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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Current phase wasn't being loaded in. Fixed.
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parent
3269621dec
commit
4bb222a47a
@ -786,7 +786,8 @@ namespace FFXIVClassic_Map_Server
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slot,
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slot,
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questId,
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questId,
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questData,
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questData,
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questFlags
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questFlags,
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currentPhase
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FROM characters_quest_scenario WHERE characterId = @charId";
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FROM characters_quest_scenario WHERE characterId = @charId";
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cmd = new MySqlCommand(query, conn);
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cmd = new MySqlCommand(query, conn);
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@ -799,6 +800,7 @@ namespace FFXIVClassic_Map_Server
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player.playerWork.questScenario[index] = 0xA0F00000 | reader.GetUInt32(1);
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player.playerWork.questScenario[index] = 0xA0F00000 | reader.GetUInt32(1);
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string questData = null;
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string questData = null;
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uint questFlags = 0;
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uint questFlags = 0;
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uint currentPhase = 0;
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if (!reader.IsDBNull(2))
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if (!reader.IsDBNull(2))
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questData = reader.GetString(2);
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questData = reader.GetString(2);
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@ -810,8 +812,11 @@ namespace FFXIVClassic_Map_Server
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else
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else
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questFlags = 0;
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questFlags = 0;
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if (!reader.IsDBNull(4))
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currentPhase = reader.GetUInt32(4);
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string questName = Server.GetStaticActors(player.playerWork.questScenario[index]).actorName;
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string questName = Server.GetStaticActors(player.playerWork.questScenario[index]).actorName;
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player.questScenario[index] = new Quest(player, player.playerWork.questScenario[index], questName, questData, questFlags);
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player.questScenario[index] = new Quest(player, player.playerWork.questScenario[index], questName, questData, questFlags, currentPhase);
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}
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}
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}
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}
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@ -1091,7 +1091,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return;
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return;
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playerWork.questScenario[freeSlot] = id;
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playerWork.questScenario[freeSlot] = id;
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questScenario[freeSlot] = new Quest(this, playerWork.questScenario[freeSlot], name, null, 0);
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questScenario[freeSlot] = new Quest(this, playerWork.questScenario[freeSlot], name, null, 0, 0);
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Database.SaveQuest(this, questScenario[freeSlot]);
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Database.SaveQuest(this, questScenario[freeSlot]);
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SendQuestClientUpdate(freeSlot);
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SendQuestClientUpdate(freeSlot);
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@ -1165,7 +1165,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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{
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Actor actor = Server.GetStaticActors((0xA0F00000 | newId));
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Actor actor = Server.GetStaticActors((0xA0F00000 | newId));
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playerWork.questScenario[i] = (0xA0F00000 | newId);
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playerWork.questScenario[i] = (0xA0F00000 | newId);
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questScenario[i] = new Quest(this, playerWork.questScenario[i], actor.actorName, null, 0);
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questScenario[i] = new Quest(this, playerWork.questScenario[i], actor.actorName, null, 0, 0);
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Database.SaveQuest(this, questScenario[i]);
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Database.SaveQuest(this, questScenario[i]);
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SendQuestClientUpdate(i);
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SendQuestClientUpdate(i);
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break;
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break;
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@ -9,7 +9,7 @@ namespace FFXIVClassic_Map_Server.Actors
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class Quest : Actor
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class Quest : Actor
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{
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{
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private Player owner;
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private Player owner;
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private int currentPhase = 0;
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private uint currentPhase = 0;
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private uint questFlags = 0;
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private uint questFlags = 0;
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private Dictionary<string, Object> questData = new Dictionary<string, object>();
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private Dictionary<string, Object> questData = new Dictionary<string, object>();
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@ -19,7 +19,7 @@ namespace FFXIVClassic_Map_Server.Actors
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actorName = name;
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actorName = name;
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}
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}
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public Quest(Player owner, uint actorID, string name, string questDataJson, uint questFlags)
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public Quest(Player owner, uint actorID, string name, string questDataJson, uint questFlags, uint currentPhase)
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: base(actorID)
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: base(actorID)
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{
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{
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this.owner = owner;
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this.owner = owner;
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@ -33,6 +33,8 @@ namespace FFXIVClassic_Map_Server.Actors
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if (questData == null)
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if (questData == null)
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questData = new Dictionary<string, object>();
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questData = new Dictionary<string, object>();
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this.currentPhase = currentPhase;
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}
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}
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public void SetQuestData(string dataName, object data)
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public void SetQuestData(string dataName, object data)
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@ -94,12 +96,12 @@ namespace FFXIVClassic_Map_Server.Actors
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return (questFlags & (1 << bitIndex)) == (1 << bitIndex);
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return (questFlags & (1 << bitIndex)) == (1 << bitIndex);
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}
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}
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public int GetPhase()
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public uint GetPhase()
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{
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{
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return currentPhase;
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return currentPhase;
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}
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}
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public void NextPhase(int phaseNumber)
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public void NextPhase(uint phaseNumber)
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{
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{
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currentPhase = phaseNumber;
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currentPhase = phaseNumber;
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
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