1
Fork 0
mirror of https://github.com/SapphireServer/Sapphire.git synced 2025-04-29 15:47:46 +00:00
sapphire/src/scripts/quest/subquest/uldah/SubWil020.cpp

530 lines
No EOL
15 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: SubWil020_00393
// Quest Name: Vox Populi
// Quest ID: 65929
// Start NPC: 1001685
// End NPC: 1001945
using namespace Sapphire;
class SubWil020 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 8 Seq: 1 Event: 1 Listener: 1001940
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001937
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1001939
// 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 = 1001685;
static constexpr auto Actor1 = 1001940;
static constexpr auto Actor2 = 1001937;
static constexpr auto Actor3 = 1001939;
static constexpr auto Actor4 = 1001942;
static constexpr auto Actor5 = 1001949;
static constexpr auto Actor6 = 1003902;
static constexpr auto Actor7 = 1001914;
static constexpr auto Actor8 = 1003899;
static constexpr auto Actor9 = 1001945;
public:
SubWil020() : Sapphire::ScriptAPI::QuestScript( 65929 ){};
~SubWil020() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
//Some of these feel wrong
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
if (!quest.getBitFlag8(1))
Scene00001(quest, player);
else
Scene00002(quest, player);
break;
}
case Actor2:
{
if (!quest.getBitFlag8(2))
Scene00003(quest, player);
else
Scene00004(quest, player);
break;
}
case Actor3:
{
if (!quest.getBitFlag8(3))
Scene00005(quest, player);
else
Scene00006(quest, player);
break;
}
case Actor4:
{
if (!quest.getBitFlag8(4))
Scene00007(quest, player);
else
Scene00008(quest, player);
break;
}
case Actor5:
{
if (!quest.getBitFlag8(5))
Scene00009(quest, player);
else
Scene00010(quest, player);
break;
}
case Actor6:
{
if (!quest.getBitFlag8(6))
Scene00011(quest, player);
else
Scene00012(quest, player);
break;
}
case Actor7:
{
if (!quest.getBitFlag8(7))
Scene00013(quest, player);
else
Scene00014(quest, player);
break;
}
case Actor8:
{
if (!quest.getBitFlag8(0))
Scene00015(quest, player);
else
Scene00016(quest, player);
break;
}
case Actor9:
{
Scene00017(quest, player);
break;
}
}
}
private:
void checkQuestProgression(World::Quest& quest, Entity::Player& player)
{
if (quest.getUI8AL() == 6 && quest.getUI8BH() == 2)
{
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( &SubWil020::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( &SubWil020::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(1, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubWil020::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(2, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil020::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(3, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil020::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(4, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil020::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(5, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil020::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(6, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &SubWil020::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(7, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil020::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(8, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &SubWil020::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( &SubWil020::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::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( &SubWil020::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( SubWil020 );