/* * 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.util.Map; import java.util.logging.Logger; import javolution.util.FastMap; import net.sf.l2j.Config; import net.sf.l2j.gameserver.GameTimeController; import net.sf.l2j.gameserver.cache.HtmCache; import net.sf.l2j.gameserver.instancemanager.QuestManager; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2DropData; import net.sf.l2j.gameserver.model.L2ItemInstance; import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance; import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.ExShowQuestMark; import net.sf.l2j.gameserver.network.serverpackets.ItemList; import net.sf.l2j.gameserver.network.serverpackets.PlaySound; import net.sf.l2j.gameserver.network.serverpackets.QuestList; import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; import net.sf.l2j.gameserver.network.serverpackets.TutorialCloseHtml; import net.sf.l2j.gameserver.network.serverpackets.TutorialEnableClientEvent; import net.sf.l2j.gameserver.network.serverpackets.TutorialShowHtml; import net.sf.l2j.gameserver.network.serverpackets.TutorialShowQuestionMark; import net.sf.l2j.gameserver.skills.Stats; import net.sf.l2j.util.Rnd; /** * @author Luis Arias */ public final class QuestState { protected static final Logger _log = Logger.getLogger(Quest.class.getName()); /** Quest associated to the QuestState */ private final String _questName; /** Player who engaged the quest */ private final L2PcInstance _player; /** State of the quest */ private byte _state; /** List of couples (variable for quest,value of the variable for quest) */ private Map _vars; /** Boolean flag letting QuestStateManager know to exit quest when cleaning up */ private boolean _isExitQuestOnCleanUp = false; /** * Constructor of the QuestState : save the quest in the list of quests of the player.

* * Actions :
*
  • Save informations in the object QuestState created (Quest, Player, Completion, State)
  • *
  • Add the QuestState in the player's list of quests by using setQuestState()
  • *
  • Add drops gotten by the quest
  • *
    * @param quest : quest associated with the QuestState * @param player : L2PcInstance pointing out the player * @param state : state of the quest * @param completed : boolean for completion of the quest */ QuestState(Quest quest, L2PcInstance player, byte state) { _questName = quest.getName(); _player = player; // Save the state of the quest for the player in the player's list of quest onwed getPlayer().setQuestState(this); // set the state of the quest _state = state; } public String getQuestName() { return _questName; } /** * Return the quest * @return Quest */ public Quest getQuest() { return QuestManager.getInstance().getQuest(_questName); } /** * Return the L2PcInstance * @return L2PcInstance */ public L2PcInstance getPlayer() { return _player; } /** * Return the state of the quest * @return State */ public byte getState() { return _state; } /** * Return true if quest completed, false otherwise * @return boolean */ public boolean isCompleted() { return (getState() == State.COMPLETED); } /** * Return true if quest started, false otherwise * @return boolean */ public boolean isStarted() { return (getState() == State.STARTED); } /** * Return state of the quest after its initialization.

    * Actions : *
  • Remove drops from previous state
  • *
  • Set new state of the quest
  • *
  • Add drop for new state
  • *
  • Update information in database
  • *
  • Send packet QuestList to client
  • * @param state * @return object */ public Object setState(byte state) { // set new state if it is not already in that state if (_state != state) { _state = state; Quest.updateQuestInDb(this); QuestList ql = new QuestList(); getPlayer().sendPacket(ql); } return state; } /** * Add parameter used in quests. * @param var : String pointing out the name of the variable for quest * @param val : String pointing out the value of the variable for quest * @return String (equal to parameter "val") */ String setInternal(String var, String val) { if (_vars == null) _vars = new FastMap(); if (val == null) val = ""; _vars.put(var, val); return val; } /** * Return value of parameter "val" after adding the couple (var,val) in class variable "vars".

    * Actions :
    *
  • Initialize class variable "vars" if is null
  • *
  • Initialize parameter "val" if is null
  • *
  • Add/Update couple (var,val) in class variable FastMap "vars"
  • *
  • If the key represented by "var" exists in FastMap "vars", the couple (var,val) is updated in the database. The key is known as * existing if the preceding value of the key (given as result of function put()) is not null.
    * If the key doesn't exist, the couple is added/created in the database
  • * @param var : String indicating the name of the variable for quest * @param val : String indicating the value of the variable for quest * @return String (equal to parameter "val") */ public String set(String var, String val) { if (_vars == null) _vars = new FastMap(); if (val == null) val = ""; // FastMap.put() returns previous value associated with specified key, or null if there was no mapping for key. String old = _vars.put(var, val); if (old != null) Quest.updateQuestVarInDb(this, var, val); else Quest.createQuestVarInDb(this, var, val); if (var == "cond") { try { int previousVal = 0; try { previousVal = Integer.parseInt(old); } catch(Exception ex) { previousVal = 0; } setCond(Integer.parseInt(val), previousVal); } catch (Exception e) { _log.finer(getPlayer().getName()+", "+getQuestName()+" cond ["+val+"] is not an integer. Value stored, but no packet was sent: " + e); } } return val; } /** * Internally handles the progression of the quest so that it is ready for sending * appropriate packets to the client

