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https://github.com/SapphireServer/Sapphire.git
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530 lines
No EOL
15 KiB
C++
530 lines
No EOL
15 KiB
C++
// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: SubWil020_00393
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// Quest Name: Vox Populi
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// Quest ID: 65929
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// Start NPC: 1001685
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// End NPC: 1001945
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using namespace Sapphire;
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class SubWil020 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// BitFlag8
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// UI8AH
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// UI8AL
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// UI8BH
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/// Countable Num: 8 Seq: 1 Event: 1 Listener: 1001940
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/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001937
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1001939
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1001685;
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static constexpr auto Actor1 = 1001940;
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static constexpr auto Actor2 = 1001937;
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static constexpr auto Actor3 = 1001939;
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static constexpr auto Actor4 = 1001942;
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static constexpr auto Actor5 = 1001949;
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static constexpr auto Actor6 = 1003902;
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static constexpr auto Actor7 = 1001914;
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static constexpr auto Actor8 = 1003899;
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static constexpr auto Actor9 = 1001945;
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public:
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SubWil020() : Sapphire::ScriptAPI::QuestScript( 65929 ){};
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~SubWil020() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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//Some of these feel wrong
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switch( actorId )
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{
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case Actor0:
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{
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Scene00000(quest, player);
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break;
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}
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case Actor1:
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{
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if (!quest.getBitFlag8(1))
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Scene00001(quest, player);
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else
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Scene00002(quest, player);
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break;
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}
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case Actor2:
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{
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if (!quest.getBitFlag8(2))
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Scene00003(quest, player);
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else
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Scene00004(quest, player);
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break;
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}
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case Actor3:
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{
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if (!quest.getBitFlag8(3))
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Scene00005(quest, player);
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else
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Scene00006(quest, player);
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break;
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}
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case Actor4:
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{
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if (!quest.getBitFlag8(4))
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Scene00007(quest, player);
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else
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Scene00008(quest, player);
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break;
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}
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case Actor5:
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{
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if (!quest.getBitFlag8(5))
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Scene00009(quest, player);
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else
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Scene00010(quest, player);
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break;
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}
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case Actor6:
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{
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if (!quest.getBitFlag8(6))
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Scene00011(quest, player);
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else
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Scene00012(quest, player);
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break;
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}
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case Actor7:
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{
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if (!quest.getBitFlag8(7))
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Scene00013(quest, player);
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else
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Scene00014(quest, player);
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break;
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}
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case Actor8:
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{
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if (!quest.getBitFlag8(0))
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Scene00015(quest, player);
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else
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Scene00016(quest, player);
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break;
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}
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case Actor9:
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{
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Scene00017(quest, player);
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break;
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}
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}
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}
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private:
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void checkQuestProgression(World::Quest& quest, Entity::Player& player)
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{
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if (quest.getUI8AL() == 6 && quest.getUI8BH() == 2)
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{
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quest.setSeq(SeqFinish);
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}
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}
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubWil020::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 ) // accept quest
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{
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quest.setSeq(Seq1);
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubWil020::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(1, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubWil020::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(2, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil020::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(3, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00004( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil020::Scene00004Return ) );
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}
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void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(4, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00005( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil020::Scene00005Return ) );
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}
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void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(5, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00006( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil020::Scene00006Return ) );
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}
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void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(6, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00007( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &SubWil020::Scene00007Return ) );
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}
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void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(7, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00008( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil020::Scene00008Return ) );
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}
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void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto hustCount = quest.getUI8AL();
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hustCount += 1;
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quest.setUI8AL(hustCount);
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player.sendEventNotice(getId(), 0, 2, hustCount, 6);
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quest.setBitFlag8(8, true);
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checkQuestProgression(quest, player);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00009( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &SubWil020::Scene00009Return ) );
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}
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void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00010( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &SubWil020::Scene00010Return ) );
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}
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void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00011( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &SubWil020::Scene00011Return ) );
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}
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void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00012( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &SubWil020::Scene00012Return ) );
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}
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void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00013( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &SubWil020::Scene00013Return ) );
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}
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void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00014( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &SubWil020::Scene00014Return ) );
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}
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void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00015( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &SubWil020::Scene00015Return ) );
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}
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void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00016( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &SubWil020::Scene00016Return ) );
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}
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void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00017( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &SubWil020::Scene00017Return ) );
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}
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void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId(), result.getResult( 1 ) );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00018( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil020::Scene00018Return ) );
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}
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void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00019( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 19, NONE, bindSceneReturn( &SubWil020::Scene00019Return ) );
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}
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void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00020( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 20, NONE, bindSceneReturn( &SubWil020::Scene00020Return ) );
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}
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void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00021( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &SubWil020::Scene00021Return ) );
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}
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void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00022( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &SubWil020::Scene00022Return ) );
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}
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void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00023( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &SubWil020::Scene00023Return ) );
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}
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void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00024( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &SubWil020::Scene00024Return ) );
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}
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void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00025( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &SubWil020::Scene00025Return ) );
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}
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void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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};
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EXPOSE_SCRIPT( SubWil020 ); |