/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*/
package net.sf.l2j.gameserver.model.quest;
import java.io.PrintWriter;
import java.io.StringWriter;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.Collection;
import java.util.Map;
import java.util.concurrent.locks.ReentrantReadWriteLock;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import javolution.util.FastMap;
import net.sf.l2j.Config;
import net.sf.l2j.L2DatabaseFactory;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.cache.HtmCache;
import net.sf.l2j.gameserver.datatables.NpcTable;
import net.sf.l2j.gameserver.instancemanager.QuestManager;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Party;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Spawn;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
import net.sf.l2j.gameserver.scripting.ManagedScript;
import net.sf.l2j.gameserver.scripting.ScriptManager;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;
import net.sf.l2j.util.Rnd;
/**
* @author Luis Arias
*
*/
public class Quest extends ManagedScript
{
protected static final Logger _log = Logger.getLogger(Quest.class.getName());
/** HashMap containing events from String value of the event */
private static Map _allEventsS = new FastMap();
/** HashMap containing lists of timers from the name of the timer */
private Map> _allEventTimers = new FastMap>();
private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock();
private final int _questId;
private final String _name;
private final String _descr;
private final byte _initialState = State.CREATED;
// NOTE: questItemIds will be overridden by child classes. Ideally, it should be
// protected instead of public. However, quest scripts written in Jython will
// have trouble with protected, as Jython only knows private and public...
// In fact, protected will typically be considered private thus breaking the scripts.
// Leave this as public as a workaround.
public int[] questItemIds = null;
/**
* Return collection view of the values contains in the allEventS
* @return Collection
*/
public static Collection findAllEvents() {
return _allEventsS.values();
}
/**
* (Constructor)Add values to class variables and put the quest in HashMaps.
* @param questId : int pointing out the ID of the quest
* @param name : String corresponding to the name of the quest
* @param descr : String for the description of the quest
*/
public Quest(int questId, String name, String descr)
{
_questId = questId;
_name = name;
_descr = descr;
if (questId != 0)
{
QuestManager.getInstance().addQuest(Quest.this);
}
else
{
_allEventsS.put(name, this);
}
init_LoadGlobalData();
}
/**
* The function init_LoadGlobalData is, by default, called by the constructor of all quests.
* Children of this class can implement this function in order to define what variables
* to load and what structures to save them in. By default, nothing is loaded.
*/
protected void init_LoadGlobalData()
{
}
/**
* The function saveGlobalData is, by default, called at shutdown, for all quests, by the QuestManager.
* Children of this class can implement this function in order to convert their structures
* into tuples and make calls to save them to the database, if needed.
* By default, nothing is saved.
*/
public void saveGlobalData()
{
}
public static enum QuestEventType
{
ON_FIRST_TALK(false), // control the first dialog shown by NPCs when they are clicked (some quests must override the default npc action)
QUEST_START(true), // onTalk action from start npcs
ON_TALK(true), // onTalk action from npcs participating in a quest
ON_ATTACK(true), // onAttack action triggered when a mob gets attacked by someone
ON_KILL(true), // onKill action triggered when a mob gets killed.
ON_SPAWN(true), // onSpawn action triggered when an NPC is spawned or respawned.
ON_SKILL_SEE(true), // NPC or Mob saw a person casting a skill (regardless what the target is).
ON_FACTION_CALL(true), // NPC or Mob saw a person casting a skill (regardless what the target is).
ON_AGGRO_RANGE_ENTER(true); // a person came within the Npc/Mob's range
// control whether this event type is allowed for the same npc template in multiple quests
// or if the npc must be registered in at most one quest for the specified event
private boolean _allowMultipleRegistration;
QuestEventType(boolean allowMultipleRegistration)
{
_allowMultipleRegistration = allowMultipleRegistration;
}
public boolean isMultipleRegistrationAllowed()
{
return _allowMultipleRegistration;
}
}
/**
* Return ID of the quest
* @return int
*/
public int getQuestIntId() {
return _questId;
}
/**
* Add a new QuestState to the database and return it.
