/* * 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 com.l2jserver.gameserver.model.quest; import java.sql.Connection; import java.sql.PreparedStatement; import java.sql.ResultSet; import java.util.ArrayList; import java.util.Collection; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.concurrent.locks.ReentrantReadWriteLock; import java.util.concurrent.locks.ReentrantReadWriteLock.ReadLock; import java.util.concurrent.locks.ReentrantReadWriteLock.WriteLock; import java.util.logging.Level; import java.util.logging.Logger; import javolution.util.FastMap; import com.l2jserver.Config; import com.l2jserver.L2DatabaseFactory; import com.l2jserver.gameserver.GameTimeController; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.cache.HtmCache; import com.l2jserver.gameserver.datatables.ItemTable; import com.l2jserver.gameserver.datatables.NpcTable; import com.l2jserver.gameserver.idfactory.IdFactory; import com.l2jserver.gameserver.instancemanager.QuestManager; import com.l2jserver.gameserver.instancemanager.ZoneManager; import com.l2jserver.gameserver.model.L2DropData; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Party; import com.l2jserver.gameserver.model.L2Spawn; import com.l2jserver.gameserver.model.Location; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Npc; import com.l2jserver.gameserver.model.actor.L2Trap; import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance; import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate; import com.l2jserver.gameserver.model.itemcontainer.PcInventory; import com.l2jserver.gameserver.model.items.L2Item; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.olympiad.CompetitionType; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.stats.Stats; import com.l2jserver.gameserver.model.zone.L2ZoneType; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.ActionFailed; import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.network.serverpackets.NpcHtmlMessage; import com.l2jserver.gameserver.network.serverpackets.NpcQuestHtmlMessage; import com.l2jserver.gameserver.network.serverpackets.PlaySound; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.scripting.ManagedScript; import com.l2jserver.gameserver.scripting.ScriptManager; import com.l2jserver.gameserver.util.MinionList; import com.l2jserver.util.Rnd; import com.l2jserver.util.Util; /** * @author Luis Arias */ public class Quest extends ManagedScript { protected static final Logger _log = Logger.getLogger(Quest.class.getName()); /** * Map containing events from String value of the event. */ private static Map _allEventsS = new HashMap<>(); /** * Map containing lists of timers from the name of the timer. */ private final FastMap> _allEventTimers = new FastMap<>(); private final List _questInvolvedNpcs = new ArrayList<>(); private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock(); private final WriteLock _writeLock = _rwLock.writeLock(); private final ReadLock _readLock = _rwLock.readLock(); private final int _questId; private final String _name; private final String _descr; private final byte _initialState = State.CREATED; protected boolean _onEnterWorld = false; private boolean _isCustom = false; private boolean _isOlympiadUse = false; /** * 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; private static final String DEFAULT_NO_QUEST_MSG = "You are either not on a quest that involves this NPC, or you don't meet this NPC's minimum quest requirements."; private static final String DEFAULT_ALREADY_COMPLETED_MSG = "This quest has already been completed."; private static final String QUEST_DELETE_FROM_CHAR_QUERY = "DELETE FROM character_quests WHERE charId=? AND name=?"; private static final String QUEST_DELETE_FROM_CHAR_QUERY_NON_REPEATABLE_QUERY = "DELETE FROM character_quests WHERE charId=? AND name=? AND var!=?"; private static final int RESET_HOUR = 6; private static final int RESET_MINUTES = 30; /** * @return the reset hour for a daily quest, could be overridden on a script. */ public int getResetHour() { return RESET_HOUR; } /** * @return the reset minutes for a daily quest, could be overridden on a script. */ public int getResetMinutes() { return RESET_MINUTES; } /** * @return a collection of the values contained in the _allEventsS map. */ public static Collection findAllEvents() { return _allEventsS.values(); } /** * The Quest object constructor.
* Constructing a quest also calls the {@code init_LoadGlobalData} convenience method. * @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; _allEventTimers.shared(); if (questId != 0) { QuestManager.getInstance().addQuest(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() { } /** * Trap actions:
*
    *
  • Triggered
  • *
  • Detected
  • *
  • Disarmed
  • *
*/ public static enum TrapAction { TRAP_TRIGGERED, TRAP_DETECTED, TRAP_DISARMED } 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 ON_SPELL_FINISHED(true), // on spell finished action when npc finish casting skill ON_SKILL_LEARN(false), // control the AcquireSkill dialog from quest script ON_ENTER_ZONE(true), // on zone enter ON_EXIT_ZONE(true), // on zone exit ON_TRAP_ACTION(true), // on zone exit ON_ITEM_USE(true); // 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 the ID of the quest */ public int getQuestIntId() { return _questId; } /** * Add a new quest state of this quest to the database. * @param player the owner of the newly created quest state * @return the newly created {@link QuestState} object */ public QuestState newQuestState(L2PcInstance player) { return new QuestState(this, player, getInitialState()); } /** * @return the initial state of the quest */ public byte getInitialState() { return _initialState; } /** * @return the name of the quest */ public String getName() { return _name; } /** * @return the description of the quest */ public String getDescr() { return _descr; } /** * Add a timer to the quest (if it doesn't exist already) and start it. * @param name the name of the timer (also passed back as "event" in {@link #onAdvEvent(String, L2Npc, L2PcInstance)}) * @param time time in ms for when to fire the timer * @param npc the npc associated with this timer (can be null) * @param player the player associated with this timer (can be null) * @see #startQuestTimer(String, long, L2Npc, L2PcInstance, boolean) */ public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player) { startQuestTimer(name, time, npc, player, false); } /** * Add a timer to the quest (if it doesn't exist already) and start it. * @param name the name of the timer (also passed back as "event" in {@link #onAdvEvent(String, L2Npc, L2PcInstance)}) * @param time time in ms for when to fire the timer * @param npc the npc associated with this timer (can be null) * @param player the player associated with this timer (can be null) * @param repeating indicates whether the timer is repeatable or one-time.
* If {@code true}, the task is repeated every {@code time} milliseconds until explicitly stopped. */ public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player, boolean repeating) { List timers = _allEventTimers.get(name); // Add quest timer if timer doesn't already exist if (timers == null) { timers = new ArrayList<>(); 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) { _writeLock.lock(); try { timers.add(new QuestTimer(this, name, time, npc, player, repeating)); } finally { _writeLock.unlock(); } } } } /** * Get a quest timer that matches the provided name and parameters. * @param name the name of the quest timer to get * @param npc the NPC associated with the quest timer to get * @param player the player associated with the quest timer to get * @return the quest timer that matches the parameters of this function or {@code null} if nothing was found */ public QuestTimer getQuestTimer(String name, L2Npc npc, L2PcInstance player) { final List timers = _allEventTimers.get(name); if (timers != null) { _readLock.lock(); try { for (QuestTimer timer : timers) { if (timer != null) { if (timer.isMatch(this, name, npc, player)) { return timer; } } } } finally { _readLock.unlock(); } } return null; } /** * Cancel all quest timers with the specified name. * @param name the name of the quest timers to cancel */ public void cancelQuestTimers(String name) { final List timers = _allEventTimers.get(name); if (timers != null) { _writeLock.lock(); try { for (QuestTimer timer : timers) { if (timer != null) { timer.cancel(); } } timers.clear(); } finally { _writeLock.unlock(); } } } /** * Cancel the quest timer that matches the specified name and parameters. * @param name the name of the quest timer to cancel * @param npc the NPC associated with the quest timer to cancel * @param player the player associated with the quest timer to cancel */ public void cancelQuestTimer(String name, L2Npc npc, L2PcInstance player) { final QuestTimer timer = getQuestTimer(name, npc, player); if (timer != null) { timer.cancelAndRemove(); } } /** * Remove a quest timer from the list of all timers.
