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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-09-20 07:40:08 +00:00
adjusted saving active missions
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4d02668add
commit
afc7768577
@ -77,12 +77,9 @@ auto db = make_storage("database.db",
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make_table("RunningQuests",
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make_column("PlayerId", &Database::DbQuest::PlayerId),
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make_column("TaskId", &Database::DbQuest::TaskId),
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make_column("KillNPCCount1", &Database::DbQuest::KillNPCCount1),
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make_column("KillNPCCount2", &Database::DbQuest::KillNPCCount2),
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make_column("KillNPCCount3", &Database::DbQuest::KillNPCCount3),
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make_column("NeededItemCount1", &Database::DbQuest::NeededItemCount1),
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make_column("NeededItemCount2", &Database::DbQuest::NeededItemCount2),
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make_column("NeededItemCount3", &Database::DbQuest::NeededItemCount3)
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make_column("RemainingNPCCount1", &Database::DbQuest::RemainingNPCCount1),
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make_column("RemainingNPCCount2", &Database::DbQuest::RemainingNPCCount2),
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make_column("RemainingNPCCount3", &Database::DbQuest::RemainingNPCCount3)
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)
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);
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@ -525,6 +522,7 @@ void Database::updateInventory(Player *player){
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}
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db.commit();
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}
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void Database::updateNanos(Player *player) {
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// start transaction
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db.begin_transaction();
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@ -563,12 +561,9 @@ void Database::updateQuests(Player* player) {
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DbQuest toAdd = {};
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toAdd.PlayerId = player->iID;
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toAdd.TaskId = player->tasks[i];
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toAdd.KillNPCCount1 = player->killNPCCount[i][0];
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toAdd.KillNPCCount2 = player->killNPCCount[i][1];
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toAdd.KillNPCCount3 = player->killNPCCount[i][2];
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toAdd.NeededItemCount1 = player->NeededItemCount[i][0];
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toAdd.NeededItemCount2 = player->NeededItemCount[i][1];
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toAdd.NeededItemCount3 = player->NeededItemCount[i][2];
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toAdd.RemainingNPCCount1 = player->RemainingNPCCount[i][0];
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toAdd.RemainingNPCCount2 = player->RemainingNPCCount[i][1];
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toAdd.RemainingNPCCount3 = player->RemainingNPCCount[i][2];
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db.insert(toAdd);
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}
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db.commit();
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@ -598,6 +593,7 @@ void Database::getInventory(Player* player) {
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}
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}
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void Database::getNanos(Player* player) {
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// get from DB
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auto nanos = db.get_all<Nano>(
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@ -621,12 +617,9 @@ void Database::getQuests(Player* player) {
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int i = 0;
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for (const DbQuest& current : quests) {
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player->tasks[i] = current.TaskId;
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player->killNPCCount[i][0] = current.KillNPCCount1;
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player->killNPCCount[i][1] = current.KillNPCCount2;
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player->killNPCCount[i][2] = current.KillNPCCount3;
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player->NeededItemCount[i][0] = current.NeededItemCount1;
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player->NeededItemCount[i][1] = current.NeededItemCount2;
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player->NeededItemCount[i][2] = current.NeededItemCount3;
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player->RemainingNPCCount[i][0] = current.RemainingNPCCount1;
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player->RemainingNPCCount[i][1] = current.RemainingNPCCount2;
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player->RemainingNPCCount[i][2] = current.RemainingNPCCount3;
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i++;
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}
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}
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@ -74,12 +74,9 @@ namespace Database {
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struct DbQuest {
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int PlayerId;
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int32_t TaskId;
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int KillNPCCount1;
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int KillNPCCount2;
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int KillNPCCount3;
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int NeededItemCount1;
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int NeededItemCount2;
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int NeededItemCount3;
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int RemainingNPCCount1;
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int RemainingNPCCount2;
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int RemainingNPCCount3;
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};
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@ -32,13 +32,18 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
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return;
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}
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TaskData& task = *Tasks[missionData->iTaskNum];
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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] == 0) {
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plr->tasks[i] = missionData->iTaskNum;
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for (int j = 0; j < 3; j++) {
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plr->RemainingNPCCount[i][j] = (int)task["m_iCSUNumToKill"][j];
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}
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break;
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}
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}
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if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != missionData->iTaskNum) {
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std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl;
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}
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@ -80,18 +85,11 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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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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int playerTaskNum = 0;
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr->tasks[i] == missionData->iTaskNum) {
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playerTaskNum = i;
