Mission validation improvements

* Players can no longer complete tasks that aren't in their journal
* Minimum level requirement is now enforced when starting missions
* You can no longer start missions that are already completed
* Implement TASK_START_FAIL for when startTask() returns false
This commit is contained in:
CakeLancelot 2021-04-20 15:38:51 -05:00
parent fa7c88e214
commit e9709805b7

View File

@ -25,6 +25,12 @@ static void saveMission(Player* player, int missionId) {
player->aQuestFlag[row] |= (1ULL << column); player->aQuestFlag[row] |= (1ULL << column);
} }
static bool isMissionCompleted(Player* player, int missionId) {
int row = missionId / 64;
int column = missionId % 64;
return player->aQuestFlag[row] & (1ULL << column);
}
static int findQSlot(Player *plr, int id) { static int findQSlot(Player *plr, int id) {
int i; int i;
@ -214,14 +220,22 @@ static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
// update player // update player
int i; int i;
bool found = false;
for (i = 0; i < ACTIVE_MISSION_COUNT; i++) { for (i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == taskNum) { if (plr->tasks[i] == taskNum) {
found = true;
plr->tasks[i] = 0; plr->tasks[i] = 0;
for (int j = 0; j < 3; j++) { for (int j = 0; j < 3; j++) {
plr->RemainingNPCCount[i][j] = 0; plr->RemainingNPCCount[i][j] = 0;
} }
} }
} }
if (!found) {
std::cout << "[WARN] Player tried to end task that isn't in journal?" << std::endl;
return false;
}
if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) { if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
std::cout << "[WARN] Player completed non-active mission!?" << std::endl; std::cout << "[WARN] Player completed non-active mission!?" << std::endl;
return false; return false;
@ -275,6 +289,16 @@ bool Missions::startTask(Player* plr, int TaskID) {
TaskData& task = *Missions::Tasks[TaskID]; TaskData& task = *Missions::Tasks[TaskID];
if (task["m_iCTRReqLvMin"] > plr->level) {
std::cout << "[WARN] Player tried to start a task below their level" << std::endl;
return false;
}
if (isMissionCompleted(plr, (int)(task["m_iHMissionID"]) - 1)) {
std::cout << "[WARN] Player tried to start an already completed mission" << std::endl;
return false;
}
// client freaks out if nano mission isn't sent first after relogging, so it's easiest to set it here // 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) { if (task["m_iSTNanoID"] != 0 && plr->tasks[0] != 0) {
// lets move task0 to different spot // lets move task0 to different spot
@ -316,9 +340,10 @@ static void taskStart(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
if (!startTask(plr, missionData->iTaskNum)) { if (!startTask(plr, missionData->iTaskNum)) {
// TODO: TASK_FAIL? INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_FAIL, failresp);
response.iTaskNum = missionData->iTaskNum; failresp.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC)); failresp.iErrorCode = 1; // unused in the client
sock->sendPacket(failresp, P_FE2CL_REP_PC_TASK_START_FAIL);
return; return;
} }