* @param player
* @return QuestState : QuestState created
*/
public QuestState newQuestState(L2PcInstance player) {
QuestState qs = new QuestState(this, player, getInitialState());
Quest.createQuestInDb(qs);
return qs;
}
/**
* Return initial state of the quest
* @return State
*/
public byte getInitialState() {
return _initialState;
}
/**
* Return name of the quest
* @return String
*/
public String getName() {
return _name;
}
/**
* Return description of the quest
* @return String
*/
public String getDescr() {
return _descr;
}
/**
* Add a timer to the quest, if it doesn't exist already
* @param name: name of the timer (also passed back as "event" in onAdvEvent)
* @param time: time in ms for when to fire the timer
* @param npc: npc associated with this timer (can be null)
* @param player: player associated with this timer (can be null)
*/
public void startQuestTimer(String name, long time, L2NpcInstance npc, L2PcInstance player)
{
startQuestTimer(name, time, npc, player, false);
}
/**
* Add a timer to the quest, if it doesn't exist already. If the timer is repeatable,
* it will auto-fire automatically, at a fixed rate, until explicitly canceled.
* @param name: name of the timer (also passed back as "event" in onAdvEvent)
* @param time: time in ms for when to fire the timer
* @param npc: npc associated with this timer (can be null)
* @param player: player associated with this timer (can be null)
* @param repeatable: indicates if the timer is repeatable or one-time.
*/
public void startQuestTimer(String name, long time, L2NpcInstance npc, L2PcInstance player, boolean repeating)
{
// Add quest timer if timer doesn't already exist
FastList timers = getQuestTimers(name);
// no timer exists with the same name, at all
if (timers == null)
{
timers = new FastList();
timers.add(new QuestTimer(this, name, time, npc, player, repeating));
_allEventTimers.put(name, timers);
}
// a timer with this name exists, but may not be for the same set of npc and player
else
{
// if there exists a timer with this name, allow the timer only if the [npc, player] set is unique
// nulls act as wildcards
if(getQuestTimer(name, npc, player)==null)
{
try
{
_rwLock.writeLock().lock();
timers.add(new QuestTimer(this, name, time, npc, player, repeating));
}
finally
{
_rwLock.writeLock().unlock();
}
}
}
// ignore the startQuestTimer in all other cases (timer is already started)
}
public QuestTimer getQuestTimer(String name, L2NpcInstance npc, L2PcInstance player)
{
FastList qt = getQuestTimers(name);
if (qt == null || qt.isEmpty())
return null;
try
{
_rwLock.readLock().lock();
for (QuestTimer timer : qt)
{
if (timer != null)
{
if (timer.isMatch(this, name, npc, player))
return timer;
}
}
}
finally
{
_rwLock.readLock().unlock();
}
return null;
}
private FastList getQuestTimers(String name)
{
return _allEventTimers.get(name);
}
public void cancelQuestTimers(String name)
{
FastList timers = getQuestTimers(name);
if (timers == null)
return;
try
{
_rwLock.writeLock().lock();
for(QuestTimer timer :timers)
{
if (timer != null)
{
timer.cancel();
}
}
}
finally
{
_rwLock.writeLock().unlock();
}
}
public void cancelQuestTimer(String name, L2NpcInstance npc, L2PcInstance player)
{
QuestTimer timer = getQuestTimer(name, npc, player);
if (timer != null)
timer.cancel();
}
public void removeQuestTimer(QuestTimer timer)
{
if (timer == null)
return;
FastList timers = getQuestTimers(timer.getName());
if (timers == null)
return;
try
{
_rwLock.writeLock().lock();
timers.remove(timer);
}
finally
{
_rwLock.writeLock().unlock();
}
}
// these are methods to call from java
public final boolean notifyAttack(L2NpcInstance npc, L2PcInstance attacker, int damage, boolean isPet) {
String res = null;
try { res = onAttack(npc, attacker, damage, isPet); } catch (Exception e) { return showError(attacker, e); }
return showResult(attacker, res);
}
public final boolean notifyDeath(L2Character killer, L2Character victim, QuestState qs) {
String res = null;
try { res = onDeath(killer, victim, qs); } catch (Exception e) { return showError(qs.getPlayer(), e); }
return showResult(qs.getPlayer(), res);
}
public final boolean notifySpawn(L2NpcInstance npc) {
try { onSpawn(npc); } catch (Exception e) { _log.log(Level.WARNING, "", e); return true;}
return false;
}
public final boolean notifyEvent(String event, L2NpcInstance npc, L2PcInstance player) {
String res = null;
try { res = onAdvEvent(event, npc, player); } catch (Exception e) { return showError(player, e); }
return showResult(player, res);
}
public final boolean notifyKill (L2NpcInstance npc, L2PcInstance killer, boolean isPet) {
String res = null;
try { res = onKill(npc, killer, isPet); } catch (Exception e) { return showError(killer, e); }
return showResult(killer, res);
}
public final boolean notifyTalk (L2NpcInstance npc, QuestState qs) {
String res = null;
try { res = onTalk(npc, qs.getPlayer()); } catch (Exception e) { return showError(qs.getPlayer(), e); }
qs.getPlayer().setLastQuestNpcObject(npc.getObjectId());
return showResult(qs.getPlayer(), res);
}
// override the default NPC dialogs when a quest defines this for the given NPC
public final boolean notifyFirstTalk (L2NpcInstance npc, L2PcInstance player) {
String res = null;
try { res = onFirstTalk(npc, player); } catch (Exception e) { return showError(player, e); }
// if the quest returns text to display, display it.