* Note: does not stop the timer itself! * @param timer the {@link QuestState} object to remove */ public void removeQuestTimer(QuestTimer timer) { if (timer != null) { final List timers = _allEventTimers.get(timer.getName()); if (timers != null) { _writeLock.lock(); try { timers.remove(timer); } finally { _writeLock.unlock(); } } } } // These are methods to call within the core to call the quest events. /** * @param npc the NPC that was attacked * @param attacker the attacking player * @param damage the damage dealt to the NPC by the player * @param isPet if {@code true}, the attack was actually made by the player's pet * @param skill the skill used to attack the NPC (can be null) * @return {@code true} or {@code false} */ public final boolean notifyAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet, L2Skill skill) { String res = null; try { res = onAttack(npc, attacker, damage, isPet, skill); } catch (Exception e) { return showError(attacker, e); } return showResult(attacker, res); } /** * @param killer the character that killed the {@code victim} * @param victim the character that was killed by the {@code killer} * @param qs the quest state object of the player to be notified of this event * @return {@code false} if there was an error or the message was sent, {@code true} otherwise */ 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); } /** * @param item * @param player * @return */ public final boolean notifyItemUse(L2Item item, L2PcInstance player) { String res = null; try { res = onItemUse(item, player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * @param instance * @param player * @param skill * @return */ public final boolean notifySpellFinished(L2Npc instance, L2PcInstance player, L2Skill skill) { String res = null; try { res = onSpellFinished(instance, player, skill); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * Notify quest script when something happens with a trap. * @param trap the trap instance which triggers the notification * @param trigger the character which makes effect on the trap * @param action 0: trap casting its skill. 1: trigger detects the trap. 2: trigger removes the trap * @return {@code false} if the event was triggered successfully, {@code true} otherwise */ public final boolean notifyTrapAction(L2Trap trap, L2Character trigger, TrapAction action) { String res = null; try { res = onTrapAction(trap, trigger, action); } catch (Exception e) { if (trigger.getActingPlayer() != null) { return showError(trigger.getActingPlayer(), e); } _log.log(Level.WARNING, "Exception on onTrapAction() in notifyTrapAction(): " + e.getMessage(), e); return true; } if (trigger.getActingPlayer() != null) { return showResult(trigger.getActingPlayer(), res); } return false; } /** * @param npc * @return */ public final boolean notifySpawn(L2Npc npc) { try { onSpawn(npc); } catch (Exception e) { _log.log(Level.WARNING, "Exception on onSpawn() in notifySpawn(): " + e.getMessage(), e); return true; } return false; } /** * @param event * @param npc * @param player * @return */ public final boolean notifyEvent(String event, L2Npc npc, L2PcInstance player) { String res = null; try { res = onAdvEvent(event, npc, player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * @param player * @return */ public final boolean notifyEnterWorld(L2PcInstance player) { String res = null; try { res = onEnterWorld(player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * @param npc * @param killer * @param isPet * @return */ public final boolean notifyKill(L2Npc 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); } /** * @param npc * @param qs * @return */ public final boolean notifyTalk(L2Npc 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. * @param npc the NPC whose dialogs to override * @param player the player talking to the NPC * @return {@code true} if the event was triggered successfully, {@code false} otherwise */ public final boolean notifyFirstTalk(L2Npc 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 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; } /** * TODO: Remove and replace with listeners. * @param npc * @param player * @return */ public final boolean notifyAcquireSkillList(L2Npc npc, L2PcInstance player) { String res = null; try { res = onAcquireSkillList(npc, player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * TODO: Remove and replace with listeners. * @param npc * @param player * @param skill * @return */ public final boolean notifyAcquireSkillInfo(L2Npc npc, L2PcInstance player, L2Skill skill) { String res = null; try { res = onAcquireSkillInfo(npc, player, skill); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } /** * TODO: Remove and replace with listeners. * @param npc * @param player * @param skill * @return */ public final boolean notifyAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill) { String res = null; try { res = onAcquireSkill(npc, player, skill); if (res != null) { if (res.equals("true")) { return true; } else if (res.equals("false")) { return false; } } } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public class TmpOnSkillSee implements Runnable { private final L2Npc _npc; private final L2PcInstance _caster; private final L2Skill _skill; private final L2Object[] _targets; private final boolean _isPet; public TmpOnSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { _npc = npc; _caster = caster; _skill = skill; _targets = targets; _isPet = isPet; } @Override public void run() { String res = null; try { res = onSkillSee(_npc, _caster, _skill, _targets, _isPet); } catch (Exception e) { showError(_caster, e); } showResult(_caster, res); } } /** * @param npc * @param caster * @param skill * @param targets * @param isPet * @return */ public final boolean notifySkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { ThreadPoolManager.getInstance().executeAi(new TmpOnSkillSee(npc, caster, skill, targets, isPet)); return true; } /** * @param npc * @param caller * @param attacker * @param isPet * @return */ public final boolean notifyFactionCall(L2Npc npc, L2Npc 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 class TmpOnAggroEnter implements Runnable { private final L2Npc _npc; private final L2PcInstance _pc; private final boolean _isPet; public TmpOnAggroEnter(L2Npc npc, L2PcInstance pc, boolean isPet) { _npc = npc; _pc = pc; _isPet = isPet; } @Override public void run() { String res = null; try { res = onAggroRangeEnter(_npc, _pc, _isPet); } catch (Exception e) { showError(_pc, e); } showResult(_pc, res); } } /** * @param npc * @param player * @param isPet * @return */ public final boolean notifyAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isPet) { ThreadPoolManager.getInstance().executeAi(new TmpOnAggroEnter(npc, player, isPet)); return true; } /** * @param character * @param zone * @return */ public final boolean notifyEnterZone(L2Character character, L2ZoneType zone) { L2PcInstance player = character.getActingPlayer(); String res = null; try { res = onEnterZone(character, zone); } catch (Exception e) { if (player != null) { return showError(player, e); } } if (player != null) { return showResult(player, res); } return true; } /** * @param character * @param zone * @return */ public final boolean notifyExitZone(L2Character character, L2ZoneType zone) { L2PcInstance player = character.getActingPlayer(); String res = null; try { res = onExitZone(character, zone); } catch (Exception e) { if (player != null) { return showError(player, e); } } if (player != null) { return showResult(player, res); } return true; } /** * @param winner * @param type */ public final void notifyOlympiadWin(L2PcInstance winner, CompetitionType type) { try { onOlympiadWin(winner, type); } catch (Exception e) { showError(winner, e); } } /** * @param loser * @param type */ public final void notifyOlympiadLose(L2PcInstance loser, CompetitionType type) { try { onOlympiadLose(loser, type); } catch (Exception e) { showError(loser, e); } } // These are methods that java calls to invoke scripts. /** * This function is called in place of {@link #onAttack(L2Npc, L2PcInstance, int, boolean, L2Skill)} if the former is not implemented.
