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sapphire/src/scripts/quest/subquest/gridania/SubFst014.cpp

432 lines
No EOL
13 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: SubFst014_00041
// Quest Name: Covered in Roses
// Quest ID: 65577
// Start NPC: 1000300
// End NPC: 1000300
using namespace Sapphire;
class SubFst014 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 6 Seq: 1 Event: 1 Listener: 2000026
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000027
// 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 = 1000300;
static constexpr auto Eobject0 = 2000026;
static constexpr auto Eobject1 = 2000027;
static constexpr auto Eobject2 = 2000028;
static constexpr auto Eobject3 = 2000029;
static constexpr auto Eobject4 = 2000030;
static constexpr auto Eobject5 = 2000031;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000084;
public:
SubFst014() : Sapphire::ScriptAPI::QuestScript( 65577 ){};
~SubFst014() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00007(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00001(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00002(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject5:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00006(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
player.sendEventNotice(getId(), 0, 2, currentCC + 1, 6);
quest.setUI8AL(currentCC + 1);
quest.setUI8BH(currentCC + 1);
if (currentCC + 1 >= 6)
{
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, HIDE_HOTBAR, bindSceneReturn( &SubFst014::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, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00100(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00098(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00096(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00094(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00092(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00090(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00088(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00087( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 87, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00087Return ) );
}
void Scene00087Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00088( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 88, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00088Return ) );
}
void Scene00088Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00089( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 89, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00089Return ) );
}
void Scene00089Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(6, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00091( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 91, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00091Return ) );
}
void Scene00091Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00092( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 92, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00092Return ) );
}
void Scene00092Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00093( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 93, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00093Return ) );
}
void Scene00093Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00094( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 94, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00094Return ) );
}
void Scene00094Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00095( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 95, HIDE_HOTBAR, bindSceneReturn( &SubFst014::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, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00096Return ) );
}
void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst014::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, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst014::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, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
};
EXPOSE_SCRIPT( SubFst014 );