// 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 /scripts/ #include "Manager/EventMgr.h" #include #include #include #include #include "Actor/BNpc.h" #include "Manager/TerritoryMgr.h" #include "Territory/Territory.h" // Quest Script: SubWil110_00618 // Quest Name: Unsolved Mystery // Quest ID: 66154 // Start NPC: 1003929 // End NPC: 1003929 using namespace Sapphire; class SubWil110 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL // UI8BH // UI8BL // UI8CH /// Countable Num: 3 Seq: 1 Event: 1 Listener: 1003942 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1003943 // 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 = 1003929;//Isembard static constexpr auto Actor1 = 1003942;//Ripe Corpse (West) static constexpr auto Actor2 = 1003943;//Ripe Corpse (North-East) static constexpr auto Actor3 = 1003944;//Ripe Corpse (South-East) static constexpr auto Enemy0 = 4100865; static constexpr auto Enemy1 = 4100866; static constexpr auto Eobject0 = 2001663; static constexpr auto Eobject1 = 2001664; static constexpr auto Eobject2 = 2001665; static constexpr auto Eobject3 = 2001866; static constexpr auto Eventrange0 = 4100864; static constexpr auto EventActionGatherShort = 6; static constexpr auto EventActionSearch = 1; static constexpr auto Item0 = 2000399; public: SubWil110() : Sapphire::ScriptAPI::QuestScript( 66154 ){}; ~SubWil110() = 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 ) Scene00019( quest, player ); break; } case Actor1: { eventMgr().eventActionStart( player, getId(), EventActionGatherShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00002( quest, player ); }, nullptr, 0 ); break; } case Actor2: { eventMgr().eventActionStart( player, getId(), EventActionGatherShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00003( quest, player ); }, nullptr, 0 ); break; } case Actor3: { eventMgr().eventActionStart( player, getId(), EventActionGatherShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00004( quest, player ); }, nullptr, 0 ); break; } } } void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override { switch( bnpc.getBNpcNameId() ) { case Enemy0: { break; } case Enemy1: { break; } } } void onWithinRange( World::Quest& quest, Sapphire::Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override { if( eventId == getId() ) { Scene00010( quest, player ); } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 3 ); if( quest.getUI8CH() >= 3 && quest.getUI8AH() >= 3 ) { quest.setUI8BH( quest.getUI8CH() ); 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, HIDE_HOTBAR, bindSceneReturn( &SubWil110::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, HIDE_HOTBAR, bindSceneReturn( &SubWil110::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, NONE, bindSceneReturn( &SubWil110::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8CH( quest.getUI8CH() + 1 ); quest.setUI8AH( quest.getUI8AH() + 1 ); quest.setBitFlag8( 1, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil110::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8CH( quest.getUI8CH() + 1 ); quest.setUI8AH( quest.getUI8AH() + 1 ); quest.setBitFlag8( 2, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil110::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8CH( quest.getUI8CH() + 1 ); quest.setUI8AH( quest.getUI8AH() + 1 ); quest.setBitFlag8( 3, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil110::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil110::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &SubWil110::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil110::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &SubWil110::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &SubWil110::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() ); auto enemy1Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy1, player.getId() ); if( !enemy0Spawned && !enemy1Spawned ) { auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy0->hateListAddDelayed( player.getAsPlayer(), 1 ); enemy1->hateListAddDelayed( player.getAsPlayer(), 1 ); } } ////////////////////////////////////////////////////////////////////// void Scene00011( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &SubWil110::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &SubWil110::Scene00012Return ) ); } void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &SubWil110::Scene00013Return ) ); } void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00014( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &SubWil110::Scene00014Return ) ); } void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &SubWil110::Scene00015Return ) ); } void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00016( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &SubWil110::Scene00016Return ) ); } void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00017( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &SubWil110::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil110::Scene00018Return ) ); } void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00019( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &SubWil110::Scene00019Return ) ); } void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) Scene00020( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00020( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &SubWil110::Scene00020Return ) ); } void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } ////////////////////////////////////////////////////////////////////// void Scene00021( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &SubWil110::Scene00021Return ) ); } void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00022( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &SubWil110::Scene00022Return ) ); } void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00023( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &SubWil110::Scene00023Return ) ); } void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00024( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &SubWil110::Scene00024Return ) ); } void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00025( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &SubWil110::Scene00025Return ) ); } void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00026( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 26, NONE, bindSceneReturn( &SubWil110::Scene00026Return ) ); } void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00027( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 27, NONE, bindSceneReturn( &SubWil110::Scene00027Return ) ); } void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } }; EXPOSE_SCRIPT( SubWil110 );