* If a script contains both onAttack(..) implementations, then this method will never be called unless the script's {@link #onAttack(L2Npc, L2PcInstance, int, boolean, L2Skill)} explicitly calls this method. * @param npc this parameter contains a reference to the exact instance of the NPC that got attacked the NPC. * @param attacker this parameter contains a reference to the exact instance of the player who attacked. * @param damage this parameter represents the total damage that this attack has inflicted to the NPC. * @param isPet this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the damage was actually dealt by the player's pet. * @return */ public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet) { return null; } /** * This function is called whenever a player attacks an NPC that is registered for the quest.
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onAttack(L2Npc, L2PcInstance, int, boolean)} override.
* @param npc this parameter contains a reference to the exact instance of the NPC that got attacked. * @param attacker this parameter contains a reference to the exact instance of the player who attacked the NPC. * @param damage this parameter represents the total damage that this attack has inflicted to the NPC. * @param isPet this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the damage was actually dealt by the player's pet. * @param skill parameter is the skill that player used to attack NPC. * @return */ public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet, L2Skill skill) { return onAttack(npc, attacker, damage, isPet); } /** * This function is called whenever an exact instance of a character who was previously registered for this event dies.
* The registration for {@link #onDeath(L2Character, L2Character, QuestState)} events is not done via the quest itself, but it is instead handled by the QuestState of a particular player. * @param killer this parameter contains a reference to the exact instance of the NPC that killed the character. * @param victim this parameter contains a reference to the exact instance of the character that got killed. * @param qs this parameter contains a reference to the QuestState of whomever was interested (waiting) for this kill. * @return */ public String onDeath(L2Character killer, L2Character victim, QuestState qs) { if (killer instanceof L2Npc) { return onAdvEvent("", (L2Npc) killer, qs.getPlayer()); } return onAdvEvent("", null, qs.getPlayer()); } /** * This function is called whenever a player clicks on a link in a quest dialog and whenever a timer fires.
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onEvent(String, QuestState)} override.
* If the player has a quest state, use it as parameter in the next call, otherwise return null. * @param event this parameter contains a string identifier for the event.
* Generally, this string is passed directly via the link.
* For example:
* * <a action="bypass -h Quest 626_ADarkTwilight 31517-01.htm">hello</a> *
* The above link sets the event variable to "31517-01.htm" for the quest 626_ADarkTwilight.
* In the case of timers, this will be the name of the timer.
* This parameter serves as a sort of identifier. * @param npc this parameter contains a reference to the instance of NPC associated with this event.
* This may be the NPC registered in a timer, or the NPC with whom a player is speaking, etc.
* This parameter may be {@code null} in certain circumstances. * @param player this parameter contains a reference to the player participating in this function.
* It may be the player speaking to the NPC, or the player who caused a timer to start (and owns that timer).
* This parameter may be {@code null} in certain circumstances. * @return the text returned by the event (may be {@code null}, a filename or just text) */ public String onAdvEvent(String event, L2Npc npc, L2PcInstance player) { final QuestState qs = player.getQuestState(getName()); if (qs != null) { return onEvent(event, qs); } return null; } /** * This function is called in place of {@link #onAdvEvent(String, L2Npc, L2PcInstance)} if the former is not implemented.
* If a script contains both {@link #onAdvEvent(String, L2Npc, L2PcInstance)} and this implementation, then this method will never be called unless the script's {@link #onAdvEvent(String, L2Npc, L2PcInstance)} explicitly calls this method. * @param event this parameter contains a string identifier for the event.
* Generally, this string is passed directly via the link.
* For example:
* * <a action="bypass -h Quest 626_ADarkTwilight 31517-01.htm">hello</a> *
* The above link sets the event variable to "31517-01.htm" for the quest 626_ADarkTwilight.
* In the case of timers, this will be the name of the timer.
* This parameter serves as a sort of identifier. * @param qs this parameter contains a reference to the quest state of the player who used the link or started the timer. * @return the text returned by the event (may be {@code null}, a filename or just text) */ public String onEvent(String event, QuestState qs) { return null; } /** * This function is called whenever a player kills a NPC that is registered for the quest. * @param npc this parameter contains a reference to the exact instance of the NPC that got killed. * @param killer this parameter contains a reference to the exact instance of the player who killed the NPC. * @param isPet this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the killer was the player's pet. * @return the text returned by the event (may be {@code null}, a filename or just text) */ public String onKill(L2Npc npc, L2PcInstance killer, boolean isPet) { return null; } /** * This function is called whenever a player clicks to the "Quest" link of an NPC that is registered for the quest. * @param npc this parameter contains a reference to the exact instance of the NPC that the player is talking with. * @param talker this parameter contains a reference to the exact instance of the player who is talking to the NPC. * @return the text returned by the event (may be {@code null}, a filename or just text) */ public String onTalk(L2Npc npc, L2PcInstance talker) { return null; } /** * This function is called whenever a player talks to an NPC that is registered for the quest.
* That is, it is triggered from the very first click on the NPC, not via another dialog.
* Note 1:
* Each NPC can be registered to at most one quest for triggering this function.
* In other words, the same one NPC cannot respond to an "onFirstTalk" request from two different quests.
* Attempting to register an NPC in two different quests for this function will result in one of the two registration being ignored.
* Note 2:
* Since a Quest link isn't clicked in order to reach this, a quest state can be invalid within this function.
* The coder of the script may need to create a new quest state (if necessary).
* Note 3:
* The returned value of onFirstTalk replaces the default HTML that would have otherwise been loaded from a sub-folder of DatapackRoot/game/data/html/.
* If you wish to show the default HTML, within onFirstTalk do npc.showChatWindow(player) and then return ""
* @param npc this parameter contains a reference to the exact instance of the NPC that the player is talking with. * @param player this parameter contains a reference to the exact instance of the player who is talking to the NPC. * @return the text returned by the event (may be {@code null}, a filename or just text) * @since Jython AI support for "onFirstTalk" */ public String onFirstTalk(L2Npc npc, L2PcInstance player) { return null; } /** * This function is called whenever a player request a skill list.
* TODO: Cleanup or re-implement, since Skill Trees rework it's support was removed. * @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill list. * @param player this parameter contains a reference to the exact instance of the player who requested the skill list. * @return */ public String onAcquireSkillList(L2Npc npc, L2PcInstance player) { return null; } /** * This function is called whenever a player request a skill info.