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break;
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}
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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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if (task["m_iSUItem"][i] != 0)
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dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
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plr->NeededItemCount[playerTaskNum][i]++;
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}
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// mission rewards
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if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
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if (giveMissionReward(sock, missionData->iTaskNum) == -1)
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@ -105,8 +103,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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{
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plr->tasks[i] = 0;
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for (int j = 0; j < 3; j++) {
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plr->killNPCCount[i][j] = 0;
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plr->NeededItemCount[i][j] = 0;
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plr->RemainingNPCCount[i][j] = 0;
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}
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}
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}
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@ -154,8 +151,7 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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{
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plr->tasks[i] = 0;
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for (int j = 0; j < 3; j++) {
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plr->killNPCCount[i][j] = 0;
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plr->NeededItemCount[i][j] = 0;
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plr->RemainingNPCCount[i][j] = 0;
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}
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}
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}
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@ -165,7 +161,6 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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// remove current mission
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plr->CurrentMissionID = 0;
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TaskData& task = *Tasks[missionData->iTaskNum];
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// clean up quest items
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@ -333,15 +328,14 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
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if (task["m_iCSUNumToKill"][j] != 0)
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{
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missionmob = true;
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plr->killNPCCount[i][j]++;
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plr->RemainingNPCCount[i][j]--;
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}
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// drop quest item
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if (task["m_iCSUItemNumNeeded"][j] != 0) {
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if (task["m_iCSUItemNumNeeded"][j] != 0 && !isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j]) ) {
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bool drop = rand() % 100 < task["m_iSTItemDropRate"][j];
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if (drop) {
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// XXX: are CSUItemID and CSTItemID the same?
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dropQuestItem(sock, plr->tasks[i], 1, task["m_iCSUItemID"][j], mobid);
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plr->NeededItemCount[i][j]++;
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} else {
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// fail to drop (itemID == 0)
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dropQuestItem(sock, plr->tasks[i], 1, 0, mobid);
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@ -373,3 +367,15 @@ void MissionManager::saveMission(Player* player, int missionId) {
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int column = missionId % 64;
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player->aQuestFlag[row] |= (1ULL << column);
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}
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bool MissionManager::isQuestItemFull(CNSocket* sock, int itemId, int itemCount) {
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Player* plr = PlayerManager::getPlayer(sock);
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int slot = findQSlot(plr, itemId);
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if (slot == -1) {
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// this should never happen
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std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
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return true;
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}
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return (itemCount == plr->QInven[slot].iOpt);
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}
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@ -47,6 +47,8 @@ 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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//checks if player doesn't have n/n quest items
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bool isQuestItemFull(CNSocket* sock, int itemId, int itemCount);
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int giveMissionReward(CNSocket *sock, int task);
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void mobKilled(CNSocket *sock, int mobid);
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@ -43,8 +43,7 @@ struct Player {
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int64_t aQuestFlag[16];
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int tasks[ACTIVE_MISSION_COUNT];
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int killNPCCount[ACTIVE_MISSION_COUNT][3];
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int NeededItemCount[ACTIVE_MISSION_COUNT][3];
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int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];
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sItemBase QInven[AQINVEN_COUNT];
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int32_t CurrentMissionID;
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};
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@ -246,10 +246,14 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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TaskData &task = *MissionManager::Tasks[plr.tasks[i]];
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for (int j = 0; j < 3; j++) {
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aNeededItemID[j] = (int)task["m_iCSUItemID"][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.killNPCCount[i][j];
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//response.PCLoadData2CL.aRunningQuest[i].m_aNeededItemCount[j] = plr.NeededItemCount[i][j];
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//why is client not using that smh
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
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/*
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* client doesn't care about NeededItem ID and Count,
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* it gets Count from Quest Inventory
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*
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* KillNPCCount sets RemainEnemyNum in the client
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* Yes, this is extraordinary stupid, even for Grigon
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*/
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}
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}
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response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;
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