/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server 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.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
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 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.DoorTable;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.datatables.NpcData;
import com.l2jserver.gameserver.enums.QuestEventType;
import com.l2jserver.gameserver.enums.QuestSound;
import com.l2jserver.gameserver.enums.TrapAction;
import com.l2jserver.gameserver.idfactory.IdFactory;
import com.l2jserver.gameserver.instancemanager.InstanceManager;
import com.l2jserver.gameserver.instancemanager.QuestManager;
import com.l2jserver.gameserver.instancemanager.ZoneManager;
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.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
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.base.AcquireSkillType;
import com.l2jserver.gameserver.model.entity.Instance;
import com.l2jserver.gameserver.model.holders.ItemHolder;
import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
import com.l2jserver.gameserver.model.interfaces.IPositionable;
import com.l2jserver.gameserver.model.interfaces.IProcedure;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
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.quest.AITasks.AggroRangeEnter;
import com.l2jserver.gameserver.model.quest.AITasks.SeeCreature;
import com.l2jserver.gameserver.model.quest.AITasks.SkillSee;
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.NpcStringId;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage;
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.SpecialCamera;
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.L2FastMap;
import com.l2jserver.util.Rnd;
import com.l2jserver.util.Util;
/**
* Quest main class.
* @author Luis Arias
*/
public class Quest extends ManagedScript implements IIdentifiable
{
public 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 Map> _allEventTimers = new L2FastMap<>(true);
private final Set _questInvolvedNpcs = new HashSet<>();
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;
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 ID of the quest
* @param name String corresponding to the name of the quest
* @param descr String for the description of the quest
*/
public Quest(int questId, String name, String descr)
{
_questId = questId;
_name = name;
_descr = descr;
if (questId != 0)
{
QuestManager.getInstance().addQuest(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()
{
}
/**
* Gets the quest ID.
* @return the quest ID
*/
@Override
public int getId()
{
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, _initialState);
}
/**
* Get the specified player's {@link QuestState} object for this quest.
* If the player does not have it and initIfNode is {@code true},
* create a new QuestState object and return it, otherwise return {@code null}.
* @param player the player whose QuestState to get
* @param initIfNone if true and the player does not have a QuestState for this quest,
* create a new QuestState
* @return the QuestState object for this quest or null if it doesn't exist
*/
public QuestState getQuestState(L2PcInstance player, boolean initIfNone)
{
final QuestState qs = player.getQuestState(_name);
if ((qs != null) || !initIfNone)
{
return qs;
}
return newQuestState(player);
}
/**
* @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 specified parameters 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();
}
}
}
}
public Map> getQuestTimers()
{
return _allEventTimers;
}
// 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 isSummon if {@code true}, the attack was actually made by the player's summon
* @param skill the skill used to attack the NPC (can be null)
*/
public final void notifyAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isSummon, L2Skill skill)
{
String res = null;
try
{
res = onAttack(npc, attacker, damage, isSummon, skill);
}
catch (Exception e)
{
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
*/
public final void notifyDeath(L2Character killer, L2Character victim, QuestState qs)
{
String res = null;
try
{
res = onDeath(killer, victim, qs);
}
catch (Exception e)
{
showError(qs.getPlayer(), e);
}
showResult(qs.getPlayer(), res);
}
/**
* @param item
* @param player
*/
public final void notifyItemUse(L2Item item, L2PcInstance player)
{
String res = null;
try
{
res = onItemUse(item, player);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res);
}
/**
* @param instance
* @param player
* @param skill
*/
public final void notifySpellFinished(L2Npc instance, L2PcInstance player, L2Skill skill)
{
String res = null;
try
{
res = onSpellFinished(instance, player, skill);
}
catch (Exception e)
{
showError(player, e);
}
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
*/
public final void notifyTrapAction(L2TrapInstance trap, L2Character trigger, TrapAction action)
{
String res = null;
try
{
res = onTrapAction(trap, trigger, action);
}
catch (Exception e)
{
if (trigger.getActingPlayer() != null)
{
showError(trigger.getActingPlayer(), e);
}
_log.log(Level.WARNING, "Exception on onTrapAction() in notifyTrapAction(): " + e.getMessage(), e);
return;
}
if (trigger.getActingPlayer() != null)
{
showResult(trigger.getActingPlayer(), res);
}
}
/**
* @param npc the spawned NPC
*/
public final void notifySpawn(L2Npc npc)
{
try
{
onSpawn(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onSpawn() in notifySpawn(): " + e.getMessage(), e);
}
}
/**
* @param event
* @param npc
* @param player
* @return {@code false} if there was an error or the message was sent, {@code true} otherwise
*/
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, npc);
}
/**
* @param player the player entering the world
*/
public final void notifyEnterWorld(L2PcInstance player)
{
String res = null;
try
{
res = onEnterWorld(player);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res);
}
/**
* @param npc
* @param killer
* @param isSummon
*/
public final void notifyKill(L2Npc npc, L2PcInstance killer, boolean isSummon)
{
String res = null;
try
{
res = onKill(npc, killer, isSummon);
}
catch (Exception e)
{
showError(killer, e);
}
showResult(killer, res);
}
/**
* @param npc
* @param qs
* @return {@code false} if there was an error or the message was sent, {@code true} otherwise
*/
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, npc);
}
/**
* Override the default NPC dialogs when a quest defines this for the given NPC.
