mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 05:20:05 +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
This commit is contained in:
parent
1b35aab958
commit
dccd92aff9
@ -76,6 +76,18 @@ void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
response.iTaskNum = missionData->iTaskNum;
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
|
||||
|
||||
// HACK: auto-succeed Eduardo escort task
|
||||
// TODO: maybe check for iTaskType == 6 and skip all escort missions?
|
||||
if (missionData->iTaskNum == 576) {
|
||||
std::cout << "Sending Eduardo success packet" << std::endl;
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
|
||||
|
||||
endTask(sock, 576);
|
||||
response.iTaskNum = 576;
|
||||
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
|
||||
}
|
||||
}
|
||||
|
||||
void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
||||
@ -84,20 +96,31 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
response.iTaskNum = missionData->iTaskNum;
|
||||
//std::cout << missionData->iTaskNum << std::endl;
|
||||
|
||||
if (Tasks.find(missionData->iTaskNum) == Tasks.end()) {
|
||||
std::cout << "[WARN] Player submitted unknown task!?" << std::endl;
|
||||
// TODO: TASK_FAIL?
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
|
||||
if (!endTask(sock, missionData->iTaskNum)) {
|
||||
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) {
|
||||
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[missionData->iTaskNum];
|
||||
TaskData& task = *Tasks[taskNum];
|
||||
|
||||
// mission rewards
|
||||
if (Rewards.find(taskNum) != Rewards.end()) {
|
||||
if (giveMissionReward(sock, taskNum) == -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
|
||||
@ -114,18 +137,12 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (task["m_iSUItem"][i] != 0)
|
||||
dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
|
||||
|
||||
// mission rewards
|
||||
if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
|
||||
if (giveMissionReward(sock, missionData->iTaskNum) == -1)
|
||||
return;
|
||||
}
|
||||
dropQuestItem(sock, taskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0);
|
||||
|
||||
// update player
|
||||
int i;
|
||||
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
|
||||
if (plr->tasks[i] == missionData->iTaskNum)
|
||||
if (plr->tasks[i] == taskNum)
|
||||
{
|
||||
plr->tasks[i] = 0;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
@ -146,13 +163,15 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
|
||||
// if it's a nano mission, reward the nano.
|
||||
if (task["m_iSTNanoID"] != 0) {
|
||||
NanoManager::addNano(sock, task["m_iSTNanoID"], 0);
|
||||
// check if the player already has enough fm for the next mission
|
||||
updateFusionMatter(sock, 0);
|
||||
}
|
||||
|
||||
// remove current mission
|
||||
plr->CurrentMissionID = 0;
|
||||
}
|
||||
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
|
||||
return true;
|
||||
}
|
||||
|
||||
void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
|
||||
@ -217,7 +236,6 @@ void MissionManager::quitTask(CNSocket* sock, int32_t taskNum) {
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
|
||||
}
|
||||
|
||||
// TODO: coalesce into ItemManager::findFreeSlot()?
|
||||
int MissionManager::findQSlot(Player *plr, int id) {
|
||||
int i;
|
||||
|
||||
@ -322,7 +340,7 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
|
||||
|
||||
// update player
|
||||
plr->money += reward->money;
|
||||
MissionManager::updateFusionMatter(sock, reward->fusionmatter);
|
||||
updateFusionMatter(sock, reward->fusionmatter);
|
||||
|
||||
// simple rewards
|
||||
resp->m_iCandy = plr->money;
|
||||
@ -351,10 +369,15 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
|
||||
|
||||
plr->fusionmatter += fusion;
|
||||
|
||||
// check if it is over the limit
|
||||
if (plr->fusionmatter > AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"]) {
|
||||
// check if the nano task is already started
|
||||
// sanity check
|
||||
if (plr->level >= 36)
|
||||
return;
|
||||
|
||||
// check if it is over the limit
|
||||
if (plr->fusionmatter <= AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"])
|
||||
return;
|
||||
|
||||
// check if the nano task is already started
|
||||
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
|
||||
TaskData& task = *Tasks[plr->tasks[i]];
|
||||
if (task["m_iSTNanoID"] != 0)
|
||||
@ -367,8 +390,6 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
|
||||
response.iTaskNum = AvatarGrowth[plr->level]["m_iNanoQuestTaskID"];
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void MissionManager::mobKilled(CNSocket *sock, int mobid) {
|
||||
@ -430,7 +451,7 @@ void MissionManager::saveMission(Player* player, int missionId) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Missions are stored in int_64t array
|
||||
// Missions are stored in int64_t array
|
||||
int row = missionId / 64;
|
||||
int column = missionId % 64;
|
||||
player->aQuestFlag[row] |= (1ULL << column);
|
||||
|
@ -55,6 +55,7 @@ namespace MissionManager {
|
||||
|
||||
void mobKilled(CNSocket *sock, int mobid);
|
||||
|
||||
bool endTask(CNSocket *sock, int32_t taskNum);
|
||||
void saveMission(Player* player, int missionId);
|
||||
void quitTask(CNSocket* sock, int32_t taskNum);
|
||||
}
|
||||
|
@ -36,10 +36,10 @@ std::set<int> TreasureFinderPowers = {26, 40, 74};
|
||||
* worker functions so we don't have to have unsightly function declarations.
|
||||
*/
|
||||
|
||||
std::map<int32_t, NanoData> NanoManager::NanoTable;
|
||||
|
||||
}; // namespace
|
||||
|
||||
std::map<int32_t, NanoData> NanoManager::NanoTable;
|
||||
|
||||
void NanoManager::init() {
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_ACTIVE, nanoSummonHandler);
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_EQUIP, nanoEquipHandler);
|
||||
|
@ -2,5 +2,4 @@ leak:TableData::init
|
||||
leak:ChunkManager::addPlayer
|
||||
leak:ChunkManager::addNPC
|
||||
leak:NPCManager::npcSummonHandler
|
||||
leak:BaseNPC::BaseNPC
|
||||
leak:nlohmann::basic_json
|
||||
|
2
tdata
2
tdata
@ -1 +1 @@
|
||||
Subproject commit 2d16da519452c934b6fc2fa61adbcb25f855e95f
|
||||
Subproject commit 9c595541b3803664359a19379a2cef9b1c2cdc65
|
Loading…
Reference in New Issue
Block a user