adjusted saving active missions

This commit is contained in:
kamilprzyb 2020-09-17 10:38:18 +02:00
parent 4d02668add
commit afc7768577
6 changed files with 49 additions and 48 deletions

View File

@ -77,12 +77,9 @@ auto db = make_storage("database.db",
make_table("RunningQuests",
make_column("PlayerId", &Database::DbQuest::PlayerId),
make_column("TaskId", &Database::DbQuest::TaskId),
make_column("KillNPCCount1", &Database::DbQuest::KillNPCCount1),
make_column("KillNPCCount2", &Database::DbQuest::KillNPCCount2),
make_column("KillNPCCount3", &Database::DbQuest::KillNPCCount3),
make_column("NeededItemCount1", &Database::DbQuest::NeededItemCount1),
make_column("NeededItemCount2", &Database::DbQuest::NeededItemCount2),
make_column("NeededItemCount3", &Database::DbQuest::NeededItemCount3)
make_column("RemainingNPCCount1", &Database::DbQuest::RemainingNPCCount1),
make_column("RemainingNPCCount2", &Database::DbQuest::RemainingNPCCount2),
make_column("RemainingNPCCount3", &Database::DbQuest::RemainingNPCCount3)
)
);
@ -525,6 +522,7 @@ void Database::updateInventory(Player *player){
}
db.commit();
}
void Database::updateNanos(Player *player) {
// start transaction
db.begin_transaction();
@ -563,12 +561,9 @@ void Database::updateQuests(Player* player) {
DbQuest toAdd = {};
toAdd.PlayerId = player->iID;
toAdd.TaskId = player->tasks[i];
toAdd.KillNPCCount1 = player->killNPCCount[i][0];
toAdd.KillNPCCount2 = player->killNPCCount[i][1];
toAdd.KillNPCCount3 = player->killNPCCount[i][2];
toAdd.NeededItemCount1 = player->NeededItemCount[i][0];
toAdd.NeededItemCount2 = player->NeededItemCount[i][1];
toAdd.NeededItemCount3 = player->NeededItemCount[i][2];
toAdd.RemainingNPCCount1 = player->RemainingNPCCount[i][0];
toAdd.RemainingNPCCount2 = player->RemainingNPCCount[i][1];
toAdd.RemainingNPCCount3 = player->RemainingNPCCount[i][2];
db.insert(toAdd);
}
db.commit();
@ -598,6 +593,7 @@ void Database::getInventory(Player* player) {
}
}
void Database::getNanos(Player* player) {
// get from DB
auto nanos = db.get_all<Nano>(
@ -621,12 +617,9 @@ void Database::getQuests(Player* player) {
int i = 0;
for (const DbQuest& current : quests) {
player->tasks[i] = current.TaskId;
player->killNPCCount[i][0] = current.KillNPCCount1;
player->killNPCCount[i][1] = current.KillNPCCount2;
player->killNPCCount[i][2] = current.KillNPCCount3;
player->NeededItemCount[i][0] = current.NeededItemCount1;
player->NeededItemCount[i][1] = current.NeededItemCount2;
player->NeededItemCount[i][2] = current.NeededItemCount3;
player->RemainingNPCCount[i][0] = current.RemainingNPCCount1;
player->RemainingNPCCount[i][1] = current.RemainingNPCCount2;
player->RemainingNPCCount[i][2] = current.RemainingNPCCount3;
i++;
}
}

View File

@ -74,12 +74,9 @@ namespace Database {
struct DbQuest {
int PlayerId;
int32_t TaskId;
int KillNPCCount1;
int KillNPCCount2;
int KillNPCCount3;
int NeededItemCount1;
int NeededItemCount2;
int NeededItemCount3;
int RemainingNPCCount1;
int RemainingNPCCount2;
int RemainingNPCCount3;
};

