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sapphire/src/scripts/quest/classquest/WHM/JobWhm300.cpp
2023-01-17 15:16:55 -06:00

221 lines
No EOL
6.7 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 <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: JobWhm300_01079
// Quest Name: Seer Folly
// Quest ID: 66615
// Start NPC: 1000692
// End NPC: 1006751
using namespace Sapphire;
class JobWhm300 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1007850
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002391
// 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 = 1000692;//E-Sumi-Yan
static constexpr auto Actor1 = 1007850;//Raya-O-Senna (Seq1)
static constexpr auto Actor2 = 1007851;
static constexpr auto Actor3 = 1006751;//Raya-O-Senna (SeqFinish)
static constexpr auto Eobject0 = 2002391;
static constexpr auto EventActionSearch = 1;
static constexpr auto GearsetUnlock = 1905;
static constexpr auto Item0 = 2000938;
static constexpr auto LocAction0Wsget = 995;
static constexpr auto LocLogMes = 3651;
static constexpr auto LocVfx1 = 241;
static constexpr auto LocVfx2 = 413;
static constexpr auto LocWs = 136;
static constexpr auto Questbattle0 = 75;
static constexpr auto Territorytype0 = 319;
static constexpr auto UnlockImageClass = 59;
public:
JobWhm300() : Sapphire::ScriptAPI::QuestScript( 66615 ){};
~JobWhm300() = 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 )
{
//TODO: Selecting "Procede" causes the game to fade out, so if we don't send the player to an instance it soft-locks them.
//Scene00002( quest, player );
playerMgr().sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
break;
}
case Actor2:
{
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00006( quest, player );
break;
}
}
}
void onEventItem( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
}
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( &JobWhm300::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, NONE, bindSceneReturn( &JobWhm300::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( &JobWhm300::Scene00002Return ) );
}
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
//TODO: QuestBattle content
auto &pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &JobWhm300::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( &JobWhm300::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( &JobWhm300::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( &JobWhm300::Scene00006Return ) );
}
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00007( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | HIDE_UI, bindSceneReturn( &JobWhm300::Scene00007Return ) );
}
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//TODO: Unlock Skill
player.finishQuest( getId() );
player.setMaxGearSets( player.getMaxGearSets() + 1 );
}
};
EXPOSE_SCRIPT( JobWhm300 );