* Note: If the default html for this npc needs to be shown, onFirstTalk should call npc.showChatWindow(player) and then return null.
* @param npc the NPC whose dialogs to override
* @param player the player talking to the NPC
*/
public final void notifyFirstTalk(L2Npc npc, L2PcInstance player)
{
String res = null;
try
{
res = onFirstTalk(npc, player);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res, npc);
}
/**
* @param npc
* @param player
*/
public final void notifyAcquireSkillList(L2Npc npc, L2PcInstance player)
{
String res = null;
try
{
res = onAcquireSkillList(npc, player);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res);
}
/**
* Notify the quest engine that an skill info has been acquired.
* @param npc the NPC
* @param player the player
* @param skill the skill
*/
public final void notifyAcquireSkillInfo(L2Npc npc, L2PcInstance player, L2Skill skill)
{
String res = null;
try
{
res = onAcquireSkillInfo(npc, player, skill);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res);
}
/**
* Notify the quest engine that an skill has been acquired.
* @param npc the NPC
* @param player the player
* @param skill the skill
* @param type the skill learn type
*/
public final void notifyAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill, AcquireSkillType type)
{
String res = null;
try
{
res = onAcquireSkill(npc, player, skill, type);
}
catch (Exception e)
{
showError(player, e);
}
showResult(player, res);
}
/**
* @param item
* @param player
* @return
*/
public final boolean notifyItemTalk(L2ItemInstance item, L2PcInstance player)
{
String res = null;
try
{
res = onItemTalk(item, player);
if (res != null)
{
if (res.equalsIgnoreCase("true"))
{
return true;
}
else if (res.equalsIgnoreCase("false"))
{
return false;
}
}
}
catch (Exception e)
{
return showError(player, e);
}
return showResult(player, res);
}
/**
* @param item
* @param player
* @return
*/
public String onItemTalk(L2ItemInstance item, L2PcInstance player)
{
return null;
}
/**
* @param item
* @param player
* @param event
* @return
*/
public final boolean notifyItemEvent(L2ItemInstance item, L2PcInstance player, String event)
{
String res = null;
try
{
res = onItemEvent(item, player, event);
if (res != null)
{
if (res.equalsIgnoreCase("true"))
{
return true;
}
else if (res.equalsIgnoreCase("false"))
{
return false;
}
}
}
catch (Exception e)
{
return showError(player, e);
}
return showResult(player, res);
}
/**
* @param npc
* @param caster
* @param skill
* @param targets
* @param isSummon
*/
public final void notifySkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isSummon)
{
ThreadPoolManager.getInstance().executeAi(new SkillSee(this, npc, caster, skill, targets, isSummon));
}
/**
* @param npc
* @param caller
* @param attacker
* @param isSummon
*/
public final void notifyFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isSummon)
{
String res = null;
try
{
res = onFactionCall(npc, caller, attacker, isSummon);
}
catch (Exception e)
{
showError(attacker, e);
}
showResult(attacker, res);
}
/**
* @param npc
* @param player
* @param isSummon
*/
public final void notifyAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isSummon)
{
ThreadPoolManager.getInstance().executeAi(new AggroRangeEnter(this, npc, player, isSummon));
}
/**
* @param npc the NPC that sees the creature
* @param creature the creature seen by the NPC
* @param isSummon
*/
public final void notifySeeCreature(L2Npc npc, L2Character creature, boolean isSummon)
{
ThreadPoolManager.getInstance().executeAi(new SeeCreature(this, npc, creature, isSummon));
}
/**
* @param eventName - name of event
* @param sender - NPC, who sent event
* @param receiver - NPC, who received event
* @param reference - L2Object to pass, if needed
*/
public final void notifyEventReceived(String eventName, L2Npc sender, L2Npc receiver, L2Object reference)
{
try
{
onEventReceived(eventName, sender, receiver, reference);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onEventReceived() in notifyEventReceived(): " + e.getMessage(), e);
}
}
/**
* @param character
* @param zone
*/
public final void notifyEnterZone(L2Character character, L2ZoneType zone)
{
L2PcInstance player = character.getActingPlayer();
String res = null;
try
{
res = onEnterZone(character, zone);
}
catch (Exception e)
{
if (player != null)
{
showError(player, e);
}
}
if (player != null)
{
showResult(player, res);
}
}
/**
* @param character
* @param zone
*/
public final void notifyExitZone(L2Character character, L2ZoneType zone)
{
L2PcInstance player = character.getActingPlayer();
String res = null;
try
{
res = onExitZone(character, zone);
}
catch (Exception e)
{
if (player != null)
{
showError(player, e);
}
}
if (player != null)
{
showResult(player, res);
}
}
/**
* @param winner
* @param type {@code false} if there was an error, {@code true} otherwise
*/
public final void notifyOlympiadWin(L2PcInstance winner, CompetitionType type)
{
try
{
onOlympiadWin(winner, type);
}
catch (Exception e)
{
showError(winner, e);
}
}
/**
* @param loser
* @param type {@code false} if there was an error, {@code true} otherwise
*/
public final void notifyOlympiadLose(L2PcInstance loser, CompetitionType type)
{
try
{
onOlympiadLose(loser, type);
}
catch (Exception e)
{
showError(loser, e);
}
}
/**
* @param npc
