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sapphire/src/scripts/quest/classquest/ARC/ClsArc100.cpp

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2022-01-13 23:18:53 -06:00
// 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: ClsArc100_00219
// Quest Name: My First Bow
// Quest ID: 65755
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 37
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 49
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 47
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000200
// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Enemy0 = 37; //Ground Squirrel
static constexpr auto Enemy1 = 49; //Little Ladybug
static constexpr auto Enemy2 = 47; //Foest Funguar
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq2Actor0 = 1;
public:
ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){};
~ClsArc100() = 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);
else if (quest.getSeq() == SeqFinish)
Scene00001(quest, player);
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
{
if (nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2)
return;
auto currentKC37 = quest.getUI8AL() + 1;
auto currentKC49 = quest.getUI8BH() + 1;
auto currentKC47 = quest.getUI8BL() + 1;
switch( nameId )
{
case Enemy0: {
if (currentKC37 >= 3)
{
quest.setUI8AL(currentKC37);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3);
}
else if (currentKC37 < 3)
{
quest.setUI8AL(currentKC37);
eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3);
}
break;
}
case Enemy1: {
if (currentKC49 >= 3)
{
quest.setUI8BH(currentKC49);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3);
}
else if (currentKC49 < 3)
{
quest.setUI8BH(currentKC49);
eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3);
}
break;
}
case Enemy2: {
if (currentKC47 >= 3)
{
quest.setUI8BL(currentKC47);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3);
}
else if (currentKC47 < 3)
{
quest.setUI8BL(currentKC47);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3);
}
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentKC37 = quest.getUI8AL();
auto currentKC49 = quest.getUI8BH();
auto currentKC47 = quest.getUI8BL();
if (currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3)
{
quest.setUI8AL(0);
quest.setUI8BH(0);
quest.setUI8BL(0);
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, NONE, bindSceneReturn( &ClsArc100::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(Seq1);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc100 );