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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
The Future is now playable.
* Sync'd tdata so it has all the lair NPCs * Bypassed Eduardo escort task * Fixed the level 36 updateFusionMatter() memory error * Fixed qitems being deleted even if the player fails to complete the mission due to not having any inventory space, thus softlocking the mission
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1b35aab958
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@ -76,6 +76,18 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
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response.iTaskNum = missionData->iTaskNum;
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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 Eduardo escort task
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// TODO: maybe check for iTaskType == 6 and skip all escort missions?
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if (missionData->iTaskNum == 576) {
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std::cout << "Sending Eduardo success packet" << std::endl;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
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endTask(sock, 576);
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response.iTaskNum = 576;
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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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}
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void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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@ -84,20 +96,31 @@ void MissionManager::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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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
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Player *plr = PlayerManager::getPlayer(sock);
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response.iTaskNum = missionData->iTaskNum;
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//std::cout << missionData->iTaskNum << std::endl;
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if (Tasks.find(missionData->iTaskNum) == Tasks.end()) {
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std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
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// TODO: TASK_FAIL?
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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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if (!endTask(sock, missionData->iTaskNum)) {
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return;
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}
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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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bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
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Player *plr = PlayerManager::getPlayer(sock);
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if (Tasks.find(taskNum) == Tasks.end())
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return false;
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// ugly pointer/reference juggling for the sake of operator overloading...
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TaskData& task = *Tasks[missionData->iTaskNum];
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TaskData& task = *Tasks[taskNum];
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// mission rewards
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if (Rewards.find(taskNum) != Rewards.end()) {
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if (giveMissionReward(sock, taskNum) == -1)
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return false; // we don't want to send anything
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}
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// don't take away quest items if we haven't finished the quest
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/*
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* Give (or take away) quest items
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@ -114,18 +137,12 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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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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dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
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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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return;
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}
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dropQuestItem(sock, taskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
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// update player
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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] == missionData->iTaskNum)
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if (plr->tasks[i] == taskNum)
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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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@ -146,13 +163,15 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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// if it's a nano mission, reward the nano.
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if (task["m_iSTNanoID"] != 0) {
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NanoManager::addNano(sock, task["m_iSTNanoID"], 0);
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// check if the player already has enough fm for the next mission
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updateFusionMatter(sock, 0);
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}
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// remove current mission
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plr->CurrentMissionID = 0;
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}
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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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return true;
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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@ -217,7 +236,6 @@ void MissionManager::quitTask(CNSocket* sock, int32_t taskNum) {
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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// TODO: coalesce into ItemManager::findFreeSlot()?
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int MissionManager::findQSlot(Player *plr, int id) {
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int i;
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@ -322,7 +340,7 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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// update player
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plr->money += reward->money;
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MissionManager::updateFusionMatter(sock, reward->fusionmatter);
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updateFusionMatter(sock, reward->fusionmatter);
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// simple rewards
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resp->m_iCandy = plr->money;
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@ -351,24 +369,27 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
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plr->fusionmatter += fusion;
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// check if it is over the limit
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if (plr->fusionmatter > AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"]) {
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// check if the nano task is already started
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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TaskData& task = *Tasks[plr->tasks[i]];
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if (task["m_iSTNanoID"] != 0)
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return; // nano mission was already started!
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}
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// start the nano mission
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startTask(plr, AvatarGrowth[plr->level]["m_iNanoQuestTaskID"], true);
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
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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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// sanity check
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if (plr->level >= 36)
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return;
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// check if it is over the limit
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if (plr->fusionmatter <= AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"])
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return;
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// check if the nano task is already started
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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TaskData& task = *Tasks[plr->tasks[i]];
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if (task["m_iSTNanoID"] != 0)
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return; // nano mission was already started!
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}
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// start the nano mission
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startTask(plr, AvatarGrowth[plr->level]["m_iNanoQuestTaskID"], true);
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
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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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}
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void MissionManager::mobKilled(CNSocket *sock, int mobid) {
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@ -430,7 +451,7 @@ void MissionManager::saveMission(Player* player, int missionId) {
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return;
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}
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// Missions are stored in int_64t array
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// Missions are stored in int64_t array
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int row = missionId / 64;
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int column = missionId % 64;
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player->aQuestFlag[row] |= (1ULL << column);
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@ -55,6 +55,7 @@ namespace MissionManager {
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void mobKilled(CNSocket *sock, int mobid);
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bool endTask(CNSocket *sock, int32_t taskNum);
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void saveMission(Player* player, int missionId);
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void quitTask(CNSocket* sock, int32_t taskNum);
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}
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@ -36,10 +36,10 @@ std::set<int> TreasureFinderPowers = {26, 40, 74};
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* worker functions so we don't have to have unsightly function declarations.
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*/
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std::map<int32_t, NanoData> NanoManager::NanoTable;
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}; // namespace
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std::map<int32_t, NanoData> NanoManager::NanoTable;
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void NanoManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_ACTIVE, nanoSummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_EQUIP, nanoEquipHandler);
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@ -199,8 +199,8 @@ void TableData::init() {
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}
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/*
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* Some item categories either don't possess iEquipLoc or use a different value for item type.
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*/
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* Some item categories either don't possess iEquipLoc or use a different value for item type.
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*/
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int TableData::getItemType(int itemSet) {
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int overriden;
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switch (itemSet)
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@ -2,5 +2,4 @@ leak:TableData::init
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leak:ChunkManager::addPlayer
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leak:ChunkManager::addNPC
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leak:NPCManager::npcSummonHandler
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leak:BaseNPC::BaseNPC
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leak:nlohmann::basic_json
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2
tdata
2
tdata
@ -1 +1 @@
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Subproject commit 2d16da519452c934b6fc2fa61adbcb25f855e95f
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Subproject commit 9c595541b3803664359a19379a2cef9b1c2cdc65
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