|
Reward *reward = Rewards[task];
|
||||||
Player *plr = PlayerManager::getPlayer(sock);
|
Player *plr = PlayerManager::getPlayer(sock);
|
||||||
|
|
||||||
@ -216,7 +242,7 @@ void MissionManager::giveMissionReward(CNSocket *sock, int task) {
|
|||||||
fail.iErrorCode = 13; // inventory full
|
fail.iErrorCode = 13; // inventory full
|
||||||
|
|
||||||
sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
|
sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
|
||||||
return;
|
return -1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -251,10 +277,12 @@ void MissionManager::giveMissionReward(CNSocket *sock, int task) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
||||||
Player *plr = PlayerManager::getPlayer(sock);
|
Player *plr = PlayerManager::getPlayer(sock);
|
||||||
|
bool missionmob = false;
|
||||||
|
|
||||||
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
|
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
|
||||||
if (plr->tasks[i] == 0)
|
if (plr->tasks[i] == 0)
|
||||||
@ -267,14 +295,9 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
|||||||
if (task["m_iCSUEnemyID"][j] != mobid)
|
if (task["m_iCSUEnemyID"][j] != mobid)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// acknowledge killing of mission mob
|
// acknowledge killing of mission mob...
|
||||||
if (task["m_iCSUNumToKill"][j] != 0) {
|
if (task["m_iCSUNumToKill"][j] != 0)
|
||||||
INITSTRUCT(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, kill);
|
missionmob = true;
|
||||||
|
|
||||||
kill.iNPCID = mobid;
|
|
||||||
|
|
||||||
sock->sendPacket((void*)&kill, P_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, sizeof(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC));
|
|
||||||
}
|
|
||||||
|
|
||||||
// drop quest item
|
// drop quest item
|
||||||
if (task["m_iCSUItemNumNeeded"][j] != 0) {
|
if (task["m_iCSUItemNumNeeded"][j] != 0) {
|
||||||
@ -289,4 +312,14 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ...but only once
|
||||||
|
// XXX: is it actually necessary to do it this way?
|
||||||
|
if (missionmob) {
|
||||||
|
INITSTRUCT(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, kill);
|
||||||
|
|
||||||
|
kill.iNPCID = mobid;
|
||||||
|
|
||||||
|
sock->sendPacket((void*)&kill, P_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, sizeof(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -47,7 +47,7 @@ namespace MissionManager {
|
|||||||
|
|
||||||
int findQSlot(Player *plr, int id);
|
int findQSlot(Player *plr, int id);
|
||||||
void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
|
void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
|
||||||
void giveMissionReward(CNSocket *sock, int task);
|
int giveMissionReward(CNSocket *sock, int task);
|
||||||
|
|
||||||
void mobKilled(CNSocket *sock, int mobid);
|
void mobKilled(CNSocket *sock, int mobid);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user