    * Actions :
    *
  • Check if the new progress number resets the quest to a previous (smaller) step
  • *
  • If not, check if quest progress steps have been skipped
  • *
  • If skipped, prepare the variable completedStateFlags appropriately to be ready for sending to clients
  • *
  • If no steps were skipped, flags do not need to be prepared...
  • *
  • If the passed step resets the quest to a previous step, reset such that steps after the parameter are not * considered, while skipped steps before the parameter, if any, maintain their info
  • * @param cond : int indicating the step number for the current quest progress (as will be shown to the client) * @param old : int indicating the previously noted step * * For more info on the variable communicating the progress steps to the client, please see * @link net.sf.l2j.loginserver.serverpacket.QuestList */ private void setCond(int cond, int old) { int completedStateFlags = 0; // initializing... // if there is no change since last setting, there is nothing to do here if (cond == old) return; // cond 0 and 1 do not need completedStateFlags. Also, if cond > 1, the 1st step must // always exist (i.e. it can never be skipped). So if cond is 2, we can still safely // assume no steps have been skipped. // Finally, more than 31 steps CANNOT be supported in any way with skipping. if (cond < 3 || cond > 31) { unset("__compltdStateFlags"); } else completedStateFlags = getInt("__compltdStateFlags"); // case 1: No steps have been skipped so far... if(completedStateFlags == 0) { // check if this step also doesn't skip anything. If so, no further work is needed // also, in this case, no work is needed if the state is being reset to a smaller value // in those cases, skip forward to informing the client about the change... // ELSE, if we just now skipped for the first time...prepare the flags!!! if (cond > (old+1)) { // set the most significant bit to 1 (indicates that there exist skipped states) // also, ensure that the least significant bit is an 1 (the first step is never skipped, no matter // what the cond says) completedStateFlags = 0x80000001; // since no flag had been skipped until now, the least significant bits must all // be set to 1, up until "old" number of bits. completedStateFlags |= ((1< 0 && questId < 999 && cond > 0) getPlayer().sendPacket(new ExShowQuestMark(questId)); } /** * Remove the variable of quest from the list of variables for the quest.

