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Revert "auto skip quests without script"

This reverts commit f427e21942.
This commit is contained in:
collett 2020-06-22 17:45:51 +09:00
parent 87b49a137c
commit c37806f34b
2 changed files with 0 additions and 189 deletions

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@ -1,101 +0,0 @@
#include <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.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 = Common::Service< World::Manager::EventMgr >::ref();
auto actor = pEventMgr.mapEventActorToRealActor( static_cast< uint32_t >( 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 );

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@ -1,88 +0,0 @@
#include <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
using namespace Sapphire;
// Quest Script: SubSea051_00463
// Quest Name: Dressed to Call
// Quest ID: 65999
// Start NPC: 1002626
// End NPC: 1002626
class SubSea051 : public Sapphire::ScriptAPI::EventScript
{
private:
// Basic quest information
// Quest vars / flags used
// GetQuestUI8AL
// 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 = 1002626;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor0 = 1;
public:
SubSea051() : Sapphire::ScriptAPI::EventScript( 65999 ){};
~SubSea051() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
{
//auto& pEventMgr = Common::Service< World::Manager::EventMgr >::ref();
//auto actor = pEventMgr.mapEventActorToRealActor( static_cast< uint32_t >( actorId ) );
if( player.getQuestSeq( getId() ) == 0 )
{
Scene00000( player );
}
else
{
Scene00001( 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, 0,
[ & ]( Entity::Player& player, const Event::SceneResult& result )
{
if( result.param2 == 1 )
{
if( player.giveQuestRewards( getId(), result.param3 ) )
{
player.finishQuest( getId() );
}
}
});
}
};
EXPOSE_SCRIPT( SubSea051 );