*/
public final void notifyMoveFinished(L2Npc npc)
{
try
{
onMoveFinished(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onMoveFinished() in notifyMoveFinished(): " + e.getMessage(), e);
}
}
/**
* @param npc
*/
public final void notifyNodeArrived(L2Npc npc)
{
try
{
onNodeArrived(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onNodeArrived() in notifyNodeArrived(): " + e.getMessage(), e);
}
}
/**
* @param npc
*/
public final void notifyRouteFinished(L2Npc npc)
{
try
{
onRouteFinished(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onRouteFinished() in notifyRouteFinished(): " + e.getMessage(), 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 isSummon 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 isSummon)
{
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 isSummon 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 summon
* @param skill parameter is the skill that player used to attack NPC.
* @return
*/
public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isSummon, L2Skill skill)
{
return onAttack(npc, attacker, damage, isSummon);
}
/**
* 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)
{
return onAdvEvent("", ((killer instanceof L2Npc) ? ((L2Npc) killer) : 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)
{
if (player != null)
{
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 isSummon 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 isSummon)
{
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;
}
/**
* @param item
* @param player
* @param event
* @return
*/
public String onItemEvent(L2ItemInstance item, L2PcInstance player, String event)
{
return null;
}
/**
* This function is called whenever a player request a skill list.
* TODO: 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.
* @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: 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.
* @param type the skill learn type
* @return
*/
public String onAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill, AcquireSkillType type)
{
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 isSummon if {@code true}, the skill was actually cast by the player's summon, not the player himself
* @return
*/
public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isSummon)
{
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(L2TrapInstance 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 isSummon 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 summon.
* @return
*/
public String onFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isSummon)
{
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 isSummon 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 summon.
* @return
*/
public String onAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a NPC "sees" a creature.
* @param npc the NPC who sees the creature
* @param creature the creature seen by the NPC
* @param isSummon this parameter if it's {@code false} it denotes that the character seen by the NPC was indeed the player, else it specifies that the character was the player's summon
* @return
*/
public String onSeeCreature(L2Npc npc, L2Character creature, boolean isSummon)
{
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;
}
/**
* @param eventName - name of event
* @param sender - NPC, who sent event
* @param receiver - NPC, who received event
* @param reference - L2Object to pass, if needed
* @return
*/
public String onEventReceived(String eventName, L2Npc sender, L2Npc receiver, L2Object reference)
{
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)
{
}
/**
* This function is called whenever a NPC finishes moving
* @param npc registered NPC
*/
public void onMoveFinished(L2Npc npc)
{
}
/**
* This function is called whenever a walker NPC (controlled by WalkingManager) arrive a walking node
* @param npc registered NPC
*/
public void onNodeArrived(L2Npc npc)
{
}
/**
* This function is called whenever a walker NPC (controlled by WalkingManager) arrive to last node
* @param npc registered NPC
*/
public void onRouteFinished(L2Npc npc)
{
}
/**
* @param mob
* @param playable
* @return {@code true} if npc can hate the playable, {@code false} otherwise.
*/
public boolean onNpcHate(L2Attackable mob, L2Playable playable)
{
return true;
}
/**
* @param summon
*/
public void onSummon(L2Summon summon)
{
}
/**
* 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;
}
/**
* @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
* @see #showResult(L2PcInstance, String, L2Npc)
*/
public boolean showResult(L2PcInstance player, String res)
{
return showResult(player, res, null);
}
/**
* 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 npc npc to show the result for
* @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, L2Npc npc)
{
if ((res == null) || res.isEmpty() || (player == null))
{
return true;
}
if (res.endsWith(".htm") || res.endsWith(".html"))
{
showHtmlFile(player, res, npc);
}
else if (res.startsWith(""))
{
final NpcHtmlMessage npcReply = new NpcHtmlMessage(npc != null ? npc.getObjectId() : 0, 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)
{
try (Connection 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 ps1 = con.prepareStatement("SELECT name, value FROM character_quests WHERE charId = ? AND var = ?"))
