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A few cosmetic changes in Missions.cpp
* Removed a redundant failure case in endTask() * Fixed a misleading comment in startTask() * Removed a redundant level check in updateFusionMatter() * Cleared up misleading comment and code layout in taskEnd() * Removed unnecessary comment in mobKilled()
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@ -232,11 +232,6 @@ static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
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if (!found)
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return false;
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if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
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std::cout << "[WARN] Player completed non-active mission!?" << std::endl;
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return false;
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}
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// mission rewards
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if (Rewards.find(taskNum) != Rewards.end()) {
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if (giveMissionReward(sock, taskNum, choice) == -1)
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@ -303,7 +298,7 @@ bool Missions::startTask(Player* plr, int TaskID) {
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TaskData& task = *Missions::Tasks[TaskID];
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if (task["m_iCTRReqLvMin"] > plr->level) {
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std::cout << "[WARN] Player tried to start a task below their level" << std::endl;
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std::cout << "[WARN] Player tried to start a task above their level" << std::endl;
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return false;
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}
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@ -392,42 +387,41 @@ static void taskStart(CNSocket* sock, CNPacketData* data) {
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static void taskEnd(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
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// failed timed missions give an iNPC_ID of 0
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if (missionData->iNPC_ID == 0) {
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TaskData* task = Missions::Tasks[missionData->iTaskNum];
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if (task->task["m_iSTGrantTimer"] > 0) { // its a timed mission
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Player* plr = PlayerManager::getPlayer(sock);
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/*
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* Enemy killing missions
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* this is gross and should be cleaned up later
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* once we comb over mission logic more throughly
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*/
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bool mobsAreKilled = false;
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if (task->task["m_iHTaskType"] == 5) {
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mobsAreKilled = true;
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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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for (int j = 0; j < 3; j++) {
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if (plr->RemainingNPCCount[i][j] > 0) {
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mobsAreKilled = false;
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break;
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}
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TaskData* task = Missions::Tasks[missionData->iTaskNum];
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// handle timed mission failure
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if (task->task["m_iSTGrantTimer"] > 0 && missionData->iNPC_ID == 0) {
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Player* plr = PlayerManager::getPlayer(sock);
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/*
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* Enemy killing missions
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* this is gross and should be cleaned up later
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* once we comb over mission logic more throughly
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*/
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bool mobsAreKilled = false;
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if (task->task["m_iHTaskType"] == 5) {
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mobsAreKilled = true;
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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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for (int j = 0; j < 3; j++) {
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if (plr->RemainingNPCCount[i][j] > 0) {
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mobsAreKilled = false;
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break;
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}
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}
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}
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}
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}
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if (!mobsAreKilled) {
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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Missions::quitTask(sock, missionData->iTaskNum, false);
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for (int i = 0; i < 6; i++)
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if (plr->tasks[i] == missionData->iTaskNum)
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plr->tasks[i] = failTaskID;
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return;
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}
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if (!mobsAreKilled) {
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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Missions::quitTask(sock, missionData->iTaskNum, false);
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for (int i = 0; i < 6; i++)
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if (plr->tasks[i] == missionData->iTaskNum)
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plr->tasks[i] = failTaskID;
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return;
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}
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}
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}
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@ -555,9 +549,6 @@ void Missions::updateFusionMatter(CNSocket* sock, int fusion) {
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response.iTaskNum = AvatarGrowth[plr->level]["m_iNanoQuestTaskID"];
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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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#else
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if (plr->level >= 36)
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return;
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plr->fusionmatter -= (int)Missions::AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"];
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plr->level++;
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@ -604,7 +595,6 @@ void Missions::mobKilled(CNSocket *sock, int mobid, int rolledQItem) {
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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 = rolledQItem % 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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/*
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