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sapphire/src/scripts/quest/classquest/ARC/ClsArc004.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>
#include "Manager/TerritoryMgr.h"
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//Temporrary because QuestBattles are broken
#include "Manager/PlayerMgr.h"
// Quest Script: ClsArc004_00070
// Quest Name: To Catch a Poacher
// Quest ID: 65606
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000590
/// Countable Num: 3 Seq: 2 Event: 1 Listener: 2000947
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000948
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2000949
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2001105
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000136
// 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,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000590;
static constexpr auto Actor2 = 1000731;
static constexpr auto Actor3 = 1000732;
static constexpr auto Actor4 = 1000199;
static constexpr auto Actor5 = 1000204;
static constexpr auto Eobject0 = 2000947;
static constexpr auto Eobject1 = 2000948;
static constexpr auto Eobject2 = 2000949;
static constexpr auto Eobject3 = 2001105;
static constexpr auto Eobject4 = 2000136;
static constexpr auto EventActionGatherMiddle = 7;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocPosActor5 = 3875531;
static constexpr auto Questbattle0 = 5;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 229;
public:
ClsArc004() : Sapphire::ScriptAPI::QuestScript( 65606 ){};
~ClsArc004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00021(quest, player);
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
else if (quest.getSeq() == Seq5) //Master claims we can't talk with this NPC
Scene00018(quest, player);
break;
}
case Actor2:
{
if (quest.getSeq() == Seq5)
Scene00020(quest, player);
break;
}
case Actor3:
{
if (quest.getSeq() == Seq5)
Scene00019(quest, player);
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart( player, getId(), 0x0A,
[&]( Entity::Player& player, uint32_t eventId, uint64_t additional )
{
Scene00013( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart( player, getId(), 0x01,
[&]( Entity::Player& player, uint32_t eventId, uint64_t additional )
{
Scene00015( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 3 );
if( currentCC + 1 >= 3 )
{
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
}
else
{
quest.setUI8AL( currentCC + 1 );
}
}
//////////////////////////////////////////////////////////////////////
// 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( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8(1, true);
checkQuestCompletion(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8(2, true);
checkQuestCompletion(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq4);
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00016( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0) == 1 )
{
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//QuestBattle weirdness, Plus not being able to talk to that NPC, so we have to skip Seq5 entirely
Sapphire::World::Manager::PlayerMgr::sendDebug(player, "QuestBattle content is currently broken. The fight has been skipped for you.");
quest.setSeq( SeqFinish );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
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pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );*/
}
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 2, 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc004 );