* TODO: Cleanup or re-implement, since Skill Trees rework it's support was removed. * @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill info. * @param player this parameter contains a reference to the exact instance of the player who requested the skill info. * @param skill this parameter contains a reference to the skill that the player requested its info. * @return */ public String onAcquireSkillInfo(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } /** * This function is called whenever a player acquire a skill.
* TODO: Cleanup or re-implement, since Skill Trees rework it's support was removed. * @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill. * @param player this parameter contains a reference to the exact instance of the player who requested the skill. * @param skill this parameter contains a reference to the skill that the player requested. * @return */ public String onAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } /** * This function is called whenever a player uses a quest item that has a quest events list
* TODO: complete this documentation and unhardcode it to work with all item uses not with those listed. * @param item the quest item that the player used * @param player the player who used the item * @return */ public String onItemUse(L2Item item, L2PcInstance player) { return null; } /** * This function is called whenever a player casts a skill near a registered NPC (1000 distance).
* Note:
* If a skill does damage, both onSkillSee(..) and onAttack(..) will be triggered for the damaged NPC!
* However, only onSkillSee(..) will be triggered if the skill does no damage,
* or if it damages an NPC who has no onAttack(..) registration while near another NPC who has an onSkillSee registration.
* TODO: confirm if the distance is 1000 and unhardcode. * @param npc the NPC that saw the skill * @param caster the player who cast the skill * @param skill the actual skill that was used * @param targets an array of all objects (can be any type of object, including mobs and players) that were affected by the skill * @param isPet if {@code true}, the skill was actually cast by the player's pet, not the player himself * @return */ public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { return null; } /** * This function is called whenever an NPC finishes casting a skill. * @param npc the NPC that casted the skill. * @param player the player who is the target of the skill. Can be {@code null}. * @param skill the actual skill that was used by the NPC. * @return */ public String onSpellFinished(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } /** * This function is called whenever a trap action is performed. * @param trap this parameter contains a reference to the exact instance of the trap that was activated. * @param trigger this parameter contains a reference to the exact instance of the character that triggered the action. * @param action this parameter contains a reference to the action that was triggered. * @return */ public String onTrapAction(L2Trap trap, L2Character trigger, TrapAction action) { return null; } /** * This function is called whenever an NPC spawns or re-spawns and passes a reference to the newly (re)spawned NPC.
* Currently the only function that has no reference to a player.
* It is useful for initializations, starting quest timers, displaying chat (NpcSay), and more. * @param npc this parameter contains a reference to the exact instance of the NPC who just (re)spawned. * @return */ public String onSpawn(L2Npc npc) { return null; } /** * This function is called whenever an NPC is called by another NPC in the same faction. * @param npc this parameter contains a reference to the exact instance of the NPC who is being asked for help. * @param caller this parameter contains a reference to the exact instance of the NPC who is asking for help.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked. * @param isPet this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the attacker was the player's pet. * @return */ public String onFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isPet) { return null; } /** * This function is called whenever a player enters an NPC aggression range. * @param npc this parameter contains a reference to the exact instance of the NPC whose aggression range is being transgressed. * @param player this parameter contains a reference to the exact instance of the player who is entering the NPC's aggression range. * @param isPet this parameter if it's {@code false} it denotes that the character that entered the aggression range was indeed the player, else it specifies that the character was the player's pet. * @return */ public String onAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isPet) { return null; } /** * This function is called whenever a player enters the game. * @param player this parameter contains a reference to the exact instance of the player who is entering to the world. * @return */ public String onEnterWorld(L2PcInstance player) { return null; } /** * This function is called whenever a character enters a registered zone. * @param character this parameter contains a reference to the exact instance of the character who is entering the zone. * @param zone this parameter contains a reference to the zone. * @return */ public String onEnterZone(L2Character character, L2ZoneType zone) { return null; } /** * This function is called whenever a character exits a registered zone. * @param character this parameter contains a reference to the exact instance of the character who is exiting the zone. * @param zone this parameter contains a reference to the zone. * @return */ public String onExitZone(L2Character character, L2ZoneType zone) { return null; } /** * This function is called whenever a player wins an Olympiad Game. * @param winner this parameter contains a reference to the exact instance of the player who won the competition. * @param type this parameter contains a reference to the competition type. */ public void onOlympiadWin(L2PcInstance winner, CompetitionType type) { } /** * This function is called whenever a player looses an Olympiad Game. * @param loser this parameter contains a reference to the exact instance of the player who lose the competition. * @param type this parameter contains a reference to the competition type. */ public void onOlympiadLose(L2PcInstance loser, CompetitionType type) { } /** * Show an error message to the specified player. * @param player the player to whom to send the error (must be a GM) * @param t the {@link Throwable} to get the message/stacktrace from * @return {@code false} */ public boolean showError(L2PcInstance player, Throwable t) { _log.log(Level.WARNING, getScriptFile().getAbsolutePath(), t); if (t.getMessage() == null) { _log.warning(getClass().getSimpleName() + ": " + t.getMessage()); } if ((player != null) && player.getAccessLevel().isGm()) { String res = "Script error" + Util.getStackTrace(t) + ""; return showResult(player, res); } return false; } /** * Show a message to the specified player.
* Concept:
* Three cases are managed according to the value of the {@code res} parameter:
*
    *
  • {@code res} ends with ".htm" or ".html": the contents of the specified HTML file are shown in a dialog window
  • *
  • {@code res} starts with "<html>": the contents of the parameter are shown in a dialog window
  • *
  • all other cases : the text contained in the parameter is shown in chat
  • *
* @param player the player to whom to show the result * @param res the message to show to the player * @return {@code false} if the message was sent, {@code true} otherwise */ public boolean showResult(L2PcInstance player, String res) { if ((res == null) || res.isEmpty() || (player == null)) { return true; } if (res.endsWith(".htm") || res.endsWith(".html")) { 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; } /** * Loads all quest states and variables for the specified player. * @param player the player who is entering the world */ public static final void playerEnter(L2PcInstance player) { Connection con = null; try { // Get list of quests owned by the player from database con = L2DatabaseFactory.getInstance().getConnection(); 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=?"); PreparedStatement 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 { L2DatabaseFactory.close(con); } // events for (String name : _allEventsS.keySet()) { player.processQuestEvent(name, "enter"); } } /** * Insert (or update) in the database variables that need to stay persistent 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 the name of the variable to save * @param value the value of the variable */ public final void saveGlobalQuestVar(String var, String value) { Connection con = null; try { con = L2DatabaseFactory.getInstance().getConnection(); PreparedStatement 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 { L2DatabaseFactory.close(con); } } /** * 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 the name of the variable to load * @return the current value of the specified variable, or an empty string if the variable does not exist */ public final String loadGlobalQuestVar(String var) { String result = ""; 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 { L2DatabaseFactory.close(con); } return result; } /** * Permanently delete from the database a global quest variable that was previously saved for this quest. * @param var the name of the variable to delete */ public final void deleteGlobalQuestVar(String var) { Connection con = null; try { con = L2DatabaseFactory.getInstance().getConnection(); PreparedStatement 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 { L2DatabaseFactory.close(con); } } /** * Permanently delete from the database all global quest variables that were previously saved for this quest. */ public final void deleteAllGlobalQuestVars() { 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 { L2DatabaseFactory.close(con); } } /** * Insert in the database the quest for the player. * @param qs the {@link QuestState} object whose variable to insert * @param var the name of the variable * @param value the value of the variable */ public static void createQuestVarInDb(QuestState qs, String var, String value) { Connection con = null; try { con = L2DatabaseFactory.getInstance().getConnection(); PreparedStatement statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?) ON DUPLICATE KEY UPDATE value=?"); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); statement.setString(3, var); statement.setString(4, value); statement.setString(5, value); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.log(Level.WARNING, "could not insert char quest:", e); } finally { L2DatabaseFactory.close(con); } } /** * Update the value of the variable "var" for the specified quest in database * @param qs the {@link QuestState} object whose variable to update * @param var the name of the variable * @param value the value of the variable */ public static void updateQuestVarInDb(QuestState qs, String var, String value) { Connection con = null; try { con = L2DatabaseFactory.getInstance().getConnection(); PreparedStatement 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 { L2DatabaseFactory.close(con); } } /** * Delete a variable of player's quest from the database. * @param qs the {@link QuestState} object whose variable to delete * @param var the name of the variable to delete */ public static void deleteQuestVarInDb(QuestState qs, String var) { 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 { L2DatabaseFactory.close(con); } } /** * Delete from the database all variables and states of the specified quest state. * @param qs the {@link QuestState} object whose variables to delete * @param repeatable if {@code false}, the state variable will be preserved, otherwise it will be deleted as well */ public static void deleteQuestInDb(QuestState qs, boolean repeatable) { Connection con = null; try { con = L2DatabaseFactory.getInstance().getConnection(); final PreparedStatement statement; if (repeatable) { statement = con.prepareStatement(QUEST_DELETE_FROM_CHAR_QUERY); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); } else { statement = con.prepareStatement(QUEST_DELETE_FROM_CHAR_QUERY_NON_REPEATABLE_QUERY); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); statement.setString(3, ""); } statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.log(Level.WARNING, "could not delete char quest:", e); } finally { L2DatabaseFactory.close(con); } } /** * Create a database record for the specified quest state. * @param qs the {@link QuestState} object whose data to write in the database */ 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); } /** * @param player the player whose language settings to use in finding the html of the right language * @return the default html for when no quest is available: "You are either not on a quest that involves this NPC.." */ public static String getNoQuestMsg(L2PcInstance player) { final String result = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/noquest.htm"); if ((result != null) && (result.length() > 0)) { return result; } return DEFAULT_NO_QUEST_MSG; } /** * @param player the player whose language settings to use in finding the html of the right language * @return the default html for when no quest is already completed: "This quest has already been completed." */ public static String getAlreadyCompletedMsg(L2PcInstance player) { final String result = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/alreadycompleted.htm"); if ((result != null) && (result.length() > 0)) { return result; } return DEFAULT_ALREADY_COMPLETED_MSG; } /** * 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); } if (!_questInvolvedNpcs.contains(Integer.valueOf(npcId))) { _questInvolvedNpcs.add(npcId); } return t; } catch (Exception e) { _log.log(Level.WARNING, "Exception on addEventId(): " + e.getMessage(), e); return null; } } /** * Add the quest to the NPC's startQuest * @param npcIds * @return L2NpcTemplate : Start NPC */ public L2NpcTemplate[] addStartNpc(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.QUEST_START); } return value; } public L2NpcTemplate addStartNpc(int npcId) { return addEventId(npcId, QuestEventType.QUEST_START); } /** * Add the quest to the NPC's first-talk (default action dialog) * @param npcIds * @return L2NpcTemplate : Start NPC */ public L2NpcTemplate[] addFirstTalkId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_FIRST_TALK); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addFirstTalkId(int npcId) { return addEventId(npcId, QuestEventType.ON_FIRST_TALK); } /** * Add the NPC to the AcquireSkill dialog * @param npcIds * @return L2NpcTemplate : NPC */ public L2NpcTemplate[] addAcquireSkillId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_SKILL_LEARN); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addAcquireSkillId(int npcId) { return addEventId(npcId, QuestEventType.ON_SKILL_LEARN); } /** * Add this quest to the list of quests that the passed mob will respond to for Attack Events. * @param npcIds * @return int : attackId */ public L2NpcTemplate[] addAttackId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_ATTACK); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addAttackId(int npcId) { return addEventId(npcId, QuestEventType.ON_ATTACK); } /** * Add this quest to the list of quests that the passed mob will respond to for Kill Events. * @param killIds * @return int : killId */ public L2NpcTemplate[] addKillId(int... killIds) { L2NpcTemplate[] value = new L2NpcTemplate[killIds.length]; int i = 0; for (int killId : killIds) { value[i++] = addEventId(killId, QuestEventType.ON_KILL); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addKillId(int npcId) { return addEventId(npcId, QuestEventType.ON_KILL); } /** * Add this quest to the list of quests that the passed npc will respond to for Talk Events. * @param talkIds : ID of the NPC * @return int : ID of the NPC */ public L2NpcTemplate[] addTalkId(int... talkIds) { L2NpcTemplate[] value = new L2NpcTemplate[talkIds.length]; int i = 0; for (int talkId : talkIds) { value[i++] = addEventId(talkId, QuestEventType.ON_TALK); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addTalkId(int npcId) { return addEventId(npcId, QuestEventType.ON_TALK); } /** * Add this quest to the list of quests that the passed npc will respond to for Spawn Events. * @param npcIds : ID of the NPC * @return int : ID of the NPC */ public L2NpcTemplate[] addSpawnId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_SPAWN); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addSpawnId(int npcId) { return addEventId(npcId, QuestEventType.ON_SPAWN); } /** * Add this quest to the list of quests that the passed npc will respond to for Skill-See Events. * @param npcIds : ID of the NPC * @return int : ID of the NPC */ public L2NpcTemplate[] addSkillSeeId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_SKILL_SEE); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addSkillSeeId(int npcId) { return addEventId(npcId, QuestEventType.ON_SKILL_SEE); } /** * @param npcIds * @return */ public L2NpcTemplate[] addSpellFinishedId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_SPELL_FINISHED); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addSpellFinishedId(int npcId) { return addEventId(npcId, QuestEventType.ON_SPELL_FINISHED); } /** * @param npcIds * @return */ public L2NpcTemplate[] addTrapActionId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_TRAP_ACTION); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addTrapActionId(int npcId) { return addEventId(npcId, QuestEventType.ON_TRAP_ACTION); } /** * Add this quest to the list of quests that the passed npc will respond to for Faction Call Events. * @param npcIds : ID of the NPC * @return int : ID of the NPC */ public L2NpcTemplate[] addFactionCallId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_FACTION_CALL); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addFactionCallId(int npcId) { return addEventId(npcId, QuestEventType.ON_FACTION_CALL); } /** * Add this quest to the list of quests that the passed npc will respond to for Character See Events. * @param npcIds : ID of the NPC * @return int : ID of the NPC */ public L2NpcTemplate[] addAggroRangeEnterId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) { value[i++] = addEventId(npcId, QuestEventType.ON_AGGRO_RANGE_ENTER); } return value; } /** * @param npcId * @return */ public L2NpcTemplate addAggroRangeEnterId(int npcId) { return addEventId(npcId, QuestEventType.ON_AGGRO_RANGE_ENTER); } /** * @param zoneIds * @return */ public L2ZoneType[] addEnterZoneId(int... zoneIds) { L2ZoneType[] value = new L2ZoneType[zoneIds.length]; int i = 0; for (int zoneId : zoneIds) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) { zone.addQuestEvent(QuestEventType.ON_ENTER_ZONE, this); } value[i++] = zone; } catch (Exception e) { _log.log(Level.WARNING, "Exception on addEnterZoneId(): " + e.getMessage(), e); continue; } } return value; } /** * @param zoneId * @return */ public L2ZoneType addEnterZoneId(int zoneId) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) { zone.addQuestEvent(QuestEventType.ON_ENTER_ZONE, this); } return zone; } catch (Exception e) { _log.log(Level.WARNING, "Exception on addEnterZoneId(): " + e.getMessage(), e); return null; } } /** * @param zoneIds * @return */ public L2ZoneType[] addExitZoneId(int... zoneIds) { L2ZoneType[] value = new L2ZoneType[zoneIds.length]; int i = 0; for (int zoneId : zoneIds) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) { zone.addQuestEvent(QuestEventType.ON_EXIT_ZONE, this); } value[i++] = zone; } catch (Exception e) { _log.log(Level.WARNING, "Exception on addEnterZoneId(): " + e.getMessage(), e); continue; } } return value; } /** * @param zoneId * @return */ public L2ZoneType addExitZoneId(int zoneId) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) { zone.addQuestEvent(QuestEventType.ON_EXIT_ZONE, this); } return zone; } catch (Exception e) { _log.log(Level.WARNING, "Exception on addExitZoneId(): " + e.getMessage(), e); return null; } } /** * Use this method to get a random party member from a player's party.
* Useful when distributing rewards after killing an NPC. * @param player this parameter represents the player whom the party will taken. * @return {@code null} if {@code player} is {@code null}, {@code player} itself if the player does not have a party, and a random party member in all other cases */ public L2PcInstance getRandomPartyMember(L2PcInstance player) { if (player == null) { return null; } final L2Party party = player.getParty(); if ((party == null) || (party.getMembers().isEmpty())) { return player; } return party.getMembers().get(Rnd.get(party.getMembers().size())); } /** * Auxiliary 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 {@code null} if no match was found */ public L2PcInstance getRandomPartyMember(L2PcInstance player, String value) { return getRandomPartyMember(player, "cond", value); } /** * Auxiliary 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 the quest variable to look for in party members. If {@code null}, it simply unconditionally returns a random party member * @param value the value of the specified quest variable the random party member must have * @return a random party member that matches the specified conditions or {@code null} if no match was found.
* If the {@code var} parameter is {@code null}, a random party member is selected without any conditions.
* The party member must be within a range of 1500 ingame units of the target of the reference player, or, if no target exists, within the same range of 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.getMembers().isEmpty())) { temp = player.getQuestState(getName()); if ((temp != null) && (temp.get(var) != null) && (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) List candidates = new ArrayList<>(); // get the target for enforcing distance limitations. L2Object target = player.getTarget(); if (target == null) { target = player; } for (L2PcInstance partyMember : party.getMembers()) { if (partyMember == null) { continue; } temp = partyMember.getQuestState(getName()); if ((temp != null) && (temp.get(var) != null) && (temp.get(var)).equalsIgnoreCase(value) && partyMember.isInsideRadius(target, 1500, true, false)) { candidates.add(partyMember); } } // if there was no match, return null... if (candidates.isEmpty()) { return null; } // TODO where's the range check? // if a match was found from the party, return one of them at random. return candidates.get(Rnd.get(candidates.size())); } /** * Auxiliary 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 player whose random party member is to be selected * @param state the quest state required of the random party member * @return {@code null} if nothing was selected or a random party member that has the specified quest state */ 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.getMembers().isEmpty())) { 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) List candidates = new ArrayList<>(); // get the target for enforcing distance limitations. L2Object target = player.getTarget(); if (target == null) { target = player; } for (L2PcInstance partyMember : party.getMembers()) { if (partyMember == null) { continue; } 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.isEmpty()) { 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 player * @param fileName * @return String : message sent to client */ public String showHtmlFile(L2PcInstance player, String fileName) { boolean questwindow = true; if (fileName.endsWith(".html")) { questwindow = false; } int questId = getQuestIntId(); // Create handler to file linked to the quest String content = getHtm(player.getHtmlPrefix(), fileName); if (player.getTarget() != null) { content = content.replaceAll("%objectId%", String.valueOf(player.getTarget().getObjectId())); } // Send message to client if message not empty if (content != null) { if (questwindow && (questId > 0) && (questId < 20000) && (questId != 999)) { NpcQuestHtmlMessage npcReply = new NpcQuestHtmlMessage(5, questId); npcReply.setHtml(content); npcReply.replace("%playername%", player.getName()); player.sendPacket(npcReply); } else { NpcHtmlMessage npcReply = new NpcHtmlMessage(5); npcReply.setHtml(content); npcReply.replace("%playername%", player.getName()); player.sendPacket(npcReply); } player.sendPacket(ActionFailed.STATIC_PACKET); } return content; } /** * Return HTML file contents * @param prefix player's language prefix. * @param fileName the html file to be get. * @return */ public String getHtm(String prefix, String fileName) { String content = HtmCache.getInstance().getHtm(prefix, "data/scripts/" + getDescr().toLowerCase() + "/" + getName() + "/" + fileName); if (content == null) { content = HtmCache.getInstance().getHtm(prefix, "data/scripts/quests/Q" + getName() + "/" + fileName); if (content == null) { content = HtmCache.getInstance().getHtmForce(prefix, "data/scripts/quests/" + getName() + "/" + fileName); } } return content; } /** * Add a temporary (quest) spawn * @param npcId * @param cha * @return instance of newly spawned npc */ public L2Npc addSpawn(int npcId, L2Character cha) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, false); } /** * Add a temporary (quest) spawn * @param npcId * @param cha * @param isSummonSpawn * @return instance of newly spawned npc with summon animation */ public L2Npc addSpawn(int npcId, L2Character cha, boolean isSummonSpawn) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, isSummonSpawn); } /** * @param npcId * @param x * @param y * @param z * @param heading * @param randomOffSet * @param despawnDelay * @return */ public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffSet, long despawnDelay) { return addSpawn(npcId, x, y, z, heading, randomOffSet, despawnDelay, false); } /** * @param npcId * @param loc * @param randomOffSet * @param despawnDelay * @return */ public L2Npc addSpawn(int npcId, Location loc, boolean randomOffSet, long despawnDelay) { return addSpawn(npcId, loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), randomOffSet, despawnDelay, false); } /** * @param npcId * @param x * @param y * @param z * @param heading * @param randomOffset * @param despawnDelay * @param isSummonSpawn * @return */ public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, long despawnDelay, boolean isSummonSpawn) { return addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn, 0); } /** * @param npcId * @param loc * @param randomOffset * @param despawnDelay * @param isSummonSpawn * @return */ public L2Npc addSpawn(int npcId, Location loc, boolean randomOffset, long despawnDelay, boolean isSummonSpawn) { return addSpawn(npcId, loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), randomOffset, despawnDelay, isSummonSpawn, 0); } /** * @param npcId * @param x * @param y * @param z * @param heading * @param randomOffset * @param despawnDelay * @param isSummonSpawn * @param instanceId * @return */ public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, long despawnDelay, boolean isSummonSpawn, int instanceId) { L2Npc 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) { // make offset negative offset = -1; } offset *= Rnd.get(50, 100); x += offset; offset = Rnd.get(2); // Get the direction of the offset if (offset == 0) { // make offset negative offset = -1; } offset *= Rnd.get(50, 100); y += offset; } L2Spawn spawn = new L2Spawn(template); spawn.setInstanceId(instanceId); spawn.setHeading(heading); spawn.setLocx(x); spawn.setLocy(y); spawn.setLocz(z); spawn.stopRespawn(); result = spawn.spawnOne(isSummonSpawn); if (despawnDelay > 0) { result.scheduleDespawn(despawnDelay); } return result; } } catch (Exception e1) { _log.warning("Could not spawn Npc " + npcId + " Error: " + e1.getMessage()); } return null; } /** * @param trapId * @param x * @param y * @param z * @param heading * @param skill * @param instanceId * @return */ public L2Trap addTrap(int trapId, int x, int y, int z, int heading, L2Skill skill, int instanceId) { L2NpcTemplate TrapTemplate = NpcTable.getInstance().getTemplate(trapId); L2Trap trap = new L2TrapInstance(IdFactory.getInstance().getNextId(), TrapTemplate, instanceId, -1, skill); trap.setCurrentHp(trap.getMaxHp()); trap.setCurrentMp(trap.getMaxMp()); trap.setIsInvul(true); trap.setHeading(heading); // L2World.getInstance().storeObject(trap); trap.spawnMe(x, y, z); return trap; } /** * @param master * @param minionId * @return */ public L2Npc addMinion(L2MonsterInstance master, int minionId) { return MinionList.spawnMinion(master, minionId); } /** * @return the registered quest items Ids. */ public int[] getRegisteredItemIds() { return questItemIds; } @Override public String getScriptName() { return getName(); } @Override public void setActive(boolean status) { // TODO implement me } @Override public boolean reload() { unload(); return super.reload(); } @Override public boolean unload() { return unload(true); } /** * @param removeFromList * @return */ public boolean unload(boolean removeFromList) { 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 (List timers : _allEventTimers.values()) { _readLock.lock(); try { for (QuestTimer timer : timers) { timer.cancel(); } } finally { _readLock.unlock(); } timers.clear(); } _allEventTimers.clear(); for (Integer npcId : _questInvolvedNpcs) { L2NpcTemplate template = NpcTable.getInstance().getTemplate(npcId.intValue()); if (template != null) { template.removeQuest(this); } } _questInvolvedNpcs.clear(); if (removeFromList) { return QuestManager.getInstance().removeQuest(this); } return true; } @Override public ScriptManager getScriptManager() { return QuestManager.getInstance(); } /** * @param val */ public void setOnEnterWorld(boolean val) { _onEnterWorld = val; } /** * @return */ public boolean getOnEnterWorld() { return _onEnterWorld; } /** * If a quest is set as custom, it will display it's name in the NPC Quest List.
* Retail quests are unhardcoded to display the name using a client string. * @param val if {@code true} the quest script will be set as custom quest. */ public void setIsCustom(boolean val) { _isCustom = val; } /** * @return {@code true} if the quest script is a custom quest, {@code false} otherwise. */ public boolean isCustomQuest() { return _isCustom; } /** * @param val */ public void setOlympiadUse(boolean val) { _isOlympiadUse = val; } /** * @return {@code true} if the quest script is used for Olympiad quests, {@code false} otherwise. */ public boolean isOlympiadUse() { return _isOlympiadUse; } /** * @param player this parameter contains a reference to the player to check. * @param itemId the item wanted to be count. * @return the quantity of one sort of item hold by the player. */ public long getQuestItemsCount(L2PcInstance player, int itemId) { long count = 0; for (L2ItemInstance item : player.getInventory().getItems()) { if ((item != null) && (item.getItemId() == itemId)) { count += item.getCount(); } } return count; } /** * @param player the player whose inventory to check for quest items * @param itemId the ID of the item to check for * @return {@code true} if the item exists in player's inventory, {@code false} otherwise */ public boolean hasQuestItems(L2PcInstance player, int itemId) { return player.getInventory().getItemByItemId(itemId) != null; } /** * @param player the player whose inventory to check for quest items * @param itemIds a list or array of item IDs to check for * @return {@code true} if all items exist in player's inventory, {@code false} otherwise */ public boolean hasQuestItems(L2PcInstance player, int... itemIds) { final PcInventory inv = player.getInventory(); for (int itemId : itemIds) { if (inv.getItemByItemId(itemId) == null) { return false; } } return true; } /** * @param player the player whose item to check * @param itemId the ID of the item whose enchantment to check * @return the enchantment level of the item or 0 if no item was found */ public int getEnchantLevel(L2PcInstance player, int itemId) { L2ItemInstance enchanteditem = player.getInventory().getItemByItemId(itemId); if (enchanteditem == null) { return 0; } return enchanteditem.getEnchantLevel(); } /** * Give Adena to the player. * @param player the player to whom to give the Adena * @param count the amount of Adena to give * @param applyRates if {@code true}, quest rates will be applied */ public void giveAdena(L2PcInstance player, long count, boolean applyRates) { giveItems(player, PcInventory.ADENA_ID, count, applyRates ? 