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0545adfac3
Have fun!
57 lines
2.0 KiB
C++
57 lines
2.0 KiB
C++
#include "AgPropguards.h"
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#include "Character.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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void AgPropguards::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
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auto* character = target->GetCharacter();
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if (character == nullptr)
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return;
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const auto flag = GetFlagForMission(missionID);
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if (flag == 0)
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return;
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if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_ACTIVE)
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&& !character->GetPlayerFlag(flag)) {
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// If the player just started the mission, play a cinematic highlighting the target
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GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
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} else if (missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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// Makes the guard disappear once the mission has been completed
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const auto zoneControlID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
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GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),
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"", UNASSIGNED_SYSTEM_ADDRESS);
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self->AddCallbackTimer(5.0f, [self]() {
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auto spawnerName = self->GetVar<std::string>(u"spawner_name");
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if (spawnerName.empty())
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spawnerName = "Guard";
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auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName);
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for (auto* spawner : spawners) {
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spawner->Deactivate();
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}
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self->Smash();
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});
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}
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}
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uint32_t AgPropguards::GetFlagForMission(uint32_t missionID) {
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switch (missionID) {
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case 872:
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return 97;
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case 873:
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return 98;
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case 874:
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return 99;
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case 1293:
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return 118;
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case 1322:
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return 122;
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default:
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return 0;
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}
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}
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