if (res!=null && res.length()>0)
return showResult(player, res);
// else tell the player that
else
player.sendPacket(ActionFailed.STATIC_PACKET);
// note: if the default html for this npc needs to be shown, onFirstTalk should
// call npc.showChatWindow(player) and then return null.
return true;
}
public class tmpOnSkillSee implements Runnable {
private L2NpcInstance _npc;
private L2PcInstance _caster;
private L2Skill _skill;
private L2Object[] _targets;
private boolean _isPet;
public tmpOnSkillSee(L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) {
_npc = npc;
_caster = caster;
_skill = skill;
_targets = targets;
_isPet = isPet;
}
public void run() {
String res = null;
try { res = onSkillSee(_npc, _caster, _skill, _targets, _isPet); } catch (Exception e) { showError(_caster, e); }
showResult(_caster, res);
}
}
public final boolean notifySkillSee (L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) {
ThreadPoolManager.getInstance().executeAi(new tmpOnSkillSee(npc, caster, skill, targets, isPet));
return true;
}
public final boolean notifyFactionCall(L2NpcInstance npc, L2NpcInstance caller, L2PcInstance attacker, boolean isPet){
String res = null;
try { res = onFactionCall(npc, caller, attacker, isPet); } catch (Exception e) { return showError(attacker, e); }
return showResult(attacker, res);
}
public final boolean notifyAggroRangeEnter(L2NpcInstance npc, L2PcInstance player, boolean isPet){
String res = null;
try { res = onAggroRangeEnter(npc, player, isPet); } catch (Exception e) { return showError(player, e); }
return showResult(player, res);
}
// these are methods that java calls to invoke scripts
public String onAttack(L2NpcInstance npc, L2PcInstance attacker, int damage, boolean isPet) { return null; }
public String onDeath (L2Character killer, L2Character victim, QuestState qs)
{
if (killer instanceof L2NpcInstance)
return onAdvEvent("", (L2NpcInstance)killer,qs.getPlayer());
else
return onAdvEvent("", null,qs.getPlayer());
}
public String onAdvEvent(String event, L2NpcInstance npc, L2PcInstance player)
{
// if not overridden by a subclass, then default to the returned value of the simpler (and older) onEvent override
// if the player has a state, use it as parameter in the next call, else return null
QuestState qs = player.getQuestState(getName());
if (qs != null )
return onEvent(event, qs);
return null;
}
public String onEvent(String event, QuestState qs) { return null; }
public String onKill (L2NpcInstance npc, L2PcInstance killer, boolean isPet) { return null; }
public String onTalk (L2NpcInstance npc, L2PcInstance talker) { return null; }
public String onFirstTalk(L2NpcInstance npc, L2PcInstance player) { return null; }
public String onSkillSee (L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { return null; }
public String onSpawn (L2NpcInstance npc) { return null; }
public String onFactionCall (L2NpcInstance npc, L2NpcInstance caller, L2PcInstance attacker, boolean isPet) { return null; }
public String onAggroRangeEnter (L2NpcInstance npc, L2PcInstance player, boolean isPet) { return null; }
/**
* Show message error to player who has an access level greater than 0
* @param player : L2PcInstance
* @param t : Throwable
* @return boolean
*/
public boolean showError(L2PcInstance player, Throwable t) {
_log.log(Level.WARNING, this.getScriptFile().getAbsolutePath(), t);
if (player.getAccessLevel().isGm()) {
StringWriter sw = new StringWriter();
PrintWriter pw = new PrintWriter(sw);
t.printStackTrace(pw);
pw.close();
String res = "Script error"+sw.toString()+"";
return showResult(player, res);
}
return false;
}
/**
* Show a message to player.
