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sapphire/src/scripts/quest/subquest/gridania/SubFst013.cpp

275 lines
No EOL
8.5 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst013_00040
// Quest Name: For Friendship
// Quest ID: 65576
// Start NPC: 1000162
// End NPC: 1000162
using namespace Sapphire;
class SubFst013 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000161
/// Countable Num: 1 Seq: 2 Event: 2 Listener: 1000161
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000162
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000161
/// Countable Num: 1 Seq: 5 Event: 2 Listener: 1000161
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000162
// 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,
Seq3 = 3,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000162;
static constexpr auto Actor1 = 1000161;
static constexpr auto FirstQuest = 65575;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Emoteno = 99;
static constexpr auto Seq1Actor1Emoteok = 100;
static constexpr auto Seq2Actor0 = 2;
static constexpr auto Seq3Actor1 = 3;
static constexpr auto Seq3Actor1Emoteno = 97;
static constexpr auto Seq3Actor1Emoteok = 98;
static constexpr auto Seq4Actor0 = 4;
static constexpr auto Seq5Actor1 = 5;
static constexpr auto Seq5Actor1Emoteno = 95;
static constexpr auto Seq5Actor1Emoteok = 96;
static constexpr auto Seq6Actor0 = 6;
public:
SubFst013() : Sapphire::ScriptAPI::QuestScript( 65576 ){};
~SubFst013() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (quest.getSeq() == Seq2)
Scene00002(quest, player);
else if (quest.getSeq() == Seq4)
Scene00004(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00006(quest, player);
break;
}
case Actor1: // talking to Aunillie while on quest
{
Scene00003(quest, player);
break;
}
}
}
void onEmote(World::Quest& quest, uint64_t actorId, uint32_t emoteId, Sapphire::Entity::Player& player) override
{
if (actorId != Actor1)
return;
if (emoteId == 5 && quest.getSeq() == Seq1)
Scene00100(quest, player);
else if (emoteId == 18 && quest.getSeq() == Seq3)
Scene00098(quest, player);
else if (emoteId == 11 && quest.getSeq() == Seq5)
Scene00096(quest, player);
}
private:
//////////////////////////////////////////////////////////////////////
// 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( &SubFst013::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(Seq1);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst013::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst013::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq3);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubFst013::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubFst013::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq5);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubFst013::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubFst013::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00095( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 95, NONE, bindSceneReturn( &SubFst013::Scene00095Return ) );
}
void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00096( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 96, NONE, bindSceneReturn( &SubFst013::Scene00096Return ) );
}
void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(SeqFinish);
player.sendEventNotice(getId(), 4, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, NONE, bindSceneReturn( &SubFst013::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, NONE, bindSceneReturn( &SubFst013::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq4);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst013::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst013::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq2);
player.sendEventNotice(getId(), 0, 2, 0, 0);
}
};
EXPOSE_SCRIPT( SubFst013 );