{
// Get list of quests owned by the player from database
ps1.setInt(1, player.getObjectId());
ps1.setString(2, "");
try (ResultSet rs = ps1.executeQuery())
{
while (rs.next())
{
// Get the ID of the quest and 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));
}
}
// Get list of quests owned by the player from the DB in order to add variables used in the quest.
try (PreparedStatement ps2 = con.prepareStatement("SELECT name, var, value FROM character_quests WHERE charId = ? AND var <> ?"))
{
ps2.setInt(1, player.getObjectId());
ps2.setString(2, "");
try (ResultSet rs = ps2.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);
}
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert char quest:", e);
}
// 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)
{
try (Connection 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();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert global quest variable:", e);
}
}
/**
* Read from the database a previously saved variable for this quest.
* Due to performance considerations, this function should best be used only when the quest is first loaded.
* Subclasses of this class can define structures into which these loaded values can be saved.
* However, on-demand usage of this function throughout the script is not prohibited, only not recommended.
* Values read from this function were entered by calls to "saveGlobalQuestVar".
* @param var 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 = "";
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("SELECT value FROM quest_global_data WHERE quest_name = ? AND var = ?"))
{
statement.setString(1, getName());
statement.setString(2, var);
try (ResultSet rs = statement.executeQuery())
{
if (rs.first())
{
result = rs.getString(1);
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not load global quest variable:", e);
}
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)
{
try (Connection 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();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete global quest variable:", e);
}
}
/**
* Permanently delete from the database all global quest variables that were previously saved for this quest.
*/
public final void deleteAllGlobalQuestVars()
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?"))
{
statement.setString(1, getName());
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete global quest variables:", e);
}
}
/**
* 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)
{
try (Connection 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();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert char quest:", e);
}
}
/**
* 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)
{
try (Connection 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();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not update char quest:", e);
}
}
/**
* 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)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement 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();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete char quest:", e);
}
}
/**
* 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)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement ps = con.prepareStatement(repeatable ? QUEST_DELETE_FROM_CHAR_QUERY : QUEST_DELETE_FROM_CHAR_QUERY_NON_REPEATABLE_QUERY))
{
ps.setInt(1, qs.getPlayer().getObjectId());
ps.setString(2, qs.getQuestName());
if (!repeatable)
{
ps.setString(3, "");
}
ps.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete char quest:", e);
}
}
/**
* 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 a quest state record of the specified quest state in database.
* @param qs the {@link QuestState} object whose data to update in the database
*/
public static void updateQuestInDb(QuestState qs)
{
updateQuestVarInDb(qs, "", State.getStateName(qs.getState()));
}
/**
* @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 eventType type of event being registered
* @param npcId the ID of the NPC to register
*/
public void addEventId(QuestEventType eventType, int npcId)
{
try
{
final L2NpcTemplate t = NpcData.getInstance().getTemplate(npcId);
if (t != null)
{
t.addQuestEvent(eventType, this);
_questInvolvedNpcs.add(npcId);
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on addEventId(): " + e.getMessage(), e);
}
}
/**
* Add this quest to the list of quests that the passed mob will respond to for the specified Event type.
* @param eventType type of event being registered
* @param npcIds the IDs of the NPCs to register
*/
public void addEventId(QuestEventType eventType, int... npcIds)
{
for (int npcId : npcIds)
{
addEventId(eventType, npcId);
}
}
/**
* Add this quest to the list of quests that the passed mob will respond to for the specified Event type.
* @param eventType type of event being registered
* @param npcIds the IDs of the NPCs to register
*/
public void addEventId(QuestEventType eventType, Collection npcIds)
{
for (int npcId : npcIds)
{
addEventId(eventType, npcId);
}
}
// TODO: Remove after all Jython scripts are replaced with Java versions.
public void addStartNpc(int npcId)
{
addEventId(QuestEventType.QUEST_START, npcId);
}
public void addFirstTalkId(int npcId)
{
addEventId(QuestEventType.ON_FIRST_TALK, npcId);
}
public void addTalkId(int npcId)
{
addEventId(QuestEventType.ON_TALK, npcId);
}
public void addKillId(int killId)
{
addEventId(QuestEventType.ON_KILL, killId);
}
public void addAttackId(int npcId)
{
addEventId(QuestEventType.ON_ATTACK, npcId);
}
/**
* Add the quest to the NPC's startQuest
* @param npcIds the IDs of the NPCs to register
*/
public void addStartNpc(int... npcIds)
{
addEventId(QuestEventType.QUEST_START, npcIds);
}
/**
* Add the quest to the NPC's startQuest
* @param npcIds the IDs of the NPCs to register
*/
public void addStartNpc(Collection npcIds)
{
addEventId(QuestEventType.QUEST_START, npcIds);
}
/**
* Add the quest to the NPC's first-talk (default action dialog).
* @param npcIds the IDs of the NPCs to register
*/
public void addFirstTalkId(int... npcIds)
{
addEventId(QuestEventType.ON_FIRST_TALK, npcIds);
}
/**
* Add the quest to the NPC's first-talk (default action dialog).