View File

@ -32,13 +32,18 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
return;
}
TaskData& task = *Tasks[missionData->iTaskNum];
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == 0) {
plr->tasks[i] = missionData->iTaskNum;
for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = (int)task["m_iCSUNumToKill"][j];
}
break;
}
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != missionData->iTaskNum) {
std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl;
}
@ -80,18 +85,11 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
* 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.
*/
int playerTaskNum = 0;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) {
playerTaskNum = i;
break;
}
}
for (int i = 0; i < 3; i++)
if (task["m_iSUItem"][i] != 0) {
if (task["m_iSUItem"][i] != 0)
dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
plr->NeededItemCount[playerTaskNum][i]++;
}
// mission rewards
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
if (giveMissionReward(sock, missionData->iTaskNum) == -1)
@ -105,8 +103,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
{
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->killNPCCount[i][j] = 0;
plr->NeededItemCount[i][j] = 0;
plr->RemainingNPCCount[i][j] = 0;
}
}
}
@ -154,8 +151,7 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
{
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->killNPCCount[i][j] = 0;
plr->NeededItemCount[i][j] = 0;
plr->RemainingNPCCount[i][j] = 0;
}
}
}
@ -165,7 +161,6 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
// remove current mission
plr->CurrentMissionID = 0;
TaskData& task = *Tasks[missionData->iTaskNum];
// clean up quest items
@ -333,15 +328,14 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
if (task["m_iCSUNumToKill"][j] != 0)
{
missionmob = true;
plr->killNPCCount[i][j]++;
plr->RemainingNPCCount[i][j]--;
}
// drop quest item
if (task["m_iCSUItemNumNeeded"][j] != 0) {
if (task["m_iCSUItemNumNeeded"][j] != 0 && !isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j]) ) {
bool drop = rand() % 100 < task["m_iSTItemDropRate"][j];
if (drop) {
// XXX: are CSUItemID and CSTItemID the same?
dropQuestItem(sock, plr->tasks[i], 1, task["m_iCSUItemID"][j], mobid);
plr->NeededItemCount[i][j]++;
} else {
// fail to drop (itemID == 0)
dropQuestItem(sock, plr->tasks[i], 1, 0, mobid);
@ -373,3 +367,15 @@ void MissionManager::saveMission(Player* player, int missionId) {
int column = missionId % 64;
player->aQuestFlag[row] |= (1ULL << column);
}
bool MissionManager::isQuestItemFull(CNSocket* sock, int itemId, int itemCount) {
Player* plr = PlayerManager::getPlayer(sock);
int slot = findQSlot(plr, itemId);
if (slot == -1) {
// this should never happen
std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
return true;
}
return (itemCount == plr->QInven[slot].iOpt);
}

View File

@ -47,6 +47,8 @@ namespace MissionManager {
int findQSlot(Player *plr, int id);
void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
//checks if player doesn't have n/n quest items
bool isQuestItemFull(CNSocket* sock, int itemId, int itemCount);
int giveMissionReward(CNSocket *sock, int task);
void mobKilled(CNSocket *sock, int mobid);

View File

@ -43,8 +43,7 @@ struct Player {
int64_t aQuestFlag[16];
int tasks[ACTIVE_MISSION_COUNT];
int killNPCCount[ACTIVE_MISSION_COUNT][3];
int NeededItemCount[ACTIVE_MISSION_COUNT][3];
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];
sItemBase QInven[AQINVEN_COUNT];
int32_t CurrentMissionID;
};

View File

@ -246,10 +246,14 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
TaskData &task = *MissionManager::Tasks[plr.tasks[i]];
for (int j = 0; j < 3; j++) {
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
response.PCLoadData2CL.aRunningQuest[i].m_aNeededItemID[j] = (int)task["m_iCSUItemID"][j];
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.killNPCCount[i][j];
//response.PCLoadData2CL.aRunningQuest[i].m_aNeededItemCount[j] = plr.NeededItemCount[i][j];
//why is client not using that smh
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
/*
* client doesn't care about NeededItem ID and Count,
* it gets Count from Quest Inventory
*
* KillNPCCount sets RemainEnemyNum in the client
* Yes, this is extraordinary stupid, even for Grigon
*/
}
}
response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;