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sapphire/src/scripts/quest/ManFst300.cpp
2022-02-23 08:36:23 +01:00

703 lines
No EOL
21 KiB
C++

// 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 "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <Actor/BNpc.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst300_00511
// Quest Name: A Hero in the Making
// Quest ID: 66047
// Start NPC: 1005116
// End NPC: 1005122
using namespace Sapphire;
class ManFst300 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag24
// BitFlag8
// UI8AL //Limsa
// UI8BH //Gridania
// UI8BL //Ul'dah
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003785
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004883
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004884
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004885
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001690
// 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,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1005116;//Minfilia
static constexpr auto Actor1 = 1003785;//Tataru
static constexpr auto Actor2 = 1004883;//Flame Officer
static constexpr auto Actor3 = 1004884;//Serpent Officer
static constexpr auto Actor4 = 1004885;//Storm Officer
static constexpr auto Actor5 = 1001029;//Zanthael <Storm Sergeant>
static constexpr auto Actor6 = 1004870;
static constexpr auto Actor7 = 1004871;
static constexpr auto Actor8 = 1004872;
static constexpr auto Actor9 = 1004874;
static constexpr auto Actor10 = 1004875;
static constexpr auto Actor11 = 1004876;
static constexpr auto Actor12 = 1006179;
static constexpr auto Actor13 = 1004880;
static constexpr auto Actor14 = 1004881;
static constexpr auto Actor15 = 1004882;
static constexpr auto Actor16 = 1006173;
static constexpr auto Actor17 = 1006174;
static constexpr auto Actor18 = 1006175;
static constexpr auto Actor19 = 1006181;
static constexpr auto Actor20 = 1006183;
static constexpr auto Actor21 = 1006184;
static constexpr auto Actor22 = 1006177;
static constexpr auto Actor23 = 1006178;
static constexpr auto Actor24 = 1005122;//Minfilia
static constexpr auto Eobject0 = 2001690;//Destination (Griadnia)
static constexpr auto Eobject1 = 2001691;//Destination (Ul'dah)
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto Ncut0 = 89;
static constexpr auto Ncut1 = 90;
static constexpr auto Ncut2 = 151;
static constexpr auto Ncut3 = 91;
static constexpr auto Ncut4 = 152;
static constexpr auto Ncut5 = 92;
static constexpr auto Ncut6 = 153;
static constexpr auto Ncut7 = 93;
public:
ManFst300() : Sapphire::ScriptAPI::QuestScript( 66047 ){};
~ManFst300() = 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 );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00030( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00035( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00031( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00036( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00032( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00037( quest, player );
break;
break;
}
case Actor5:
{
if( quest.getSeq() == Seq2 )
Scene00010( quest, player );
break;
}
case Actor6:
{
break;
}
case Actor7:
{
break;
}
case Actor8:
{
break;
}
case Actor9:
{
break;
}
case Actor10:
{
break;
}
case Actor11:
{
break;
}
case Actor12:
{
break;
}
case Actor13:
{
break;
}
case Actor14:
{
break;
}
case Actor15:
{
break;
}
case Actor16:
{
break;
}
case Actor17:
{
break;
}
case Actor18:
{
break;
}
case Actor19:
{
break;
}
case Actor20:
{
break;
}
case Actor21:
{
break;
}
case Actor22:
{
break;
}
case Actor23:
{
break;
}
case Actor24:
{
if( quest.getSeq() == SeqFinish )
Scene00033( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 1 && quest.getUI8BH() >= 1 && quest.getUI8BL() >= 1 )
{
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( &ManFst300::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
//TODO:Doesn't fade back in? Is it waiting for warp? I don't think so.
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &ManFst300::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ManFst300::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ManFst300::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ManFst300::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( &ManFst300::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setBitFlag24( 1, true );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst300::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 );
quest.setBitFlag24( 2, true );
eventMgr().sendEventNotice( player, getId(), 2, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &ManFst300::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.errorCode != 50 )
Scene00011( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( 1 );
eventMgr().sendEventNotice( player, getId(), 3, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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, NONE, bindSceneReturn( &ManFst300::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, NONE, bindSceneReturn( &ManFst300::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 28, NONE, bindSceneReturn( &ManFst300::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 29, NONE, bindSceneReturn( &ManFst300::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 30, NONE, bindSceneReturn( &ManFst300::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00031( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 31, NONE, bindSceneReturn( &ManFst300::Scene00031Return ) );
}
void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00032( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 32, NONE, bindSceneReturn( &ManFst300::Scene00032Return ) );
}
void Scene00032Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00033( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 33, NONE, bindSceneReturn( &ManFst300::Scene00033Return ) );
}
void Scene00033Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00034( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 34, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00034Return ) );
}
void Scene00034Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00035( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 35, NONE, bindSceneReturn( &ManFst300::Scene00035Return ) );
}
void Scene00035Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00036( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 36, NONE, bindSceneReturn( &ManFst300::Scene00036Return ) );
}
void Scene00036Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00037( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 37, NONE, bindSceneReturn( &ManFst300::Scene00037Return ) );
}
void Scene00037Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst300 );