    * Concept : * Remove the variable of quest represented by "var" from the class variable FastMap "vars" and from the database. * @param var : String designating the variable for the quest to be deleted * @return String pointing out the previous value associated with the variable "var" */ public String unset(String var) { if (_vars == null) return null; String old = _vars.remove(var); if (old != null) Quest.deleteQuestVarInDb(this, var); return old; } /** * Return the value of the variable of quest represented by "var" * @param var : name of the variable of quest * @return Object */ public Object get(String var) { if (_vars == null) return null; return _vars.get(var); } /** * Return the value of the variable of quest represented by "var" * @param var : String designating the variable for the quest * @return int */ public int getInt(String var) { int varint = 0; try { varint = Integer.parseInt(_vars.get(var)); } catch (Exception e) { _log.finer(getPlayer().getName()+": variable "+var+" isn't an integer: " + varint + e); // if (Config.AUTODELETE_INVALID_QUEST_DATA) // exitQuest(true); } return varint; } /** * Add player to get notification of characters death * @param character : L2Character of the character to get notification of death */ public void addNotifyOfDeath(L2Character character) { if (character == null) return; character.addNotifyQuestOfDeath(this); } /** * Return the quantity of one sort of item hold by the player * @param itemId : ID of the item wanted to be count * @return int */ public int getQuestItemsCount(int itemId) { int count = 0; for (L2ItemInstance item: getPlayer().getInventory().getItems()) if (item.getItemId() == itemId) count += item.getCount(); return count; } /** * Return the level of enchantment on the weapon of the player(Done specifically for weapon SA's) * @param itemId : ID of the item to check enchantment * @return int */ public int getEnchantLevel(int itemId) { L2ItemInstance enchanteditem = getPlayer().getInventory().getItemByItemId(itemId); if (enchanteditem == null) return 0; return enchanteditem.getEnchantLevel(); } /** * Give item/reward to the player * @param itemId * @param count */ public void giveItems(int itemId, int count) { giveItems(itemId, count, 0); } public void giveItems(int itemId, int count, int enchantlevel) { if (count <= 0) return; int questId = getQuest().getQuestIntId(); // If item for reward is gold (ID=57), modify count with rate for quest reward if (itemId == 57 && !(questId>=217 && questId<=233) && !(questId>=401 && questId<=418) ) count=(int)(count*Config.RATE_QUESTS_REWARD); // Set quantity of item // Add items to player's inventory L2ItemInstance item = getPlayer().getInventory().addItem("Quest", itemId, count, getPlayer(), getPlayer().getTarget()); if (item == null) return; if (enchantlevel > 0) item.setEnchantLevel(enchantlevel); // If item for reward is gold, send message of gold reward to client if (itemId == 57) { SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_ADENA); smsg.addNumber(count); getPlayer().sendPacket(smsg); } // Otherwise, send message of object reward to client else { if (count > 1) { SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S); smsg.addItemName(item); smsg.addNumber(count); getPlayer().sendPacket(smsg); } else { SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_ITEM); smsg.addItemName(item); getPlayer().sendPacket(smsg); } } getPlayer().sendPacket(new ItemList(getPlayer(), false)); StatusUpdate su = new StatusUpdate(getPlayer().getObjectId()); su.addAttribute(StatusUpdate.CUR_LOAD, getPlayer().getCurrentLoad()); getPlayer().sendPacket(su); } /** * Drop Quest item using Config.RATE_DROP_QUEST * @param itemId : int Item Identifier of the item to be dropped * @param count(minCount, maxCount) : int Quantity of items to be dropped * @param neededCount : Quantity of items needed for quest * @param dropChance : int Base chance of drop, same as in droplist * @param sound : boolean indicating whether to play sound * @return boolean indicating whether player has requested number of items */ public boolean dropQuestItems(int itemId, int count, int neededCount, int dropChance, boolean sound) { return dropQuestItems(itemId, count, count, neededCount, dropChance, sound); } public boolean dropQuestItems(int itemId, int minCount, int maxCount, int neededCount, int dropChance, boolean sound) { dropChance *= Config.RATE_DROP_QUEST / ((getPlayer().getParty() != null) ? getPlayer().getParty().getMemberCount() : 1); int currentCount = getQuestItemsCount(itemId); if (neededCount > 0 && currentCount >= neededCount) return true; if (currentCount >= neededCount) return true; int itemCount = 0; int random = Rnd.get(L2DropData.MAX_CHANCE); while (random < dropChance) { // Get the item quantity dropped if (minCount < maxCount) itemCount += Rnd.get(minCount, maxCount); else if (minCount == maxCount) itemCount += minCount; else itemCount++; // Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE dropChance -= L2DropData.MAX_CHANCE; } if (itemCount > 0) { // if over neededCount, just fill the gap if (neededCount > 0 && currentCount + itemCount > neededCount) itemCount = neededCount - currentCount; // Inventory slot check if (!getPlayer().getInventory().validateCapacityByItemId(itemId)) return false; // Give the item to Player getPlayer().addItem("Quest", itemId, itemCount, getPlayer().getTarget(), true); if (sound) playSound((currentCount + itemCount < neededCount) ? "Itemsound.quest_itemget" : "Itemsound.quest_middle"); } return (neededCount > 0 && currentCount + itemCount >= neededCount); } //TODO: More radar functions need to be added when the radar class is complete. // BEGIN STUFF THAT WILL PROBABLY BE CHANGED public void addRadar(int x, int y, int z) { getPlayer().getRadar().addMarker(x, y, z); } public void removeRadar(int x, int y, int z) { getPlayer().getRadar().removeMarker(x, y, z); } public void clearRadar() { getPlayer().getRadar().removeAllMarkers(); } // END STUFF THAT WILL PROBABLY BE CHANGED /** * Remove items from player's inventory when talking to NPC in order to have rewards.

    * Actions : *
  • Destroy quantity of items wanted
  • *
  • Send new inventory list to player
  • * @param itemId : Identifier of the item * @param count : Quantity of items to destroy */ public void takeItems(int itemId, int count) { // Get object item from player's inventory list L2ItemInstance item = getPlayer().getInventory().getItemByItemId(itemId); if (item == null) return; // Tests on count value in order not to have negative value if (count < 0 || count > item.getCount()) count = item.getCount(); // Destroy the quantity of items wanted if (itemId == 57) getPlayer().reduceAdena("Quest", count, getPlayer(), true); else getPlayer().destroyItemByItemId("Quest", itemId, count, getPlayer(), true); } /** * Send a packet in order to play sound at client terminal * @param sound */ public void playSound(String sound) { getPlayer().sendPacket(new PlaySound(sound)); } /** * Add XP and SP as quest reward * @param exp * @param sp */ public void addExpAndSp(int exp, int sp) { getPlayer().addExpAndSp((int)getPlayer().calcStat(Stats.EXPSP_RATE, exp * Config.RATE_QUESTS_REWARD, null, null), (int)getPlayer().calcStat(Stats.EXPSP_RATE, sp * Config.RATE_QUESTS_REWARD, null, null)); } /** * Return random value * @param max : max value for randomisation * @return int */ public int getRandom(int max) { return Rnd.get(max); } /** * Return number of ticks from GameTimeController * @return int */ public int getItemEquipped(int loc) { return getPlayer().getInventory().getPaperdollItemId(loc); } /** * Return the number of ticks from the GameTimeController * @return int */ public int getGameTicks() { return GameTimeController.getGameTicks(); } /** * Return true if quest is to exited on clean up by QuestStateManager * @return boolean */ public final boolean isExitQuestOnCleanUp() { return _isExitQuestOnCleanUp; } /** * Return the QuestTimer object with the specified name * @return QuestTimer
    Return null if name does not exist */ public void setIsExitQuestOnCleanUp(boolean isExitQuestOnCleanUp) { _isExitQuestOnCleanUp = isExitQuestOnCleanUp; } /** * Start a timer for quest.

