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