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sapphire/src/scripts/quest/ManFst303.cpp

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
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#include <Actor/BNpc.h>
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#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst303_00683
// Quest Name: Wood's Will Be Done
// Quest ID: 66219
// Start NPC: 1002394
// End NPC: 1005012
using namespace Sapphire;
class ManFst303 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005012
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1002394;//Serpent Personnel Officer
static constexpr auto Actor1 = 1005012;//Scion of the Seventh Dawn
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto LogmessageMonsternotePageUnlock = 1017;
static constexpr auto Ncut0 = 220;
static constexpr auto Ncut1 = 391;
static constexpr auto OrderOfTwinAdder = 2;
static constexpr auto Poprange0 = 4148347;
static constexpr auto Reward0 = 22;
static constexpr auto Screenimage0 = 32;
static constexpr auto Screenimage1 = 69;
public:
ManFst303() : Sapphire::ScriptAPI::QuestScript( 66219 ){};
~ManFst303() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00003( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst303::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.setGc( OrderOfTwinAdder );
player.setGcRankAt( OrderOfTwinAdder, 1 );
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00004( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst303::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId() );
warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, { 29.3651f, 1.f, -0.0461532f }, 1.52733f );//Manual Pos
}
};
EXPOSE_SCRIPT( ManFst303 );