* Concept :
* 3 cases are managed according to the value of the parameter "res" :
* "res" ends with string ".html" : an HTML is opened in order to be shown in a dialog box
* "res" starts with "" : the message hold in "res" is shown in a dialog box
* otherwise : the message held in "res" is shown in chat box
* @param qs : QuestState
* @param res : String pointing out the message to show at the player
* @return boolean
*/
public boolean showResult(L2PcInstance player, String res) {
if (res == null || res.equals(""))
return true;
if (res.endsWith(".htm"))
{
showHtmlFile(player, res);
}
else if (res.startsWith(""))
{
NpcHtmlMessage npcReply = new NpcHtmlMessage(5);
npcReply.setHtml(res);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
player.sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
player.sendMessage(res);
}
return false;
}
/**
* Add quests to the L2PCInstance of the player.
* Action :
* Add state of quests, drops and variables for quests in the HashMap _quest of L2PcInstance
* @param player : Player who is entering the world
*/
public final static void playerEnter(L2PcInstance player) {
java.sql.Connection con = null;
try
{
// Get list of quests owned by the player from database
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
PreparedStatement invalidQuestData = con.prepareStatement("DELETE FROM character_quests WHERE charId=? and name=?");
PreparedStatement invalidQuestDataVar = con.prepareStatement("delete FROM character_quests WHERE charId=? and name=? and var=?");
statement = con.prepareStatement("SELECT name,value FROM character_quests WHERE charId=? AND var=?");
statement.setInt(1, player.getObjectId());
statement.setString(2, "");
ResultSet rs = statement.executeQuery();
while (rs.next()) {
// Get ID of the quest and ID of its state
String questId = rs.getString("name");
String statename = rs.getString("value");
// Search quest associated with the ID
Quest q = QuestManager.getInstance().getQuest(questId);
if (q == null) {
_log.finer("Unknown quest "+questId+" for player "+player.getName());
if (Config.AUTODELETE_INVALID_QUEST_DATA){
invalidQuestData.setInt(1, player.getObjectId());
invalidQuestData.setString(2, questId);
invalidQuestData.executeUpdate();
}
continue;
}
// Create a new QuestState for the player that will be added to the player's list of quests
new QuestState(q, player, State.getStateId(statename));
}
rs.close();
invalidQuestData.close();
statement.close();
// Get list of quests owned by the player from the DB in order to add variables used in the quest.
statement = con.prepareStatement("SELECT name,var,value FROM character_quests WHERE charId=? AND var<>?");
statement.setInt(1,player.getObjectId());
statement.setString(2, "");
rs = statement.executeQuery();
while (rs.next()) {
String questId = rs.getString("name");
String var = rs.getString("var");
String value = rs.getString("value");
// Get the QuestState saved in the loop before
QuestState qs = player.getQuestState(questId);
if (qs == null) {
_log.finer("Lost variable "+var+" in quest "+questId+" for player "+player.getName());
if (Config.AUTODELETE_INVALID_QUEST_DATA){
invalidQuestDataVar.setInt (1,player.getObjectId());
invalidQuestDataVar.setString(2,questId);
invalidQuestDataVar.setString(3,var);
invalidQuestDataVar.executeUpdate();
}
continue;
}
// Add parameter to the quest
qs.setInternal(var, value);
}
rs.close();
invalidQuestDataVar.close();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not insert char quest:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
// events
for (String name : _allEventsS.keySet()) {
player.processQuestEvent(name, "enter");
}
}
/**
* Insert (or Update) in the database variables that need to stay persistant for this quest after a reboot.
