[refactor] Mark all internal functions static

All packet handlers and helper functions that are only used in the
source file they're declared in have been taken out of the namespaces in
the corresponding header files, have been marked static, and have been
reordered to avoid the need for declarations at the top of each source
file.

Each source file now contains a "using namespace" directive so that the
static functions don't need to prefix the source file's symbols with
their namespace. All redundant namespace prefixes found have been
removed.

An unused nano power resetting function in NanoManager has been removed.
This commit is contained in:
2021-03-16 22:06:10 +01:00
parent 04c56ce426
commit cee09f6344
36 changed files with 1808 additions and 1957 deletions

View File

@@ -7,292 +7,26 @@
#include "string.h"
using namespace MissionManager;
std::map<int32_t, Reward*> MissionManager::Rewards;
std::map<int32_t, TaskData*> MissionManager::Tasks;
nlohmann::json MissionManager::AvatarGrowth[37];
void MissionManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, taskStart);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_END, taskEnd);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID, setMission);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_STOP, quitMission);
}
bool MissionManager::startTask(Player* plr, int TaskID) {
if (MissionManager::Tasks.find(TaskID) == MissionManager::Tasks.end()) {
std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
return false;
}
TaskData& task = *MissionManager::Tasks[TaskID];
// client freaks out if nano mission isn't sent first after relogging, so it's easiest to set it here
if (task["m_iSTNanoID"] != 0 && plr->tasks[0] != 0) {
// lets move task0 to different spot
int moveToSlot = 1;
for (; moveToSlot < ACTIVE_MISSION_COUNT; moveToSlot++)
if (plr->tasks[moveToSlot] == 0)
break;
plr->tasks[moveToSlot] = plr->tasks[0];
plr->tasks[0] = 0;
for (int i = 0; i < 3; i++) {
plr->RemainingNPCCount[moveToSlot][i] = plr->RemainingNPCCount[0][i];
plr->RemainingNPCCount[0][i] = 0;
}
}
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == 0) {
plr->tasks[i] = TaskID;
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] != TaskID) {
std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl;
return false;
}
return true;
}
void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_START))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_START* missionData = (sP_CL2FE_REQ_PC_TASK_START*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
Player *plr = PlayerManager::getPlayer(sock);
if (!startTask(plr, missionData->iTaskNum)) {
// TODO: TASK_FAIL?
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
static void saveMission(Player* player, int missionId) {
// sanity check missionID so we don't get exceptions
if (missionId < 0 || missionId > 1023) {
std::cout << "[WARN] Client submitted invalid missionId: " <<missionId<< std::endl;
return;
}
TaskData& task = *Tasks[missionData->iTaskNum];
// Give player their delivery items at the start, or reset them to 0 at the start.
for (int i = 0; i < 3; i++)
if (task["m_iSTItemID"][i] != 0)
dropQuestItem(sock, missionData->iTaskNum, task["m_iSTItemNumNeeded"][i], task["m_iSTItemID"][i], 0);
std::cout << "Mission requested task: " << missionData->iTaskNum << std::endl;
response.iTaskNum = missionData->iTaskNum;
response.iRemainTime = task["m_iSTGrantTimer"];
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
// HACK: auto-succeed escort task
if (task["m_iHTaskType"] == 6) {
std::cout << "Skipping escort mission" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
endTask(sock, missionData->iTaskNum);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
// Missions are stored in int64_t array
int row = missionId / 64;
int column = missionId % 64;
player->aQuestFlag[row] |= (1ULL << column);
}
void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_END))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
// failed timed missions give an iNPC_ID of 0
if (missionData->iNPC_ID == 0) {
TaskData* task = MissionManager::Tasks[missionData->iTaskNum];
if (task->task["m_iSTGrantTimer"] > 0) { // its a timed mission
Player* plr = PlayerManager::getPlayer(sock);
/*
* Enemy killing missions
* this is gross and should be cleaned up later
* once we comb over mission logic more throughly
*/
bool mobsAreKilled = false;
if (task->task["m_iHTaskType"] == 5) {
mobsAreKilled = true;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) {
for (int j = 0; j < 3; j++) {
if (plr->RemainingNPCCount[i][j] > 0) {
mobsAreKilled = false;
break;
}
}
}
}
}
if (!mobsAreKilled) {
int failTaskID = task->task["m_iFOutgoingTask"];
if (failTaskID != 0) {
MissionManager::quitTask(sock, missionData->iTaskNum, false);
for (int i = 0; i < 6; i++)
if (plr->tasks[i] == missionData->iTaskNum)
plr->tasks[i] = failTaskID;
return;
}
}
}
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
if (!endTask(sock, missionData->iTaskNum, missionData->iBox1Choice)) {
return;
}
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
bool MissionManager::endTask(CNSocket *sock, int32_t taskNum, int choice) {
Player *plr = PlayerManager::getPlayer(sock);
if (Tasks.find(taskNum) == Tasks.end())
return false;
// ugly pointer/reference juggling for the sake of operator overloading...
TaskData& task = *Tasks[taskNum];
// update player
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == taskNum) {
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = 0;
}
}
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
std::cout << "[WARN] Player completed non-active mission!?" << std::endl;
return false;
}
// mission rewards