* @param npcIds the IDs of the NPCs to register
*/
public void addFirstTalkId(Collection npcIds)
{
addEventId(QuestEventType.ON_FIRST_TALK, npcIds);
}
/**
* Add the NPC to the AcquireSkill dialog.
* @param npcIds the IDs of the NPCs to register
*/
public void addAcquireSkillId(int... npcIds)
{
addEventId(QuestEventType.ON_SKILL_LEARN, npcIds);
}
/**
* Add the NPC to the AcquireSkill dialog.
* @param npcIds the IDs of the NPCs to register
*/
public void addAcquireSkillId(Collection npcIds)
{
addEventId(QuestEventType.ON_SKILL_LEARN, npcIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for attack events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAttackId(int... npcIds)
{
addEventId(QuestEventType.ON_ATTACK, npcIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for attack events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAttackId(Collection npcIds)
{
addEventId(QuestEventType.ON_ATTACK, npcIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for kill events.
* @param killIds
*/
public void addKillId(int... killIds)
{
addEventId(QuestEventType.ON_KILL, killIds);
}
/**
* Add this quest event to the collection of NPC IDs that will respond to for on kill events.
* @param killIds the collection of NPC IDs
*/
public void addKillId(Collection killIds)
{
addEventId(QuestEventType.ON_KILL, killIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Talk Events.
* @param npcIds the IDs of the NPCs to register
*/
public void addTalkId(int... npcIds)
{
addEventId(QuestEventType.ON_TALK, npcIds);
}
public void addTalkId(Collection npcIds)
{
addEventId(QuestEventType.ON_TALK, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for spawn events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSpawnId(int... npcIds)
{
addEventId(QuestEventType.ON_SPAWN, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for spawn events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSpawnId(Collection npcIds)
{
addEventId(QuestEventType.ON_SPAWN, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for skill see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSkillSeeId(int... npcIds)
{
addEventId(QuestEventType.ON_SKILL_SEE, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for skill see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSkillSeeId(Collection npcIds)
{
addEventId(QuestEventType.ON_SKILL_SEE, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSpellFinishedId(int... npcIds)
{
addEventId(QuestEventType.ON_SPELL_FINISHED, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSpellFinishedId(Collection npcIds)
{
addEventId(QuestEventType.ON_SPELL_FINISHED, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addTrapActionId(int... npcIds)
{
addEventId(QuestEventType.ON_TRAP_ACTION, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addTrapActionId(Collection npcIds)
{
addEventId(QuestEventType.ON_TRAP_ACTION, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for faction call events.
* @param npcIds the IDs of the NPCs to register
*/
public void addFactionCallId(int... npcIds)
{
addEventId(QuestEventType.ON_FACTION_CALL, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for faction call events.
* @param npcIds the IDs of the NPCs to register
*/
public void addFactionCallId(Collection npcIds)
{
addEventId(QuestEventType.ON_FACTION_CALL, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for character see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAggroRangeEnterId(int... npcIds)
{
addEventId(QuestEventType.ON_AGGRO_RANGE_ENTER, npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for character see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAggroRangeEnterId(Collection npcIds)
{
addEventId(QuestEventType.ON_AGGRO_RANGE_ENTER, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSeeCreatureId(int... npcIds)
{
addEventId(QuestEventType.ON_SEE_CREATURE, npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSeeCreatureId(Collection npcIds)
{
addEventId(QuestEventType.ON_SEE_CREATURE, npcIds);
}
/**
* Register onEnterZone trigger for zone
* @param zoneId the ID of the zone to register
*/
public void addEnterZoneId(int zoneId)
{
final L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId);
if (zone != null)
{
zone.addQuestEvent(QuestEventType.ON_ENTER_ZONE, this);
}
}
/**
* Register onEnterZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addEnterZoneId(int... zoneIds)
{
for (int zoneId : zoneIds)
{
addEnterZoneId(zoneId);
}
}
/**
* Register onEnterZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addEnterZoneId(Collection zoneIds)
{
for (int zoneId : zoneIds)
{
addEnterZoneId(zoneId);
}
}
/**
* Register onExitZone trigger for zone
* @param zoneId the ID of the zone to register
*/
public void addExitZoneId(int zoneId)
{
L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId);
if (zone != null)
{
zone.addQuestEvent(QuestEventType.ON_EXIT_ZONE, this);
}
}
/**
* Register onExitZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addExitZoneId(int... zoneIds)
{
for (int zoneId : zoneIds)
{
addExitZoneId(zoneId);
}
}
/**