* This function is for storage of values that do not related to a specific player but are
* global for all characters. For example, if we need to disable a quest-gatekeeper until
* a certain time (as is done with some grand-boss gatekeepers), we can save that time in the DB.
* @param var : String designating the name of the variable for the quest
* @param value : String designating the value of the variable for the quest
*/
public final void saveGlobalQuestVar(String var, String value)
{
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("REPLACE INTO quest_global_data (quest_name,var,value) VALUES (?,?,?)");
statement.setString(1, getName());
statement.setString(2, var);
statement.setString(3, value);
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not insert global quest variable:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Read from the database a previously saved variable for this quest.
* Due to performance considerations, this function should best be used only when the quest is first loaded.
* Subclasses of this class can define structures into which these loaded values can be saved.
* However, on-demand usage of this function throughout the script is not prohibited, only not recommended.
* Values read from this function were entered by calls to "saveGlobalQuestVar"
* @param var : String designating the name of the variable for the quest
* @return String : String representing the loaded value for the passed var, or an empty string if the var was invalid
*/
public final String loadGlobalQuestVar(String var)
{
String result = "";
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("SELECT value FROM quest_global_data WHERE quest_name = ? AND var = ?");
statement.setString(1, getName());
statement.setString(2, var);
ResultSet rs = statement.executeQuery();
if (rs.first())
result = rs.getString(1);
rs.close();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not load global quest variable:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
return result;
}
/**
* Permanently delete from the database a global quest variable that was previously saved for this quest.
* @param var : String designating the name of the variable for the quest
*/
public final void deleteGlobalQuestVar(String var)
{
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ? AND var = ?");
statement.setString(1, getName());
statement.setString(2, var);
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not delete global quest variable:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Permanently delete from the database all global quest variables that was previously saved for this quest.
*/
public final void deleteAllGlobalQuestVars()
{
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?");
statement.setString(1, getName());
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not delete global quest variables:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Insert in the database the quest for the player.
* @param qs : QuestState pointing out the state of the quest
* @param var : String designating the name of the variable for the quest
* @param value : String designating the value of the variable for the quest
*/
public static void createQuestVarInDb(QuestState qs, String var, String value) {
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?)");
statement.setInt (1, qs.getPlayer().getObjectId());
statement.setString(2, qs.getQuestName());
statement.setString(3, var);
statement.setString(4, value);
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not insert char quest:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Update the value of the variable "var" for the quest.
* Actions :
* The selection of the right record is made with :
* charId = qs.getPlayer().getObjectID()
* name = qs.getQuest().getName()
* var = var
*
* The modification made is :
* value = parameter value
* @param qs : Quest State
* @param var : String designating the name of the variable for quest
* @param value : String designating the value of the variable for quest
*/
public static void updateQuestVarInDb(QuestState qs, String var, String value) {
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("UPDATE character_quests SET value=? WHERE charId=? AND name=? AND var = ?");
statement.setString(1, value);
statement.setInt (2, qs.getPlayer().getObjectId());
statement.setString(3, qs.getQuestName());
statement.setString(4, var);
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not update char quest:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Delete a variable of player's quest from the database.
* @param qs : object QuestState pointing out the player's quest
* @param var : String designating the variable characterizing the quest
*/
public static void deleteQuestVarInDb(QuestState qs, String var) {
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=? AND var=?");
statement.setInt (1, qs.getPlayer().getObjectId());
statement.setString(2, qs.getQuestName());
statement.setString(3, var);
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not delete char quest:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Delete the player's quest from database.
* @param qs : QuestState pointing out the player's quest
*/
public static void deleteQuestInDb(QuestState qs) {
java.sql.Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement;
statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=?");
statement.setInt (1, qs.getPlayer().getObjectId());
statement.setString(2, qs.getQuestName());
statement.executeUpdate();
statement.close();
} catch (Exception e) {
_log.log(Level.WARNING, "could not delete char quest:", e);
} finally {
try { con.close(); } catch (Exception e) {}
}
}
/**
* Create a record in database for quest.