if (Rewards.find(taskNum) != Rewards.end()) {
if (giveMissionReward(sock, taskNum, choice) == -1)
return false; // we don't want to send anything
}
// don't take away quest items if we haven't finished the quest
/*
* 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 pretty stupid.
*
* iSUInstancename is the number of items to give. It is usually negative at the end of
* a mission, to clean up its quest items.
*/
for (int i = 0; i < 3; i++)
if (task["m_iSUItem"][i] != 0)
dropQuestItem(sock, taskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
// if it's the last task
if (task["m_iSUOutgoingTask"] == 0) {
// save completed mission on player
saveMission(plr, (int)(task["m_iHMissionID"])-1);
// if it's a nano mission, reward the nano.
if (task["m_iSTNanoID"] != 0)
NanoManager::addNano(sock, task["m_iSTNanoID"], 0, true);
// remove current mission
plr->CurrentMissionID = 0;
}
return true;
}
void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
return; // malformed packet
Player* plr = PlayerManager::getPlayer(sock);
sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
response.iCurrentMissionID = missionData->iCurrentMissionID;
plr->CurrentMissionID = missionData->iCurrentMissionID;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
quitTask(sock, missionData->iTaskNum, true);
}
void MissionManager::quitTask(CNSocket* sock, int32_t taskNum, bool manual) {
Player* plr = PlayerManager::getPlayer(sock);
if (Tasks.find(taskNum) == Tasks.end())
return; // sanity check
// update player
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == taskNum) {
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = 0;
}
}
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
std::cout << "[WARN] Player quit non-active mission!?" << std::endl;
}
// remove current mission
plr->CurrentMissionID = 0;
TaskData& task = *Tasks[taskNum];
// clean up quest items
if (manual) {
for (i = 0; i < 3; i++) {
if (task["m_iSUItem"][i] == 0 && task["m_iCSUItemID"][i] == 0)
continue;
/*
* It's ok to do this only server-side, because the server decides which
* slot later 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_iCSUItemID"][i] || plr->QInven[j].iID == task["m_iSTItemID"][i])
memset(&plr->QInven[j], 0, sizeof(sItemBase));
}
} else {
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, failResp);
failResp.iErrorCode = 1;
failResp.iTaskNum = taskNum;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
response.iTaskNum = taskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
}
int MissionManager::findQSlot(Player *plr, int id) {
static int findQSlot(Player *plr, int id) {
int i;
// two passes. we mustn't fail to find an existing stack.
@@ -309,7 +43,20 @@ int MissionManager::findQSlot(Player *plr, int id) {
return -1;
}
void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
static bool 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);
}
static void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
std::cout << "Altered item id " << id << " by " << count << " for task id " << task << std::endl;
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
@@ -364,7 +111,7 @@ void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id,
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
int MissionManager::giveMissionReward(CNSocket *sock, int task, int choice) {
static int giveMissionReward(CNSocket *sock, int task, int choice=0) {
Reward *reward = Rewards[task];
Player *plr = PlayerManager::getPlayer(sock);
@@ -457,6 +204,280 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task, int choice) {
return 0;
}
static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
Player *plr = PlayerManager::getPlayer(sock);
if (Tasks.find(taskNum) == Tasks.end())
return false;
// ugly pointer/reference juggling for the sake of operator overloading...
TaskData& task = *Tasks[taskNum];
// update player
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == taskNum) {
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = 0;
}
}
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
std::cout << "[WARN] Player completed non-active mission!?" << std::endl;
return false;
}
// mission rewards
if (Rewards.find(taskNum) != Rewards.end()) {
if (giveMissionReward(sock, taskNum, choice) == -1)
return false; // we don't want to send anything
}
// don't take away quest items if we haven't finished the quest
/*
* 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 pretty stupid.
*
* iSUInstancename is the number of items to give. It is usually negative at the end of
* a mission, to clean up its quest items.
*/
for (int i = 0; i < 3; i++)
if (task["m_iSUItem"][i] != 0)
dropQuestItem(sock, taskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
// if it's the last task
if (task["m_iSUOutgoingTask"] == 0) {
// save completed mission on player
saveMission(plr, (int)(task["m_iHMissionID"])-1);
// if it's a nano mission, reward the nano.
if (task["m_iSTNanoID"] != 0)
NanoManager::addNano(sock, task["m_iSTNanoID"], 0, true);
// remove current mission
plr->CurrentMissionID = 0;
}
return true;
}
bool MissionManager::startTask(Player* plr, int TaskID) {
if (MissionManager::Tasks.find(TaskID) == MissionManager::Tasks.end()) {
std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
return false;
}
TaskData& task = *MissionManager::Tasks[TaskID];
// client freaks out if nano mission isn't sent first after relogging, so it's easiest to set it here
if (task["m_iSTNanoID"] != 0 && plr->tasks[0] != 0) {
// lets move task0 to different spot
int moveToSlot = 1;
for (; moveToSlot < ACTIVE_MISSION_COUNT; moveToSlot++)
if (plr->tasks[moveToSlot] == 0)
break;
plr->tasks[moveToSlot] = plr->tasks[0];
