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sapphire/src/scripts/quest/ManFst009.cpp
2022-02-08 15:55:36 -06:00

232 lines
No EOL
7.3 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 <Inventory/Item.h>
#include <Manager/WarpMgr.h>
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: ManFst009_00449
// Quest Name: Renewing the Covenant
// Quest ID: 65985
// Start NPC: 1000100
// End NPC: 1003027
using namespace Sapphire;
class ManFst009 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000286
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000153
// 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 = 1000100; //Mother Miounne
static constexpr auto Actor1 = 1000286; //Estaine
static constexpr auto Actor2 = 1000153; //Beatin <Guildmaster>
static constexpr auto Actor3 = 1003027;
static constexpr auto Actor4 = 1000460; //Silent Conjurer (Lotus Stand Gatekeep)
static constexpr auto CutScene01 = 62;
static constexpr auto CutScene02 = 63;
static constexpr auto CutScene03 = 68;
static constexpr auto Poprange0 = 4106221;
static constexpr auto Poprange1 = 3877982;
static constexpr auto Ritem0 = 2651;
static constexpr auto Territorytype0 = 205; //Lotus Stand
public:
ManFst009() : Sapphire::ScriptAPI::QuestScript( 65985 ){};
~ManFst009() = 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 )
Scene00006( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
}
}
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( &ManFst009::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( &ManFst009::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, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto headEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Head );
if( headEquipped && headEquipped->getId() == Ritem0 )
Scene00003( quest, player );
else
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst009::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().createTerritoryInstance( 179 );
warpMgr().requestMoveTerritory( player, Common::WarpType::WARP_TYPE_NORMAL, instance->getGuId(), { 0.f, 0.f, 0.f }, 0.f );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst009::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, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Client handles if you can interact with this NPC, so no need to check if the player already has the item.
player.addItem( Ritem0, 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ManFst009::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst009::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult(0) == 1 )
{
auto instance = teriMgr().createTerritoryInstance( Territorytype0 );
warpMgr().requestMoveTerritory( player, Common::WarpType::WARP_TYPE_NORMAL, instance->getGuId(), { 31.f, 1.6f, 25.5f }, -2.68533f );
}
}
};
EXPOSE_SCRIPT( ManFst009 );