* Actions :
* Use fucntion createQuestVarInDb() with following parameters :
* QuestState : parameter sq that puts in fields of database :
*
* - charId : ID of the player
* - name : name of the quest
*
*
* var : string "<state>" as the name of the variable for the quest
* val : string corresponding at the ID of the state (in fact, initial state)
* @param qs : QuestState
*/
public static void createQuestInDb(QuestState qs) {
createQuestVarInDb(qs, "", State.getStateName(qs.getState()));
}
/**
* Update informations regarding quest in database.
* Actions :
* Get ID state of the quest recorded in object qs
* Test if quest is completed. If true, add a star (*) before the ID state
* Save in database the ID state (with or without the star) for the variable called "<state>" of the quest
* @param qs : QuestState
*/
public static void updateQuestInDb(QuestState qs) {
String val = State.getStateName(qs.getState());
updateQuestVarInDb(qs, "", val);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for the specified Event type.
* @param npcId : id of the NPC to register
* @param eventType : type of event being registered
* @return L2NpcTemplate : Npc Template corresponding to the npcId, or null if the id is invalid
*/
public L2NpcTemplate addEventId(int npcId, QuestEventType eventType)
{
try
{
L2NpcTemplate t = NpcTable.getInstance().getTemplate(npcId);
if (t != null)
{
t.addQuestEvent(eventType, this);
}
return t;
}
catch(Exception e)
{
e.printStackTrace();
return null;
}
}
/**
* Add the quest to the NPC's startQuest
* @param npcId
* @return L2NpcTemplate : Start NPC
*/
public L2NpcTemplate addStartNpc(int npcId)
{
return addEventId(npcId, Quest.QuestEventType.QUEST_START);
}
/**
* Add the quest to the NPC's first-talk (default action dialog)
* @param npcId
* @return L2NpcTemplate : Start NPC
*/
public L2NpcTemplate addFirstTalkId(int npcId)
{
return addEventId(npcId, Quest.QuestEventType.ON_FIRST_TALK);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for Attack Events.
* @param attackId
* @return int : attackId
*/
public L2NpcTemplate addAttackId(int attackId) {
return addEventId(attackId, Quest.QuestEventType.ON_ATTACK);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for Kill Events.
* @param killId
* @return int : killId
*/
public L2NpcTemplate addKillId(int killId) {
return addEventId(killId, Quest.QuestEventType.ON_KILL);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Talk Events.
* @param talkId : ID of the NPC
* @return int : ID of the NPC
*/
public L2NpcTemplate addTalkId(int talkId) {
return addEventId(talkId, Quest.QuestEventType.ON_TALK);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Spawn Events.
* @param talkId : ID of the NPC
* @return int : ID of the NPC
*/
public L2NpcTemplate addSpawnId(int npcId) {
return addEventId(npcId, Quest.QuestEventType.ON_SPAWN);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Skill-See Events.
* @param talkId : ID of the NPC
* @return int : ID of the NPC
*/
public L2NpcTemplate addSkillSeeId(int npcId) {
return addEventId(npcId, Quest.QuestEventType.ON_SKILL_SEE);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Faction Call Events.
* @param talkId : ID of the NPC
* @return int : ID of the NPC
*/
public L2NpcTemplate addFactionCallId(int npcId) {
return addEventId(npcId, Quest.QuestEventType.ON_FACTION_CALL);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Character See Events.
* @param talkId : ID of the NPC
* @return int : ID of the NPC
*/
public L2NpcTemplate addAggroRangeEnterId(int npcId) {
return addEventId(npcId, Quest.QuestEventType.ON_AGGRO_RANGE_ENTER);
}
// returns a random party member's L2PcInstance for the passed player's party
// returns the passed player if he has no party.
public L2PcInstance getRandomPartyMember(L2PcInstance player)
{
// NPE prevention. If the player is null, there is nothing to return
if (player == null )
return null;
if ((player.getParty() == null) || (player.getParty().getPartyMembers().size()==0))
return player;
L2Party party = player.getParty();
return party.getPartyMembers().get(Rnd.get(party.getPartyMembers().size()));
}
/**
* Auxilary function for party quests.
* Note: This function is only here because of how commonly it may be used by quest developers.
* For any variations on this function, the quest script can always handle things on its own
* @param player: the instance of a player whose party is to be searched
* @param value: the value of the "cond" variable that must be matched
* @return L2PcInstance: L2PcInstance for a random party member that matches the specified
* condition, or null if no match.