* Register onExitZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addExitZoneId(Collection zoneIds)
{
for (int zoneId : zoneIds)
{
addExitZoneId(zoneId);
}
}
/**
* Register onEventReceived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addEventReceivedId(int... npcIds)
{
addEventId(QuestEventType.ON_EVENT_RECEIVED, npcIds);
}
/**
* Register onEventReceived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addEventReceivedId(Collection npcIds)
{
addEventId(QuestEventType.ON_EVENT_RECEIVED, npcIds);
}
/**
* Register onMoveFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addMoveFinishedId(int... npcIds)
{
addEventId(QuestEventType.ON_MOVE_FINISHED, npcIds);
}
/**
* Register onMoveFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addMoveFinishedId(Collection npcIds)
{
addEventId(QuestEventType.ON_MOVE_FINISHED, npcIds);
}
/**
* Register onNodeArrived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addNodeArrivedId(int... npcIds)
{
addEventId(QuestEventType.ON_NODE_ARRIVED, npcIds);
}
/**
* Register onNodeArrived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addNodeArrivedId(Collection npcIds)
{
addEventId(QuestEventType.ON_NODE_ARRIVED, npcIds);
}
/**
* Register onRouteFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addRouteFinishedId(int... npcIds)
{
addEventId(QuestEventType.ON_ROUTE_FINISHED, npcIds);
}
/**
* Register onRouteFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addRouteFinishedId(Collection npcIds)
{
addEventId(QuestEventType.ON_ROUTE_FINISHED, npcIds);
}
/**
* Register onNpcHate trigger for NPC
* @param npcIds
*/
public void addNpcHateId(int... npcIds)
{
addEventId(QuestEventType.ON_NPC_HATE, npcIds);
}
/**
* Register onNpcHate trigger for NPC
* @param npcIds
*/
public void addNpcHateId(Collection npcIds)
{
addEventId(QuestEventType.ON_NPC_HATE, npcIds);
}
/**
* Register onSummon trigger when summon is spawned.
* @param npcIds
*/
public void addSummonId(int... npcIds)
{
addEventId(QuestEventType.ON_SUMMON, npcIds);
}
/**
* Register onSummon trigger when summon is spawned.
* @param npcIds
*/
public void addSummonId(Collection npcIds)
{
addEventId(QuestEventType.ON_SUMMON, npcIds);
}
/**
* 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()));
}
/**
* Get a random party member with required cond value.
* @param player the instance of a player whose party is to be searched
* @param cond the value of the "cond" variable that must be matched
* @return a random party member that matches the specified condition, or {@code null} if no match was found
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, int cond)
{
return getRandomPartyMember(player, "cond", String.valueOf(cond));
}
/**
* 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.isSet(var) && 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;
}
// 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 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.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()));
}
/**
* Get a random party member from the specified player's party.
* If the player is not in a party, only the player himself is checked.
* The lucky member is chosen by standard loot roll rules -
* each member rolls a random number, the one with the highest roll wins.
* @param player the player whose party to check
* @param npc the NPC used for distance and other checks (if {@link #checkPartyMember(L2PcInstance, L2Npc)} is overriden)
* @return the random party member or {@code null}
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, L2Npc npc)
{
if ((player == null) || !checkDistanceToTarget(player, npc))
{
return null;
}
final L2Party party = player.getParty();
L2PcInstance luckyPlayer = null;
if (party == null)
{
if (checkPartyMember(player, npc))
{
luckyPlayer = player;
}
}
else
{
int highestRoll = 0;
for (L2PcInstance member : party.getMembers())
{
final int rnd = getRandom(1000);
if ((rnd > highestRoll) && checkPartyMember(member, npc))
{
highestRoll = rnd;
luckyPlayer = member;
}
}
}
if ((luckyPlayer != null) && checkDistanceToTarget(luckyPlayer, npc))
{
return luckyPlayer;
}
return null;
}
/**
* This method is called for every party member in {@link #getRandomPartyMember(L2PcInstance, L2Npc)}.
* It is intended to be overriden by the specific quest implementations.
* @param player the player to check
* @param npc the NPC that was passed to {@link #getRandomPartyMember(L2PcInstance, L2Npc)}
* @return {@code true} if this party member passes the check, {@code false} otherwise
*/
public boolean checkPartyMember(L2PcInstance player, L2Npc npc)
{
return true;
}
/**
* Get a random party member from the player's party who has this quest at the specified quest progress.
* If the player is not in a party, only the player himself is checked.
* @param player the player whose random party member state to get
* @param condition the quest progress step the random member should be at (-1 = check only if quest is started)
* @param playerChance how many times more chance does the player get compared to other party members (3 - 3x more chance).
* On retail servers, the killer usually gets 2-3x more chance than other party members
* @param target the NPC to use for the distance check (can be null)
* @return the {@link QuestState} object of the random party member or {@code null} if none matched the condition
*/
public QuestState getRandomPartyMemberState(L2PcInstance player, int condition, int playerChance, L2Npc target)
{
if ((player == null) || (playerChance < 1))
{
return null;
}
QuestState qs = player.getQuestState(getName());
if (!player.isInParty())
{
if (!checkPartyMemberConditions(qs, condition, target))
{
return null;
}
if (!checkDistanceToTarget(player, target))
{
return null;
}
return qs;
}
final List candidates = new ArrayList<>();
if (checkPartyMemberConditions(qs, condition, target) && (playerChance > 0))
{
for (int i = 0; i < playerChance; i++)
{
candidates.add(qs);
}
}
for (L2PcInstance member : player.getParty().getMembers())
{
if (member == player)
{
continue;
}
qs = member.getQuestState(getName());
if (checkPartyMemberConditions(qs, condition, target))
{
candidates.add(qs);
}
}
if (candidates.isEmpty())
{
return null;
}
qs = candidates.get(getRandom(candidates.size()));
if (!checkDistanceToTarget(qs.getPlayer(), target))
{
return null;
}
return qs;
}
private boolean checkPartyMemberConditions(QuestState qs, int condition, L2Npc npc)
{
return ((qs != null) && ((condition == -1) ? qs.isStarted() : qs.isCond(condition)) && checkPartyMember(qs, npc));
}
private static boolean checkDistanceToTarget(L2PcInstance player, L2Npc target)
{
return ((target == null) || com.l2jserver.gameserver.util.Util.checkIfInRange(1500, player, target, true));
}
/**
* This method is called for every party member in {@link #getRandomPartyMemberState(L2PcInstance, int, int, L2Npc)} if/after all the standard checks are passed.
* It is intended to be overriden by the specific quest implementations.
* It can be used in cases when there are more checks performed than simply a quest condition check,
* for example, if an item is required in the player's inventory.
* @param qs the {@link QuestState} object of the party member
* @param npc the NPC that was passed as the last parameter to {@link #getRandomPartyMemberState(L2PcInstance, int, int, L2Npc)}
* @return {@code true} if this party member passes the check, {@code false} otherwise
*/
public boolean checkPartyMember(QuestState qs, L2Npc npc)
{
return true;
}
/**
* Show an on screen message to the player.
* @param player the player to display the message to
* @param text the message to display
* @param time the duration of the message in milliseconds
*/
public static void showOnScreenMsg(L2PcInstance player, String text, int time)
{
player.sendPacket(new ExShowScreenMessage(text, time));
}
/**
* Show an on screen message to the player.
* @param player the player to display the message to
* @param npcString the NPC string to display
* @param position the position of the message on the screen
* @param time the duration of the message in milliseconds
* @param params values of parameters to replace in the NPC String (like S1, C1 etc.)
*/
public static void showOnScreenMsg(L2PcInstance player, NpcStringId npcString, int position, int time, String... params)
{
player.sendPacket(new ExShowScreenMessage(npcString, position, time, params));
}
/**
* Show an on screen message to the player.
* @param player the player to display the message to
* @param systemMsg the system message to display
* @param position the position of the message on the screen
* @param time the duration of the message in milliseconds
* @param params values of parameters to replace in the system message (like S1, C1 etc.)
*/
public static void showOnScreenMsg(L2PcInstance player, SystemMessageId systemMsg, int position, int time, String... params)
{
player.sendPacket(new ExShowScreenMessage(systemMsg, position, time, params));
}
/**
* Send an HTML file to the specified player.
* @param player the player to send the HTML to
* @param filename the name of the HTML file to show
* @return the contents of the HTML file that was sent to the player
* @see #showHtmlFile(L2PcInstance, String, L2Npc)
*/
public String showHtmlFile(L2PcInstance player, String filename)
{
return showHtmlFile(player, filename, null);
}
/**
* Send an HTML file to the specified player.
* @param player the player to send the HTML file to
* @param filename the name of the HTML file to show
* @param npc the NPC that is showing the HTML file
* @return the contents of the HTML file that was sent to the player
* @see #showHtmlFile(L2PcInstance, String, L2Npc)
*/
public String showHtmlFile(L2PcInstance player, String filename, L2Npc npc)
{
boolean questwindow = !filename.endsWith(".html");
int questId = getId();
// Create handler to file linked to the quest
String content = getHtm(player.getHtmlPrefix(), filename);
// Send message to client if message not empty
if (content != null)
{
if (npc != null)
{
content = content.replaceAll("%objectId%", Integer.toString(npc.getObjectId()));
}
if (questwindow && (questId > 0) && (questId < 20000) && (questId != 999))
{
NpcQuestHtmlMessage npcReply = new NpcQuestHtmlMessage(npc != null ? npc.getObjectId() : 0, questId);
npcReply.setHtml(content);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
}
else
{
final NpcHtmlMessage npcReply = new NpcHtmlMessage(npc != null ? npc.getObjectId() : 0, content);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
}
player.sendPacket(ActionFailed.STATIC_PACKET);
}
return content;
}
/**
* @param prefix player's language prefix.
* @param fileName the html file to be get.
