d2quest.c
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#include "d2char.h"
#include "d2quest.h"
void getCheckpointDescriptions(unsigned int quest, const char* *descriptions[16]) {
memcpy(descriptions,(&checkpointDescriptions) + (quest * 16 * sizeof(const char*)), 16 * sizeof(const char*));
}
uint16_t getQuestStatus(D2QuestData* d, unsigned int quest, unsigned int difficulty) {
if(quest >= D2S_QUEST_DEN_OF_EVIL && quest <= D2S_QUEST_SISTERS_TO_THE_SLAUGHTER) {
return d->quests[difficulty].actData[D2S_ACT1].questCheckpoints[quest];
} else if(quest >= D2S_QUEST_RADAMENT_LAIR && quest <= D2S_QUEST_SEVEN_TOMBS) {
return d->quests[difficulty].actData[D2S_ACT2].questCheckpoints[quest - D2S_QUEST_RADAMENT_LAIR];
} else if(quest >= D2S_QUEST_GOLDEN_BIRD && quest <= D2S_QUEST_GUARDIAN) {
return d->quests[difficulty].actData[D2S_ACT3].questCheckpoints[quest - D2S_QUEST_GOLDEN_BIRD];
} else if(quest >= D2S_QUEST_FALLEN_ANGEL && quest <= D2S_QUEST_TERROR_END) {
return 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) {
return d->quests[difficulty].expansionAct.questCheckpoints[quest - D2S_QUEST_SIEGE_ON_HARROGATH];
}
return D2S_QUEST_UNKNOWN;
}
void setQuestStatus(D2QuestData* d, unsigned int quest, unsigned int difficulty, uint16_t questData) {
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;
}
}
int isQuestStarted(D2QuestData* d, unsigned int quest, unsigned int difficulty) {
return getQuestStatus(d,quest,difficulty) & D2S_QUEST_STATUS_STARTED;
}
int isQuestRewardCollected(D2QuestData* d, unsigned int quest, unsigned int difficulty) {
return !(getQuestStatus(d,quest,difficulty) & D2S_QUEST_STATUS_REWARD_AVAILABLE);
}
int isQuestCompleted(D2QuestData* d, unsigned int quest, unsigned int difficulty) {
return getQuestStatus(d,quest,difficulty) & D2S_QUEST_STATUS_COMPLETED;
}
void setQuestStarted(D2QuestData* d, unsigned int quest, unsigned int 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 = getQuestStatus(d,quest,difficulty);
if(bool) {
questData = D2S_QUEST_STATUS_STARTED;
} else {
questData = 0x0000;
}
setQuestStatus(d,quest,difficulty,questData);
}
void setQuestRewardCollected(D2QuestData* d, unsigned int quest, unsigned int 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) {
setQuestCompleted(d,quest,difficulty,1);
} else {
setQuestCompleted(d,quest,difficulty,0);
uint16_t questData = getQuestStatus(d,quest,difficulty);
questData |= D2S_QUEST_STATUS_REWARD_AVAILABLE;
setQuestStatus(d,quest,difficulty,questData);
}
}
void setQuestCompleted(D2QuestData* d, unsigned int quest, unsigned int 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 = getQuestStatus(d,quest,difficulty);
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;
}
setQuestStatus(d,quest,difficulty,questData);
}
int getSpecialQuestStatus(D2QuestData* d, unsigned int specialQuestState, unsigned int difficulty) {
int ret = 0;
switch(specialQuestState) {
case D2S_SPECIALQUEST_AKARA_RESPEC:
ret = d->quests[difficulty].akaraRespecData & D2S_QUEST_STATUS_REWARD_AVAILABLE;
break;
}
return ret;
}
void setSpecialQuestStatus(D2QuestData* d, unsigned int specialQuestState, unsigned int difficulty, int bool) {
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;
}
}