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, String value)
{
return getRandomPartyMember(player, "cond", value);
}
/**
* Auxilary function for party quests.
* Note: This function is only here because of how commonly it may be used by quest developers.
* For any variations on this function, the quest script can always handle things on its own
* @param player: the instance of a player whose party is to be searched
* @param var/value: a tuple specifying a quest condition that must be satisfied for
* a party member to be considered.
* @return L2PcInstance: L2PcInstance for a random party member that matches the specified
* condition, or null if no match. If the var is null, any random party
* member is returned (i.e. no condition is applied).
* The party member must be within 1500 distance from the target of the reference
* player, or if no target exists, 1500 distance from the player itself.
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, String var, String value)
{
// if no valid player instance is passed, there is nothing to check...
if (player == null)
return null;
// for null var condition, return any random party member.
if (var == null)
return getRandomPartyMember(player);
// normal cases...if the player is not in a party, check the player's state
QuestState temp = null;
L2Party party = player.getParty();
// if this player is not in a party, just check if this player instance matches the conditions itself
if ( (party == null) || (party.getPartyMembers().size()==0) )
{
temp = player.getQuestState(getName());
if( (temp != null) && (temp.get(var)!=null) && ((String) temp.get(var)).equalsIgnoreCase(value) )
return player; // match
return null; // no match
}
// if the player is in a party, gather a list of all matching party members (possibly
// including this player)
FastList candidates = new FastList();
// get the target for enforcing distance limitations.
L2Object target = player.getTarget();
if (target == null) target = player;
for(L2PcInstance partyMember: party.getPartyMembers())
{
temp = partyMember.getQuestState(getName());
if( (temp != null) && (temp.get(var)!=null) && ((String) temp.get(var)).equalsIgnoreCase(value)
&& partyMember.isInsideRadius(target, 1500, true, false))
candidates.add(partyMember);
}
// if there was no match, return null...
if (candidates.size()==0)
return null;
// if a match was found from the party, return one of them at random.
return candidates.get( Rnd.get(candidates.size()) );
}
/**
* Auxilary function for party quests.
* Note: This function is only here because of how commonly it may be used by quest developers.
* For any variations on this function, the quest script can always handle things on its own
* @param player: the instance of a player whose party is to be searched
* @param state: the state in which the party member's queststate must be in order to be considered.
* @return L2PcInstance: L2PcInstance for a random party member that matches the specified
* condition, or null if no match. If the var is null, any random party
* member is returned (i.e. no condition is applied).
*/
public L2PcInstance getRandomPartyMemberState(L2PcInstance player, byte state)
{
// if no valid player instance is passed, there is nothing to check...
if (player == null)
return null;
// normal cases...if the player is not in a partym check the player's state
QuestState temp = null;
L2Party party = player.getParty();
// if this player is not in a party, just check if this player instance matches the conditions itself
if ( (party == null) || (party.getPartyMembers().size()==0) )
{
temp = player.getQuestState(getName());
if( (temp != null) && (temp.getState() == state) )
return player; // match
return null; // no match
}
// if the player is in a party, gather a list of all matching party members (possibly
// including this player)
FastList candidates = new FastList();
// get the target for enforcing distance limitations.
L2Object target = player.getTarget();
if (target == null) target = player;
for(L2PcInstance partyMember: party.getPartyMembers())
{
temp = partyMember.getQuestState(getName());
if( (temp != null) && (temp.getState() == state) && partyMember.isInsideRadius(target, 1500, true, false) )
candidates.add(partyMember);
}
// if there was no match, return null...
if (candidates.size()==0)
return null;
// if a match was found from the party, return one of them at random.
