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Reject completion packets for missions that aren't in progress
Also reject players requesting more than 6 missions. This is just a minimal measure to prevent replaying mission completion packets. This part of the codebase will be largely refactored soon, so more through changes can wait.
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@ -55,6 +55,7 @@ bool MissionManager::startTask(Player* plr, int TaskID) {
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if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != TaskID) {
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std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl;
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return false;
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}
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return true;
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@ -164,6 +165,21 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum, int choice) {
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// ugly pointer/reference juggling for the sake of operator overloading...
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TaskData& task = *Tasks[taskNum];
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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] == taskNum) {
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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 (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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@ -188,20 +204,6 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum, int choice) {
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if (task["m_iSUItem"][i] != 0)
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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] == taskNum) {
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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 (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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}
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// if it's the last task
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if (task["m_iSUOutgoingTask"] == 0) {
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// save completed mission on player
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