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