d2quest.c
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#include "d2char.h"
#include "d2quest.h"
#include <stdio.h>
const char* getQuestName(D2S_QUEST quest) {
if(quest > D2S_QUESTDATA_NUMQUESTS) {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",quest);
return NULL;
}
return questName[quest];
}
int getCheckpointDescriptions(D2S_QUEST quest, const char* *descriptions[16]) {
if(quest > D2S_QUESTDATA_NUMQUESTS) {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",quest);
return -1;
}
memcpy(descriptions,(&checkpointDescriptions) + (quest * 16 * sizeof(const char*)), 16 * sizeof(const char*));
}
int getQuestStatus(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty, uint16_t* data) {
// TODO sanity check diff and quest
if(quest >= D2S_QUEST_DEN_OF_EVIL && quest <= D2S_QUEST_SISTERS_TO_THE_SLAUGHTER) {
*data = d->quests[difficulty].actData[D2S_ACT1].questCheckpoints[quest];
} else if(quest >= D2S_QUEST_RADAMENT_LAIR && quest <= D2S_QUEST_SEVEN_TOMBS) {
*data = d->quests[difficulty].actData[D2S_ACT2].questCheckpoints[quest - D2S_QUEST_RADAMENT_LAIR];
} else if(quest >= D2S_QUEST_GOLDEN_BIRD && quest <= D2S_QUEST_GUARDIAN) {
*data = d->quests[difficulty].actData[D2S_ACT3].questCheckpoints[quest - D2S_QUEST_GOLDEN_BIRD];
} else if(quest >= D2S_QUEST_FALLEN_ANGEL && quest <= D2S_QUEST_TERROR_END) {
*data = d->quests[difficulty].actData[D2S_ACT4].questCheckpoints[quest - D2S_QUEST_FALLEN_ANGEL];
} else if(quest >= D2S_QUEST_SIEGE_ON_HARROGATH && quest <= D2S_QUEST_EVE_OF_DESTRUCTION) {
*data = d->quests[difficulty].expansionAct.questCheckpoints[quest - D2S_QUEST_SIEGE_ON_HARROGATH];
} else {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",quest);
return -1;
}
return 0;
}
int setQuestStatus(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty, uint16_t questData) {
// TODO sanity check diff and quest
if(quest >= D2S_QUEST_DEN_OF_EVIL && quest <= D2S_QUEST_SISTERS_TO_THE_SLAUGHTER) {
d->quests[difficulty].actData[D2S_ACT1].questCheckpoints[quest] = questData;
} else if(quest >= D2S_QUEST_RADAMENT_LAIR && quest <= D2S_QUEST_SEVEN_TOMBS) {
d->quests[difficulty].actData[D2S_ACT2].questCheckpoints[quest - D2S_QUEST_RADAMENT_LAIR] = questData;
} else if(quest >= D2S_QUEST_GOLDEN_BIRD && quest <= D2S_QUEST_GUARDIAN) {
d->quests[difficulty].actData[D2S_ACT3].questCheckpoints[quest - D2S_QUEST_GOLDEN_BIRD] = questData;
} else if(quest >= D2S_QUEST_FALLEN_ANGEL && quest <= D2S_QUEST_TERROR_END) {
d->quests[difficulty].actData[D2S_ACT4].questCheckpoints[quest - D2S_QUEST_FALLEN_ANGEL] = questData;
} else if(quest >= D2S_QUEST_SIEGE_ON_HARROGATH && quest <= D2S_QUEST_EVE_OF_DESTRUCTION) {
d->quests[difficulty].expansionAct.questCheckpoints[quest - D2S_QUEST_SIEGE_ON_HARROGATH] = questData;
} else {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",quest);
return -1;
}
return 0;
}
int isQuestStarted(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty) {
uint16_t data = 0;
if(getQuestStatus(d,quest,difficulty,&data) < 0) {
return -1;
}
return data & D2S_QUEST_STATUS_STARTED;
}
int isQuestRewardCollected(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty) {
uint16_t data = 0;
if(getQuestStatus(d,quest,difficulty,&data) < 0) {
return -1;
}
return data & D2S_QUEST_STATUS_REWARD_AVAILABLE;
}
int isQuestCompleted(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty) {
uint16_t data = 0;
if(getQuestStatus(d,quest,difficulty,&data) < 0) {
return -1;
}
return data & D2S_QUEST_STATUS_COMPLETED;
}
int setQuestStarted(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty, int bool) {
// To reset the quest, just zero out the whole thing
// To set as started, just set bit 2 and clear the rest
uint16_t questData = 0;
if(getQuestStatus(d,quest,difficulty,&questData) < 0) {
return -1;
}
if(bool) {
questData = D2S_QUEST_STATUS_STARTED;
} else {
questData = 0x0000;
}
return setQuestStatus(d,quest,difficulty,questData);
}
int setQuestRewardCollected(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty, int bool) {
// To reset, just clear bit 0 and set bit 1.
// Do the inverse to set reward as collected (but why whould you tho???)
if(bool) {
return setQuestCompleted(d,quest,difficulty,1);
} else {
if(setQuestCompleted(d,quest,difficulty,0) < 0) {
return -1;
}
uint16_t questData;
if(getQuestStatus(d,quest,difficulty,&questData) < 0) {
return -1;
}
questData |= D2S_QUEST_STATUS_REWARD_AVAILABLE;
return setQuestStatus(d,quest,difficulty,questData);
}
}
int setQuestCompleted(D2QuestData* d, D2S_QUEST quest, D2S_DIFFICULTY difficulty, int bool) {
// To reset, clear bit 0, bit 12 and bit 13 (13 is kinda optional since it will be cleared by
// the game when loading the savegame).
// To set as completed, just set bit 0 and bit 12 and clear bit 1
uint16_t questData;
if(getQuestStatus(d,quest,difficulty,&questData) < 0) {
return -1;
}
if(bool) {
questData &= ~D2S_QUEST_STATUS_REWARD_AVAILABLE;
questData |= D2S_QUEST_STATUS_COMPLETED;
questData |= D2S_QUEST_STATUS_SEEN_FINISH_ANIMATION;
} else {
questData &= ~D2S_QUEST_STATUS_COMPLETED;
questData &= ~D2S_QUEST_STATUS_SEEN_FINISH_ANIMATION;
}
return setQuestStatus(d,quest,difficulty,questData);
}
int getSpecialQuestStatus(D2QuestData* d, unsigned int specialQuestState, D2S_DIFFICULTY difficulty) {
int ret = 0;
switch(specialQuestState) {
case D2S_SPECIALQUEST_AKARA_RESPEC:
ret = d->quests[difficulty].akaraRespecData & D2S_QUEST_STATUS_REWARD_AVAILABLE;
break;
}
return ret;
}
int setSpecialQuestStatus(D2QuestData* d, unsigned int specialQuestState, D2S_DIFFICULTY difficulty, int bool) {
if(difficulty != D2S_DIFFICULTY_NORMAL ||
difficulty != D2S_DIFFICULTY_NIGHTMARE ||
difficulty != D2S_DIFFICULTY_HELL) {
fprintf(stderr,"libd2char error: difficulty %d doesn't exist\n",difficulty);
}
switch(specialQuestState) {
case D2S_SPECIALQUEST_AKARA_RESPEC:
// This operation only makes sense if the quest is actually completed, otherwise ignore request
if(isQuestCompleted(d,D2S_QUEST_DEN_OF_EVIL,difficulty)) {
if(bool) {
d->quests[difficulty].akaraRespecData = 0x8001;
} else {
d->quests[difficulty].akaraRespecData = 0x2002;
}
}
break;
}
}