Implemented quest item cleanup and fixed a few bugs.

This commit is contained in:
dongresource 2020-09-10 23:40:17 +02:00
parent ddb5f782b7
commit 52f02168bc
2 changed files with 72 additions and 39 deletions

View File

@ -56,7 +56,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock);
response.iTaskNum = missionData->iTaskNum;
std::cout << missionData->iTaskNum << std::endl;
//std::cout << missionData->iTaskNum << std::endl;
if (Tasks.find(missionData->iTaskNum) == Tasks.end()) {
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];
/*
* SUItems
* Give (or take away) quest items
*
* 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.
* 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++)
if (task["m_iSUItem"][i] != 0)
dropQuestItem(sock, missionData->iTaskNum, 1, 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.
*/
}
dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
// mission rewards
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
giveMissionReward(sock, missionData->iTaskNum);
if (giveMissionReward(sock, missionData->iTaskNum) == -1)
return;
}
// 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;
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;
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()?
int MissionManager::findQSlot(Player *plr, int id) {
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++)
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;
// 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;
return;
}
if (id != 0)
std::cout << "new qitem in slot " << slot << std::endl;
// update player
if (id != 0) {
plr->QInven[slot].iType = 8;
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
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);
}
void MissionManager::giveMissionReward(CNSocket *sock, int task) {
int MissionManager::giveMissionReward(CNSocket *sock, int task) {
Reward *reward = Rewards[task];
Player *plr = PlayerManager::getPlayer(sock);
@ -216,7 +242,7 @@ void MissionManager::giveMissionReward(CNSocket *sock, int 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;
return -1;
}
}
@ -251,10 +277,12 @@ void MissionManager::giveMissionReward(CNSocket *sock, int task) {
}
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
return 0;
}
void MissionManager::mobKilled(CNSocket *sock, int mobid) {
Player *plr = PlayerManager::getPlayer(sock);
bool missionmob = false;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == 0)
@ -267,14 +295,9 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
if (task["m_iCSUEnemyID"][j] != mobid)
continue;
// acknowledge killing of mission mob
if (task["m_iCSUNumToKill"][j] != 0) {
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));
}
// acknowledge killing of mission mob...
if (task["m_iCSUNumToKill"][j] != 0)
missionmob = true;
// drop quest item
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));
}
}

View File

@ -47,7 +47,7 @@ namespace MissionManager {
int findQSlot(Player *plr, int id);
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);
}