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sapphire/src/scripts/quest/subquest/coerthas_central/GaiUsc101.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>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsc101_00952
// Quest Name: In Pursuit of the Past
// Quest ID: 66488
// Start NPC: 1006467
// End NPC: 1006491
using namespace Sapphire;
class GaiUsc101 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006444
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006490
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 5010000
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2002481
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006490
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,//Fake Sequence for Cutscene
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006467;//Alphinaud
static constexpr auto Actor1 = 1006444;//Drillemont
static constexpr auto Actor2 = 1006490;//Nathelain
static constexpr auto Actor4 = 1006491;//Alphinaud
static constexpr auto Actor5 = 1000106;//Lionnellais
static constexpr auto ContentStart = 11;
static constexpr auto CutScene01 = 250;
static constexpr auto Eobject0 = 2002481;
static constexpr auto EventActionSearch = 1;
static constexpr auto Instancedungeon0 = 11;
static constexpr auto LocActor0 = 1003855;
static constexpr auto LocActor1 = 1004145;
static constexpr auto LocBgm1 = 82;
static constexpr auto Poprange0 = 4332874;
static constexpr auto Poprange1 = 4103392;
static constexpr auto Territorytype0 = 132;
static constexpr auto UnlockAddNewContentToCf = 3702;
static constexpr auto UnlockImageDungeon = 84;
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static constexpr auto AchievementCompleteQuest = 786; //History Repeating
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public:
GaiUsc101() : Sapphire::ScriptAPI::QuestScript( 66488 ){};
~GaiUsc101() = 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() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00006( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
}
}
void onEnterTerritory( World::Quest& quest, Entity::Player& player, uint16_t param1, uint16_t param2 ) override
{
if( quest.getSeq() == Seq4 )
Scene00007( quest, player );
}
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( &GaiUsc101::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc101::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
//TODO: Unlock Stone Vigil
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc101::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsc101::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, { 22.482f, -19.f, 113.45f }, -0.00688791f );//Manual Pos
}
}
};
EXPOSE_SCRIPT( GaiUsc101 );