plr->tasks[0] = 0;
for (int i = 0; i < 3; i++) {
plr->RemainingNPCCount[moveToSlot][i] = plr->RemainingNPCCount[0][i];
plr->RemainingNPCCount[0][i] = 0;
}
}
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == 0) {
plr->tasks[i] = TaskID;
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] != TaskID) {
std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl;
return false;
}
return true;
}
static void taskStart(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_START))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_START* missionData = (sP_CL2FE_REQ_PC_TASK_START*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
Player *plr = PlayerManager::getPlayer(sock);
if (!startTask(plr, missionData->iTaskNum)) {
// TODO: TASK_FAIL?
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
return;
}
TaskData& task = *Tasks[missionData->iTaskNum];
// Give player their delivery items at the start, or reset them to 0 at the start.
for (int i = 0; i < 3; i++)
if (task["m_iSTItemID"][i] != 0)
dropQuestItem(sock, missionData->iTaskNum, task["m_iSTItemNumNeeded"][i], task["m_iSTItemID"][i], 0);
std::cout << "Mission requested task: " << missionData->iTaskNum << std::endl;
response.iTaskNum = missionData->iTaskNum;
response.iRemainTime = task["m_iSTGrantTimer"];
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
// HACK: auto-succeed escort task
if (task["m_iHTaskType"] == 6) {
std::cout << "Skipping escort mission" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
endTask(sock, missionData->iTaskNum);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
}
static void taskEnd(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_END))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
// failed timed missions give an iNPC_ID of 0
if (missionData->iNPC_ID == 0) {
TaskData* task = MissionManager::Tasks[missionData->iTaskNum];
if (task->task["m_iSTGrantTimer"] > 0) { // its a timed mission
Player* plr = PlayerManager::getPlayer(sock);
/*
* Enemy killing missions
* this is gross and should be cleaned up later
* once we comb over mission logic more throughly
*/
bool mobsAreKilled = false;
if (task->task["m_iHTaskType"] == 5) {
mobsAreKilled = true;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) {
for (int j = 0; j < 3; j++) {
if (plr->RemainingNPCCount[i][j] > 0) {
mobsAreKilled = false;
break;
}
}
}
}
}
if (!mobsAreKilled) {
int failTaskID = task->task["m_iFOutgoingTask"];
if (failTaskID != 0) {
MissionManager::quitTask(sock, missionData->iTaskNum, false);
for (int i = 0; i < 6; i++)
if (plr->tasks[i] == missionData->iTaskNum)
plr->tasks[i] = failTaskID;
return;
}
}
}
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
if (!endTask(sock, missionData->iTaskNum, missionData->iBox1Choice)) {
return;
}
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
static void setMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
return; // malformed packet
Player* plr = PlayerManager::getPlayer(sock);
sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
response.iCurrentMissionID = missionData->iCurrentMissionID;
plr->CurrentMissionID = missionData->iCurrentMissionID;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
static void quitMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
quitTask(sock, missionData->iTaskNum, true);
}
void MissionManager::quitTask(CNSocket* sock, int32_t taskNum, bool manual) {
Player* plr = PlayerManager::getPlayer(sock);
if (Tasks.find(taskNum) == Tasks.end())
return; // sanity check
// update player
int i;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == taskNum) {
plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = 0;
}
}
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
std::cout << "[WARN] Player quit non-active mission!?" << std::endl;
}
// remove current mission
plr->CurrentMissionID = 0;
TaskData& task = *Tasks[taskNum];
// clean up quest items
if (manual) {
for (i = 0; i < 3; i++) {
if (task["m_iSUItem"][i] == 0 && task["m_iCSUItemID"][i] == 0)
continue;
/*
* It's ok to do this only server-side, because the server decides which
* slot later 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_iCSUItemID"][i] || plr->QInven[j].iID == task["m_iSTItemID"][i])
memset(&plr->QInven[j], 0, sizeof(sItemBase));
}
} else {
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, failResp);
failResp.iErrorCode = 1;
failResp.iTaskNum = taskNum;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
response.iTaskNum = taskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
}
void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
Player *plr = PlayerManager::getPlayer(sock);
@@ -566,32 +587,6 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid, int rolledQItem) {
}
}
void MissionManager::saveMission(Player* player, int missionId) {
// sanity check missionID so we don't get exceptions
if (missionId < 0 || missionId > 1023) {
std::cout << "[WARN] Client submitted invalid missionId: " <<missionId<< std::endl;
return;
}
// Missions are stored in int64_t array
int row = missionId / 64;
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);
}
void MissionManager::failInstancedMissions(CNSocket* sock) {
// loop through all tasks; if the required instance is being left, "fail" the task
Player* plr = PlayerManager::getPlayer(sock);
@@ -610,3 +605,10 @@ void MissionManager::failInstancedMissions(CNSocket* sock) {
}
}
}
void MissionManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, taskStart);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_END, taskEnd);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID, setMission);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_STOP, quitMission);
}