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item handin collection & fix quest abandon

This commit is contained in:
NotAdam 2018-08-31 22:57:33 +10:00
parent 4946d18583
commit e0d6c1024e
5 changed files with 55 additions and 11 deletions

View file

@ -269,6 +269,10 @@ enum ClientTriggerType
AchievementComp = 0x203,
AchievementCatChat = 0x206,
QuestJournalUpdateQuestVisibility = 0x2BE,
QuestJournalClosed = 0x2BF,
AbandonQuest = 0x320,
DirectorInitFinish = 0x321,

View file

@ -36,29 +36,24 @@ private:
static constexpr auto Seq1Actor0Npctradeok = 100;
public:
SubFst029() :
EventScript( 65708 )
{
};
SubFst029() : EventScript( 65708 )
{};
~SubFst029()
{
};
{};
void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
{
auto actor = Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) );
//NOT SAFE - CRASH
/*if( actor == SubFst029::Actor0 && !player.hasQuest( getId() ) )
if( actor == SubFst029::Actor0 && !player.hasQuest( getId() ) )
{
Scene00000( player );
}
if( actor == SubFst029::Actor0 && player.getQuestSeq ( getId() ) == 255 )
{
Scene00001( player );
}*/
}
}
private:
@ -80,7 +75,7 @@ private:
player.playScene( getId(), 1, HIDE_HOTBAR,
[ & ]( Entity::Player& player, const Event::SceneResult& result )
{
if( result.param2 == 1 )
if( result.param2 == 1 && player.collectHandInItems( { Ritem0 } ) )
{
Scene00100( player );
}

View file

@ -360,6 +360,13 @@ public:
/*! return the current amount of crystals of type */
uint32_t getCrystal( uint8_t type ) const;
/*!
* Collect real item handins from container
* @param itemIds a vector of each catalog id to collect
* @return true if all items were handed in
*/
bool collectHandInItems( std::vector< uint32_t > itemIds );
// Class / Job / Exp
//////////////////////////////////////////////////////////////////////////////////////////////////////
/*! returns the level of the currently active class / job */

View file

@ -781,3 +781,37 @@ uint8_t Core::Entity::Player::getFreeSlotsInBags()
}
return slots;
}
bool Core::Entity::Player::collectHandInItems( std::vector< uint32_t > itemIds )
{
// todo: figure out how the game gets the required stack count
auto& container = m_storageMap[HandIn];
std::vector< uint8_t > foundItems;
auto itemMap = container->getItemMap();
for( auto& item : itemMap )
{
for( auto needle : itemIds )
{
if( item.second->getId() == needle )
{
foundItems.push_back( item.first );
break;
}
}
}
// couldn't find all the items required
if( foundItems.size() != itemIds.size() )
return false;
// remove items
for( auto item : foundItems )
{
container->removeItem( item );
}
return true;
}

View file

@ -256,6 +256,10 @@ void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVAR
player.exitInstance();
break;
}
case ClientTriggerType::AbandonQuest:
{
player.removeQuest( static_cast< uint16_t >( param1 ) );
}
default: