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Implement multiple-choice mission rewards
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90191fd494
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@ -147,14 +147,14 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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response.iTaskNum = missionData->iTaskNum;
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response.iTaskNum = missionData->iTaskNum;
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if (!endTask(sock, missionData->iTaskNum)) {
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if (!endTask(sock, missionData->iTaskNum, missionData->iBox1Choice)) {
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return;
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return;
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}
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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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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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bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
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bool MissionManager::endTask(CNSocket *sock, int32_t taskNum, int choice) {
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Player *plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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if (Tasks.find(taskNum) == Tasks.end())
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if (Tasks.find(taskNum) == Tasks.end())
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@ -165,7 +165,7 @@ bool MissionManager::endTask(CNSocket *sock, int32_t taskNum) {
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// mission rewards
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// mission rewards
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if (Rewards.find(taskNum) != Rewards.end()) {
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if (Rewards.find(taskNum) != Rewards.end()) {
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if (giveMissionReward(sock, taskNum) == -1)
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if (giveMissionReward(sock, taskNum, choice) == -1)
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return false; // we don't want to send anything
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return false; // we don't want to send anything
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}
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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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// don't take away quest items if we haven't finished the quest
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@ -360,7 +360,7 @@ void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id,
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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}
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int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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int MissionManager::giveMissionReward(CNSocket *sock, int task, int choice) {
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Reward *reward = Rewards[task];
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Reward *reward = Rewards[task];
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Player *plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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@ -370,6 +370,10 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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nrewards++;
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nrewards++;
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}
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}
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// this handles multiple choice rewards in the Academy's Mt. Neverest missions
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if (choice != 0)
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nrewards = 1;
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int slots[4];
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int slots[4];
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for (int i = 0; i < nrewards; i++) {
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for (int i = 0; i < nrewards; i++) {
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slots[i] = ItemManager::findFreeSlot(plr);
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slots[i] = ItemManager::findFreeSlot(plr);
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@ -427,9 +431,15 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
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resp->m_iBatteryN = plr->batteryN;
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resp->m_iBatteryN = plr->batteryN;
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resp->m_iBatteryW = plr->batteryW;
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resp->m_iBatteryW = plr->batteryW;
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int offset = 0;
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// choice is actually a bitfield
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if (choice != 0)
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offset = (int)log2((int)choice);
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for (int i = 0; i < nrewards; i++) {
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for (int i = 0; i < nrewards; i++) {
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item[i].sItem.iType = reward->itemTypes[i];
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item[i].sItem.iType = reward->itemTypes[offset+i];
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item[i].sItem.iID = reward->itemIds[i];
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item[i].sItem.iID = reward->itemIds[offset+i];
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item[i].iSlotNum = slots[i];
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item[i].iSlotNum = slots[i];
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item[i].eIL = 1;
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item[i].eIL = 1;
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@ -51,12 +51,12 @@ namespace MissionManager {
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void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
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void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
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// checks if player doesn't have n/n quest items
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// checks if player doesn't have n/n quest items
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bool isQuestItemFull(CNSocket* sock, int itemId, int itemCount);
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bool isQuestItemFull(CNSocket* sock, int itemId, int itemCount);
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int giveMissionReward(CNSocket *sock, int task);
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int giveMissionReward(CNSocket *sock, int task, int choice=0);
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void updateFusionMatter(CNSocket* sock, int fusion);
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void updateFusionMatter(CNSocket* sock, int fusion);
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void mobKilled(CNSocket *sock, int mobid);
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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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bool endTask(CNSocket *sock, int32_t taskNum, int choice=0);
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void saveMission(Player* player, int missionId);
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void saveMission(Player* player, int missionId);
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void quitTask(CNSocket* sock, int32_t taskNum, bool manual);
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void quitTask(CNSocket* sock, int32_t taskNum, bool manual);
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@ -325,11 +325,8 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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*/
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*/
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void PlayerManager::sendNanoBookSubset(CNSocket *sock) {
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void PlayerManager::sendNanoBookSubset(CNSocket *sock) {
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#ifdef ACADEMY
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#ifdef ACADEMY
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//#if 0
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Player *plr = getPlayer(sock);
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Player *plr = getPlayer(sock);
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#define P_FE2CL_REP_NANO_BOOK_SUBSET 822083892
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int16_t id = 0;
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int16_t id = 0;
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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@ -339,22 +336,11 @@ void PlayerManager::sendNanoBookSubset(CNSocket *sock) {
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while (id < NANO_COUNT) {
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while (id < NANO_COUNT) {
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pkt.elementOffset = id;
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pkt.elementOffset = id;
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for (int i = id - pkt.elementOffset; id < NANO_COUNT && i < 10; id++, i = id - pkt.elementOffset) {
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for (int i = id - pkt.elementOffset; id < NANO_COUNT && i < 10; id++, i = id - pkt.elementOffset)
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// change between these two lines to either get all nanos or none
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//pkt.element[i] = plr->Nanos[id] = {id, 36, 150};
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//pkt.element[i] = plr->Nanos[id] = {0};
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// this one should be kept
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pkt.element[i] = plr->Nanos[id];
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pkt.element[i] = plr->Nanos[id];
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std::cout << "adding " << (int) id << std::endl;
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}
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std::cout << "sending subset" << std::endl;
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sock->sendPacket((void*)&pkt, P_FE2CL_REP_NANO_BOOK_SUBSET, sizeof(sP_FE2CL_REP_NANO_BOOK_SUBSET));
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sock->sendPacket((void*)&pkt, P_FE2CL_REP_NANO_BOOK_SUBSET, sizeof(sP_FE2CL_REP_NANO_BOOK_SUBSET));
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}
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}
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// TODO: possibly send a player refresh packet from here
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#endif
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#endif
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}
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}
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@ -10,6 +10,11 @@
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// 56 real nanos, zeroeth entry, Van Kleiss
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// 56 real nanos, zeroeth entry, Van Kleiss
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#define NANO_COUNT 58
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#define NANO_COUNT 58
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// Academy-specific packets
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#define P_FE2CL_REP_NANO_BOOK_SUBSET 822083892
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// There are more, but we don't currently implement them
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// and they might all be unused anyway.
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#pragma pack(push)
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#pragma pack(push)
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#pragma pack(4)
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#pragma pack(4)
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