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sapphire/src/scripts/quest/subquest/limsa/SubSea008.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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubSea008_00118
// Quest Name: Licensed to Reave
// Quest ID: 65654
// Start NPC: 1000916 (Mordyn)
// End NPC: 1000915 (Carvallain)
using namespace Sapphire;
class SubSea008 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000915
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000938
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000947
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000915
// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000916; // Mordyn ( Pos: 1.778540 44.000000 -164.205002 Teri: 128 )
static constexpr auto Actor1 = 1000915; // Carvallain ( Pos: 18.387100 47.592899 -162.097000 Teri: 128 )
static constexpr auto Actor2 = 1000938; // Ginnade ( Pos: -4.651690 45.018398 -241.815002 Teri: 128 )
static constexpr auto Actor3 = 1000947; // Lyngsath ( Pos: -54.642601 43.991699 -151.201996 Teri: 128 )
static constexpr auto Item0 = 2000451;
static constexpr auto Item0Icon = 25919;
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public:
SubSea008() : Sapphire::ScriptAPI::QuestScript( 65654 ){};
~SubSea008() = 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 );
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break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
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break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
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break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player, uint32_t varIdx )
{
if( varIdx == 1 )
{
if( quest.getUI8AL() && quest.getUI8BH() )
{
quest.setSeq( SeqFinish );
}
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubSea008::Scene00000Return ) );
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}
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( &SubSea008::Scene00001Return ) );
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}
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, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00002Return ) );
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}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 );
eventMgr().sendNotice( player, getId(), 0, { Item0Icon } );
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quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00003Return ) );
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}
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, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00004Return ) );
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}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8AL( 1 );
quest.setBitFlag8( 1, true );
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checkQuestCompletion( quest, player, 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00005Return ) );
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}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00006( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00006Return ) );
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}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setUI8BH( 1 );
quest.setBitFlag8( 2, true );
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checkQuestCompletion( quest, player, 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubSea008::Scene00007Return ) );
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}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubSea008 );