1
Fork 0
mirror of https://github.com/SapphireServer/Sapphire.git synced 2025-05-25 19:17:45 +00:00

Try to implement a quest.

This commit is contained in:
collett 2020-01-03 01:11:19 +09:00
parent 1c89e16c27
commit 148243c402
4 changed files with 112 additions and 11 deletions

View file

@ -0,0 +1,101 @@
#include <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include "Framework.h"
using namespace Sapphire;
// Quest Script: SubSea050_00462
// Quest Name: On to Summerford
// Quest ID: 65998
// Start NPC: 1000972
// End NPC: 1002626
class SubSea050 : public Sapphire::ScriptAPI::EventScript
{
private:
// Basic quest information
// Quest vars / flags used
// 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 = 1000972;
static constexpr auto Actor1 = 1002626;
static constexpr auto LocActor0 = 1003289;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 617;
static constexpr auto LocPosActor0 = 4201224;
static constexpr auto LocPosCam1 = 4201231;
static constexpr auto LocSe1 = 39;
static constexpr auto LocSe2 = 40;
public:
SubSea050() : Sapphire::ScriptAPI::EventScript( 65998 ){};
~SubSea050() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
{
auto pEventMgr = m_framework->get< World::Manager::EventMgr >();
auto actor = pEventMgr->mapEventActorToRealActor( actorId );
if( actor == Actor0 )
{
Scene00000( player );
}
else if( actor == Actor1 )
{
Scene00002( player );
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
void Scene00000( Entity::Player& player )
{
player.playScene( getId(), 0, 0,
[ & ]( Entity::Player& player, const Event::SceneResult& result )
{
if( result.param2 == 1 )
{
player.updateQuest( getId(), Sequence::SeqFinish );
}
});
}
void Scene00001( Entity::Player& player )
{
player.playScene( getId(), 1, HIDE_HOTBAR,
[ & ]( Entity::Player& player, const Event::SceneResult& result )
{
});
}
void Scene00002( Entity::Player& player )
{
player.playScene( getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI,
[ & ]( Entity::Player& player, const Event::SceneResult& result )
{
if( result.param2 == 1 )
{
if( player.giveQuestRewards( getId(), result.param3 ) )
{
player.finishQuest( getId() );
}
}
});
}
};
EXPOSE_SCRIPT( SubSea050 );

View file

@ -357,7 +357,7 @@ void Action::Action::execute()
if( !m_actionData->preservesCombo )
{
// potential combo starter or correct combo from last action
if ( ( !isComboAction() || isCorrectCombo() ) )
if( ( !isComboAction() || isCorrectCombo() ) )
{
m_pSource->setLastComboActionId( getId() );
}
@ -431,15 +431,15 @@ void Action::Action::buildEffects()
auto dmg = calcDamage( isCorrectCombo() ? lutEntry.comboPotency : lutEntry.potency );
m_effectBuilder->damageTarget( actor, dmg.first, dmg.second );
if ( dmg.first > 0 )
if( dmg.first > 0 )
actor->onActionHostile( m_pSource );
if ( isCorrectCombo() )
if( isCorrectCombo() )
{
m_effectBuilder->comboVisualEffect( actor );
}
if ( !isComboAction() || isCorrectCombo() )
if( !isComboAction() || isCorrectCombo() )
{
if( lutEntry.curePotency > 0 ) // actions with self heal
{
@ -450,12 +450,12 @@ void Action::Action::buildEffects()
m_effectBuilder->selfHeal( actor, m_pSource, lutEntry.curePotency );
}
if ( lutEntry.restoreMPPercentage > 0 )
if( lutEntry.restoreMPPercentage > 0 )
{
m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMp() * lutEntry.restoreMPPercentage / 100 );
}
if ( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction
if( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction
{
m_effectBuilder->startCombo( actor, getId() );
}
@ -466,13 +466,13 @@ void Action::Action::buildEffects()
// todo: calcHealing()
m_effectBuilder->healTarget( actor, lutEntry.curePotency );
if ( lutEntry.restoreMPPercentage > 0 )
if( lutEntry.restoreMPPercentage > 0 )
{
// always restore caster mp I don't think there are any actions that can restore target MP post 5.0
m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMp() * lutEntry.restoreMPPercentage / 100 );
}
}
else if ( lutEntry.restoreMPPercentage > 0 )
else if( lutEntry.restoreMPPercentage > 0 )
{
m_effectBuilder->restoreMP( m_pSource, m_pSource, m_pSource->getMp() * lutEntry.restoreMPPercentage / 100 );
}

View file

@ -90,7 +90,7 @@ void EffectBuilder::damageTarget( Entity::CharaPtr& target, uint32_t amount, Com
void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
{
auto resultList = getResultList( target );
assert( resultList );
assert( resultList );
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->startCombo( actionId );
@ -100,7 +100,7 @@ void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
void EffectBuilder::comboVisualEffect( Entity::CharaPtr& target )
{
auto resultList = getResultList( target );
assert( resultList );
assert( resultList );
EffectResultPtr nextResult = make_EffectResult( target, 0 );
nextResult->comboVisualEffect();

View file

@ -26,7 +26,7 @@ namespace Sapphire::Network::Packets::Server
m_data.effectDisplayType = Common::ActionEffectDisplayType::ShowActionName;
std::memset(m_data.effects, 0, sizeof(Common::EffectEntry) * 8);
std::memset( m_data.effects, 0, sizeof( Common::EffectEntry ) * 8 );
}
void addEffect( const Common::EffectEntry& effect )