/*
* 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);
}
}