    * @param name
    The name of the timer. Will also be the value for event of onEvent * @param time
    The milisecond value the timer will elapse */ public void startQuestTimer(String name, long time) { getQuest().startQuestTimer(name, time, null, getPlayer(), false); } public void startQuestTimer(String name, long time, L2NpcInstance npc) { getQuest().startQuestTimer(name, time, npc, getPlayer(), false); } public void startRepeatingQuestTimer(String name, long time) { getQuest().startQuestTimer(name, time, null, getPlayer(), true); } public void startRepeatingQuestTimer(String name, long time, L2NpcInstance npc) { getQuest().startQuestTimer(name, time, npc, getPlayer(), true); } /** * Return the QuestTimer object with the specified name * @return QuestTimer
    Return null if name does not exist */ public final QuestTimer getQuestTimer(String name) { return getQuest().getQuestTimer(name, null, getPlayer()); } /** * Add spawn for player instance * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId) { return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, 0); } public L2NpcInstance addSpawn(int npcId, int despawnDelay) { return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, despawnDelay); } public L2NpcInstance addSpawn(int npcId, int x, int y, int z) { return addSpawn(npcId, x, y, z, 0, false, 0); } /** * Add spawn for player instance * Will despawn after the spawn length expires * Uses player's coords and heading. * Adds a little randomization in the x y coords * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId, L2Character cha) { return addSpawn(npcId, cha, true,0); } public L2NpcInstance addSpawn(int npcId, L2Character cha, int despawnDelay) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), true, despawnDelay); } /** * Add spawn for player instance * Will despawn after the spawn length expires * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId, int x, int y, int z, int despawnDelay) { return addSpawn(npcId, x, y, z, 0, false, despawnDelay); } /** * Add spawn for player instance * Inherits coords and heading from specified L2Character instance. * It could be either the player, or any killed/attacked mob * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId, L2Character cha, boolean randomOffset, int despawnDelay) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), randomOffset, despawnDelay); } /** * Add spawn for player instance * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffset, int despawnDelay) { return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, false); } /** * Add spawn for player instance * Return object id of newly spawned npc */ public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn) { return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn); } public String showHtmlFile(String fileName) { return getQuest().showHtmlFile(getPlayer(), fileName); } /** * Destroy element used by quest when quest is exited * @param repeatable * @return QuestState */ public QuestState exitQuest(boolean repeatable) { if (isCompleted()) return this; // Say quest is completed setState(State.COMPLETED); // Clean registered quest items int[] itemIdList = getQuest().getRegisteredItemIds(); if (itemIdList != null) { for (int i=0; i repeatable) if (repeatable) { getPlayer().delQuestState(getQuestName()); Quest.deleteQuestInDb(this); _vars = null; } else { // Otherwise, delete variables for quest and update database (quest CANNOT be created again => not repeatable) if (_vars != null) for (String var : _vars.keySet()) unset(var); Quest.updateQuestInDb(this); } return this; } public void showQuestionMark(int number) { getPlayer().sendPacket(new TutorialShowQuestionMark(number)); } public void playTutorialVoice(String voice) { getPlayer().sendPacket(new PlaySound(2, voice, 0, 0, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ())); } public void showTutorialHTML(String html) { String text = HtmCache.getInstance().getHtm("data/scripts/quests/255_Tutorial/"+ html); if(text == null) { _log.warning("missing html page data/scripts/quests/255_Tutorial/"+html); text = "File data/scripts/quests/255_Tutorial/" + html + " not found or file is empty."; } getPlayer().sendPacket(new TutorialShowHtml(text)); } public void closeTutorialHtml() { getPlayer().sendPacket(new TutorialCloseHtml()); } public void onTutorialClientEvent(int number) { getPlayer().sendPacket(new TutorialEnableClientEvent(number)); } public void dropItem(L2MonsterInstance npc, L2PcInstance player, int itemId, int count) { npc.dropItem(player, itemId, count); } }