0 : 1); } /** * Give reward to player using multipliers. * @param player the player to whom to give the item * @param itemId the ID of the item to give * @param count the amount of items to give */ public void rewardItems(L2PcInstance player, int itemId, long count) { if (count <= 0) { return; } L2ItemInstance _tmpItem = ItemTable.getInstance().createDummyItem(itemId); if (_tmpItem == null) { return; } if (itemId == PcInventory.ADENA_ID) { count = (long) (count * Config.RATE_QUEST_REWARD_ADENA); } else if (Config.RATE_QUEST_REWARD_USE_MULTIPLIERS) { if (_tmpItem.isEtcItem()) { switch (_tmpItem.getEtcItem().getItemType()) { case POTION: count = (long) (count * Config.RATE_QUEST_REWARD_POTION); break; case SCRL_ENCHANT_WP: case SCRL_ENCHANT_AM: case SCROLL: count = (long) (count * Config.RATE_QUEST_REWARD_SCROLL); break; case RECIPE: count = (long) (count * Config.RATE_QUEST_REWARD_RECIPE); break; case MATERIAL: count = (long) (count * Config.RATE_QUEST_REWARD_MATERIAL); break; default: count = (long) (count * Config.RATE_QUEST_REWARD); } } } else { count = (long) (count * Config.RATE_QUEST_REWARD); } // Add items to player's inventory L2ItemInstance item = player.getInventory().addItem("Quest", itemId, count, player, player.getTarget()); if (item == null) { return; } sendItemGetMessage(player, item, count); } /** * Send the system message and the status update packets to the player. * @param player the player that has got the item * @param item the item obtain by the player * @param count the item count */ private void sendItemGetMessage(L2PcInstance player, L2ItemInstance item, long count) { // If item for reward is gold, send message of gold reward to client if (item.getItemId() == PcInventory.ADENA_ID) { SystemMessage smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S1_ADENA); smsg.addItemNumber(count); player.sendPacket(smsg); } // Otherwise, send message of object reward to client else { if (count > 1) { SystemMessage smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S); smsg.addItemName(item); smsg.addItemNumber(count); player.sendPacket(smsg); } else { SystemMessage smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_ITEM_S1); smsg.addItemName(item); player.sendPacket(smsg); } } // send packets StatusUpdate su = new StatusUpdate(player); su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad()); player.sendPacket(su); } /** * Give item/reward to the player * @param player * @param itemId * @param count */ public void giveItems(L2PcInstance player, int itemId, long count) { giveItems(player, itemId, count, 0); } /** * @param player * @param itemId * @param count * @param enchantlevel */ public void giveItems(L2PcInstance player, int itemId, long count, int enchantlevel) { if (count <= 0) { return; } // If item for reward is adena (ID=57), modify count with rate for quest reward if rates available if ((itemId == PcInventory.ADENA_ID) && !(enchantlevel > 0)) { count = (long) (count * Config.RATE_QUEST_REWARD_ADENA); } // Add items to player's inventory L2ItemInstance item = player.getInventory().addItem("Quest", itemId, count, player, player.getTarget()); if (item == null) { return; } // set enchant level for item if that item is not adena if ((enchantlevel > 0) && (itemId != PcInventory.ADENA_ID)) { item.setEnchantLevel(enchantlevel); } sendItemGetMessage(player, item, count); } /** * @param player * @param itemId * @param count * @param attributeId * @param attributeLevel */ public void giveItems(L2PcInstance player, int itemId, long count, byte attributeId, int attributeLevel) { if (count <= 0) { return; } // Add items to player's inventory L2ItemInstance item = player.getInventory().addItem("Quest", itemId, count, player, player.getTarget()); if (item == null) { return; } // set enchant level for item if that item is not adena if ((attributeId >= 0) && (attributeLevel > 0)) { item.setElementAttr(attributeId, attributeLevel); if (item.isEquipped()) { item.updateElementAttrBonus(player); } InventoryUpdate iu = new InventoryUpdate(); iu.addModifiedItem(item); player.sendPacket(iu); } sendItemGetMessage(player, item, count); } /** * Drop Quest item using Config.RATE_QUEST_DROP * @param player * @param itemId int Item Identifier of the item to be dropped * @param count (minCount, maxCount) long 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(L2PcInstance player, int itemId, int count, long neededCount, int dropChance, boolean sound) { return dropQuestItems(player, itemId, count, count, neededCount, dropChance, sound); } /** * @param player * @param itemId * @param minCount * @param maxCount * @param neededCount * @param dropChance * @param sound * @return */ public boolean dropQuestItems(L2PcInstance player, int itemId, int minCount, int maxCount, long neededCount, int dropChance, boolean sound) { dropChance *= Config.RATE_QUEST_DROP / ((player.getParty() != null) ? player.getParty().getMemberCount() : 1); long currentCount = getQuestItemsCount(player, itemId); if ((neededCount > 0) && (currentCount >= neededCount)) { return true; } if (currentCount >= neededCount) { return true; } long 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 (!player.getInventory().validateCapacityByItemId(itemId)) { return false; } // Give the item to Player player.addItem("Quest", itemId, itemCount, player.getTarget(), true); if (sound) { playSound(player, ((currentCount + itemCount) < neededCount) ? "Itemsound.quest_itemget" : "Itemsound.quest_middle"); } } return ((neededCount > 0) && ((currentCount + itemCount) >= neededCount)); } /** * 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 player * @param itemId : Identifier of the item * @param count : Quantity of items to destroy */ public void takeItems(L2PcInstance player, int itemId, long count) { // Get object item from player's inventory list L2ItemInstance item = player.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 (item.isEquipped()) { L2ItemInstance[] unequiped = player.getInventory().unEquipItemInBodySlotAndRecord(item.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itm : unequiped) { iu.addModifiedItem(itm); } player.sendPacket(iu); player.broadcastUserInfo(); } player.destroyItemByItemId("Quest", itemId, count, player, true); } /** * Send a packet in order to play sound at client terminal * @param player * @param sound */ public void playSound(L2PcInstance player, String sound) { player.sendPacket(new PlaySound(sound)); } /** * Add XP and SP as quest reward * @param player * @param exp * @param sp */ public void addExpAndSp(L2PcInstance player, int exp, int sp) { player.addExpAndSp((int) player.calcStat(Stats.EXPSP_RATE, exp * Config.RATE_QUEST_REWARD_XP, null, null), (int) player.calcStat(Stats.EXPSP_RATE, sp * Config.RATE_QUEST_REWARD_SP, null, null)); } /** * Gets a random integer number from 0 (inclusive) to {@code max} (exclusive).
* Use this method instead importing {@link com.l2jserver.util.Rnd} utility. * @param max this parameter represents the maximum value for randomization. * @return a random integer number from 0 to {@code max} - 1. */ public static int getRandom(int max) { return Rnd.get(max); } /** * Gets a random integer number from {@code min} (inclusive) to {@code max} (inclusive).
* Use this method instead importing {@link com.l2jserver.util.Rnd} utility. * @param min this parameter represents the minimum value for randomization. * @param max this parameter represents the maximum value for randomization. * @return a random integer number from {@code min} to {@code max} . */ public static int getRandom(int min, int max) { return Rnd.get(min, max); } /** * @param player this parameter is a reference to the player. * @param slot this parameter represents the location in the player's inventory. * @return the item Id of the item present in the inventory slot {@code slot} if it's not null, 0 otherwise. */ public int getItemEquipped(L2PcInstance player, int slot) { return player.getInventory().getPaperdollItemId(slot); } /** * @return the number of ticks from the {@link com.l2jserver.gameserver.GameTimeController}. */ public int getGameTicks() { return GameTimeController.getGameTicks(); } }