d2quest.c
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#include "d2char.h"
#include "d2quest.h"
#include <stdio.h>
int getQuestData(D2QuestData* d, D2S_QUEST_IDENTIFIER questID, D2Quest* quest, D2S_DIFFICULTY difficulty) {
if(difficulty != D2S_DIFFICULTY_NORMAL ||
difficulty != D2S_DIFFICULTY_NIGHTMARE ||
difficulty != D2S_DIFFICULTY_HELL) {
fprintf(stderr,"libd2char error: difficulty %d doesn't exist\n",difficulty);
return -1;
}
memcpy(quest,&quests[questID],sizeof(D2Quest));
quest->difficulty = difficulty;
if(questID >= D2S_QUEST_DEN_OF_EVIL && questID <= D2S_QUEST_SISTERS_TO_THE_SLAUGHTER) {
quest->questData = d->quests[difficulty].actData[D2S_ACT1].questCheckpoints[questID];
} else if(questID >= D2S_QUEST_RADAMENT_LAIR && questID <= D2S_QUEST_SEVEN_TOMBS) {
quest->questData = d->quests[difficulty].actData[D2S_ACT2].questCheckpoints[questID - D2S_QUEST_RADAMENT_LAIR];
} else if(questID >= D2S_QUEST_GOLDEN_BIRD && questID <= D2S_QUEST_GUARDIAN) {
quest->questData = d->quests[difficulty].actData[D2S_ACT3].questCheckpoints[questID - D2S_QUEST_GOLDEN_BIRD];
} else if(questID >= D2S_QUEST_FALLEN_ANGEL && questID <= D2S_QUEST_TERROR_END) {
quest->questData = d->quests[difficulty].actData[D2S_ACT4].questCheckpoints[questID - D2S_QUEST_FALLEN_ANGEL];
} else if(questID >= D2S_QUEST_SIEGE_ON_HARROGATH && questID <= D2S_QUEST_EVE_OF_DESTRUCTION) {
quest->questData = d->quests[difficulty].expansionAct.questCheckpoints[questID - D2S_QUEST_SIEGE_ON_HARROGATH];
} else {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",questID);
return -1;
}
return 0;
}
int setQuestData(D2QuestData* d, D2S_QUEST_IDENTIFIER questID, D2Quest* quest) {
if(quest->difficulty != D2S_DIFFICULTY_NORMAL ||
quest->difficulty != D2S_DIFFICULTY_NIGHTMARE ||
quest->difficulty != D2S_DIFFICULTY_HELL) {
fprintf(stderr,"libd2char error: difficulty %d doesn't exist\n",quest->difficulty);
return -1;
}
if(questID >= D2S_QUEST_DEN_OF_EVIL && questID <= D2S_QUEST_SISTERS_TO_THE_SLAUGHTER) {
d->quests[quest->difficulty].actData[D2S_ACT1].questCheckpoints[questID] = quest->questData;
} else if(questID >= D2S_QUEST_RADAMENT_LAIR && questID <= D2S_QUEST_SEVEN_TOMBS) {
d->quests[quest->difficulty].actData[D2S_ACT2].questCheckpoints[questID - D2S_QUEST_RADAMENT_LAIR] = quest->questData;
} else if(questID >= D2S_QUEST_GOLDEN_BIRD && questID <= D2S_QUEST_GUARDIAN) {
d->quests[quest->difficulty].actData[D2S_ACT3].questCheckpoints[questID - D2S_QUEST_GOLDEN_BIRD] = quest->questData;
} else if(questID >= D2S_QUEST_FALLEN_ANGEL && questID <= D2S_QUEST_TERROR_END) {
d->quests[quest->difficulty].actData[D2S_ACT4].questCheckpoints[questID - D2S_QUEST_FALLEN_ANGEL] = quest->questData;
} else if(questID >= D2S_QUEST_SIEGE_ON_HARROGATH && questID <= D2S_QUEST_EVE_OF_DESTRUCTION) {
d->quests[quest->difficulty].expansionAct.questCheckpoints[questID - D2S_QUEST_SIEGE_ON_HARROGATH] = quest->questData;
} else {
fprintf(stderr,"libd2char error: quest %d doesn't exist\n",questID);
return -1;
}
return 0;
}
int isQuestStarted(D2Quest* quest) {
return quest->questData & D2S_QUEST_STATUS_STARTED;
}
int isQuestRewardCollected(D2Quest* quest) {
return quest->questData & D2S_QUEST_STATUS_REWARD_AVAILABLE;
}
int isQuestCompleted(D2Quest* quest) {
return quest->questData & D2S_QUEST_STATUS_COMPLETED;
}
void setQuestStarted(D2Quest* quest, int bool) {
// To reset the quest, just zero out the whole thing
// To set as started, just set bit 2 and clear the rest
if(bool) {
quest->questData = D2S_QUEST_STATUS_STARTED;
} else {
quest->questData = 0x0000;
}
}
void setQuestRewardCollected(D2Quest* quest, 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(quest,1);
} else {
setQuestCompleted(quest,0);
quest->questData |= D2S_QUEST_STATUS_REWARD_AVAILABLE;
}
}
void setQuestCompleted(D2Quest* quest, 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
if(bool) {
quest->questData &= ~D2S_QUEST_STATUS_REWARD_AVAILABLE;
quest->questData |= D2S_QUEST_STATUS_COMPLETED;
quest->questData |= D2S_QUEST_STATUS_SEEN_FINISH_ANIMATION;
} else {
quest->questData &= ~D2S_QUEST_STATUS_COMPLETED;
quest->questData &= ~D2S_QUEST_STATUS_SEEN_FINISH_ANIMATION;
}
}
int getSpecialQuestStatus(D2QuestData* d, D2S_SPECIALQUEST specialQuestState, D2S_DIFFICULTY difficulty) {
if(difficulty != D2S_DIFFICULTY_NORMAL ||
difficulty != D2S_DIFFICULTY_NIGHTMARE ||
difficulty != D2S_DIFFICULTY_HELL) {
fprintf(stderr,"libd2char error: difficulty %d doesn't exist\n",difficulty);
return -1;
}
int ret = 0;
switch(specialQuestState) {
case D2S_SPECIALQUEST_AKARA_RESPEC:
ret = d->quests[difficulty].akaraRespecData & D2S_QUEST_STATUS_REWARD_AVAILABLE;
break;
default:
fprintf(stderr,"libd2char error: invalid special quest %d\n",specialQuestState);
ret = -1;
break;
}
return ret;
}
int setSpecialQuestStatus(D2QuestData* d, D2S_SPECIALQUEST 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);
return -1;
}
int ret = 0;
D2Quest quest;
switch(specialQuestState) {
case D2S_SPECIALQUEST_AKARA_RESPEC:
// This operation only makes sense if the quest is actually completed, otherwise ignore request
getQuestData(d,D2S_QUEST_DEN_OF_EVIL,&quest,difficulty);
if(isQuestCompleted(&quest)) {
if(bool) {
d->quests[difficulty].akaraRespecData = 0x8001;
} else {
d->quests[difficulty].akaraRespecData = 0x2002;
}
}
break;
default:
fprintf(stderr,"libd2char error: invalid special quest %d\n",specialQuestState);
ret = -1;
break;
}
return ret;
}