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Mission Handling Fixes
- Q. Item count glitches are dealt with - Warping out now correctly rewinds missions.
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@ -76,13 +76,18 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
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TaskData& task = *Tasks[missionData->iTaskNum];
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// Give player their delivery items at the start, or reset them to 0 at the start.
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for (int i = 0; i < 3; i++)
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if (task["m_iSTItemID"][i] != 0)
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dropQuestItem(sock, missionData->iTaskNum, task["m_iSTItemNumNeeded"][i], task["m_iSTItemID"][i], 0);
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std::cout << "Mission requested task: " << missionData->iTaskNum << std::endl;
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response.iTaskNum = missionData->iTaskNum;
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response.iRemainTime = task["m_iSTGrantTimer"];
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
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// HACK: auto-succeed escort task
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if (task["m_iHTaskType"] == 6) {
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std::cout << "Sending Eduardo success packet" << std::endl;
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std::cout << "Skipping escort mission" << std::endl;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
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endTask(sock, missionData->iTaskNum);
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@ -90,11 +95,6 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
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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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// Give player their delivery items at the start.
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for (int i = 0; i < 3; i++)
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if (task["m_iSTItemID"][i] != 0 && task["m_iSTItemNumNeeded"][i] > 0)
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dropQuestItem(sock, missionData->iTaskNum, task["m_iSTItemNumNeeded"][i], task["m_iSTItemID"][i], 0);
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}
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void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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@ -273,7 +273,7 @@ void MissionManager::quitTask(CNSocket* sock, int32_t taskNum, bool manual) {
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* slot later 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_iCSUItemID"][i])
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if (plr->QInven[j].iID == task["m_iSUItem"][i] || plr->QInven[j].iID == task["m_iCSUItemID"][i] || plr->QInven[j].iID == task["m_iSTItemID"][i])
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memset(&plr->QInven[j], 0, sizeof(sItemBase));
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}
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@ -570,6 +570,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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resp.iCandy = plr->money;
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resp.eIL = 4; // do not take away any items
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plr->instanceID = INSTANCE_OVERWORLD;
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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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