return candidates.get( Rnd.get(candidates.size()) );
}
/**
* Show HTML file to client
* @param fileName
* @return String : message sent to client
*/
public String showHtmlFile(L2PcInstance player, String fileName)
{
String questId = getName();
//Create handler to file linked to the quest
String directory = getDescr().toLowerCase();
String content = HtmCache.getInstance().getHtm("data/scripts/" + directory + "/" + questId + "/"+fileName);
if (content == null)
content = HtmCache.getInstance().getHtmForce("data/scripts/quests/"+questId+"/"+fileName);
if (player != null && player.getTarget() != null)
content = content.replaceAll("%objectId%", String.valueOf(player.getTarget().getObjectId()));
//Send message to client if message not empty
if (content != null)
{
NpcHtmlMessage npcReply = new NpcHtmlMessage(5);
npcReply.setHtml(content);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
player.sendPacket(ActionFailed.STATIC_PACKET);
}
return content;
}
// =========================================================
// QUEST SPAWNS
// =========================================================
public class DeSpawnScheduleTimerTask implements Runnable
{
L2NpcInstance _npc = null;
public DeSpawnScheduleTimerTask(L2NpcInstance npc)
{
_npc = npc;
}
public void run()
{
_npc.onDecay();
}
}
// Method - Public
/**
* Add a temporary (quest) spawn
* Return instance of newly spawned npc
*/
public L2NpcInstance addSpawn(int npcId, L2Character cha)
{
return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, false);
}
/**
* Add a temporary (quest) spawn
* Return instance of newly spawned npc
* with summon animation
*/
public L2NpcInstance addSpawn(int npcId, L2Character cha, boolean isSummonSpawn)
{
return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, isSummonSpawn);
}
public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffSet, int despawnDelay)
{
return addSpawn(npcId, x, y, z, heading, randomOffSet, despawnDelay, false);
}
public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn)
{
L2NpcInstance result = null;
try
{
L2NpcTemplate template = NpcTable.getInstance().getTemplate(npcId);
if (template != null)
{
// Sometimes, even if the quest script specifies some xyz (for example npc.getX() etc) by the time the code
// reaches here, xyz have become 0! Also, a questdev might have purposely set xy to 0,0...however,
// the spawn code is coded such that if x=y=0, it looks into location for the spawn loc! This will NOT work
// with quest spawns! For both of the above cases, we need a fail-safe spawn. For this, we use the
// default spawn location, which is at the player's loc.
if ((x == 0) && (y == 0))
{
_log.log(Level.SEVERE, "Failed to adjust bad locks for quest spawn! Spawn aborted!");
return null;
}
if (randomOffset)
{
int offset;
offset = Rnd.get(2); // Get the direction of the offset
if (offset == 0) {offset = -1;} // make offset negative
offset *= Rnd.get(50, 100);
x += offset;
offset = Rnd.get(2); // Get the direction of the offset
if (offset == 0) {offset = -1;} // make offset negative
offset *= Rnd.get(50, 100);
y += offset;
}
L2Spawn spawn = new L2Spawn(template);
spawn.setHeading(heading);
spawn.setLocx(x);
spawn.setLocy(y);
spawn.setLocz(z+20);
spawn.stopRespawn();
result = spawn.spawnOne(isSummonSpawn);
if (despawnDelay > 0)
ThreadPoolManager.getInstance().scheduleGeneral(new DeSpawnScheduleTimerTask(result), despawnDelay);
return result;
}
}
catch (Exception e1)
{
_log.warning("Could not spawn Npc " + npcId);
}
return null;
}
public int[] getRegisteredItemIds()
{
return questItemIds;
}
/**
* @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptName()
*/
@Override
public String getScriptName()
{
return this.getName();
}
/**
* @see net.sf.l2j.gameserver.scripting.ManagedScript#setActive(boolean)
*/
@Override
public void setActive(boolean status)
{
// TODO implement me
}
/**
* @see net.sf.l2j.gameserver.scripting.ManagedScript#reload()
*/
@Override
public boolean reload()
{
unload();
return super.reload();
}
/**
* @see net.sf.l2j.gameserver.scripting.ManagedScript#unload()
*/
@Override
public boolean unload()
{
this.saveGlobalData();
// cancel all pending timers before reloading.
// if timers ought to be restarted, the quest can take care of it
// with its code (example: save global data indicating what timer must
// be restarted).
for (FastList timers : _allEventTimers.values())
for(QuestTimer timer :timers)
timer.cancel();
_allEventTimers.clear();
return QuestManager.getInstance().removeQuest(this);
}
/**
* @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptManager()
*/
@Override
public ScriptManager> getScriptManager()
{
return QuestManager.getInstance();
}
}