* @return the HTML file contents
*/
public String getHtm(String prefix, String fileName)
{
final HtmCache hc = HtmCache.getInstance();
String content = hc.getHtm(prefix, fileName.startsWith("data/") ? fileName : "data/scripts/" + getDescr().toLowerCase() + "/" + getName() + "/" + fileName);
if (content == null)
{
content = hc.getHtm(prefix, "data/scripts/" + getDescr() + "/" + getName() + "/" + fileName);
if (content == null)
{
content = hc.getHtmForce(prefix, "data/scripts/quests/" + getName() + "/" + fileName);
}
}
return content;
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param pos the object containing the spawn location coordinates
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static L2Npc addSpawn(int npcId, IPositionable pos)
{
return addSpawn(npcId, pos.getX(), pos.getY(), pos.getZ(), pos.getHeading(), false, 0, false, 0);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param pos the object containing the spawn location coordinates
* @param isSummonSpawn if {@code true}, displays a summon animation on NPC spawn
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static L2Npc addSpawn(int npcId, IPositionable pos, boolean isSummonSpawn)
{
return addSpawn(npcId, pos.getX(), pos.getY(), pos.getZ(), pos.getHeading(), false, 0, isSummonSpawn, 0);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param pos the object containing the spawn location coordinates
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static L2Npc addSpawn(int npcId, IPositionable pos, boolean randomOffset, long despawnDelay)
{
return addSpawn(npcId, pos.getX(), pos.getY(), pos.getZ(), pos.getHeading(), randomOffset, despawnDelay, false, 0);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param pos the object containing the spawn location coordinates
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @param isSummonSpawn if {@code true}, displays a summon animation on NPC spawn
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static L2Npc addSpawn(int npcId, IPositionable pos, boolean randomOffset, long despawnDelay, boolean isSummonSpawn)
{
return addSpawn(npcId, pos.getX(), pos.getY(), pos.getZ(), pos.getHeading(), randomOffset, despawnDelay, isSummonSpawn, 0);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param pos the object containing the spawn location coordinates
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @param isSummonSpawn if {@code true}, displays a summon animation on NPC spawn
* @param instanceId the ID of the instance to spawn the NPC in (0 - the open world)
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable)
* @see #addSpawn(int, IPositionable, boolean)
* @see #addSpawn(int, IPositionable, boolean, long)
* @see #addSpawn(int, IPositionable, boolean, long, boolean)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static L2Npc addSpawn(int npcId, IPositionable pos, boolean randomOffset, long despawnDelay, boolean isSummonSpawn, int instanceId)
{
return addSpawn(npcId, pos.getX(), pos.getY(), pos.getZ(), pos.getHeading(), randomOffset, despawnDelay, isSummonSpawn, instanceId);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param x the X coordinate of the spawn location
* @param y the Y coordinate of the spawn location
* @param z the Z coordinate (height) of the spawn location
* @param heading the heading of the NPC
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static 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, 0);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param x the X coordinate of the spawn location
* @param y the Y coordinate of the spawn location
* @param z the Z coordinate (height) of the spawn location
* @param heading the heading of the NPC
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @param isSummonSpawn if {@code true}, displays a summon animation on NPC spawn
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean, int)
*/
public static 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);
}
/**
* Add a temporary spawn of the specified NPC.
* @param npcId the ID of the NPC to spawn
* @param x the X coordinate of the spawn location
* @param y the Y coordinate of the spawn location
* @param z the Z coordinate (height) of the spawn location
* @param heading the heading of the NPC
* @param randomOffset if {@code true}, adds +/- 50~100 to X/Y coordinates of the spawn location
* @param despawnDelay time in milliseconds till the NPC is despawned (0 - only despawned on server shutdown)
* @param isSummonSpawn if {@code true}, displays a summon animation on NPC spawn
* @param instanceId the ID of the instance to spawn the NPC in (0 - the open world)
* @return the {@link L2Npc} object of the newly spawned NPC or {@code null} if the NPC doesn't exist
* @see #addSpawn(int, IPositionable, boolean, long, boolean, int)
* @see #addSpawn(int, int, int, int, int, boolean, long)
* @see #addSpawn(int, int, int, int, int, boolean, long, boolean)
*/
public static L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, long despawnDelay, boolean isSummonSpawn, int instanceId)
{
try
{
L2NpcTemplate template = NpcData.getInstance().getTemplate(npcId);
if (template == null)
{
_log.log(Level.SEVERE, "addSpawn(): no NPC template found for NPC #" + npcId + "!");
}
else
{
if ((x == 0) && (y == 0))
{
_log.log(Level.SEVERE, "addSpawn(): invalid spawn coordinates for NPC #" + npcId + "!");
return null;
}
if (randomOffset)
{
int offset = Rnd.get(50, 100);
if (Rnd.nextBoolean())
{
offset *= -1;
}
x += offset;
offset = Rnd.get(50, 100);
if (Rnd.nextBoolean())
{
offset *= -1;
}
y += offset;
}
L2Spawn spawn = new L2Spawn(template);
spawn.setInstanceId(instanceId);
spawn.setHeading(heading);
spawn.setX(x);
spawn.setY(y);
spawn.setZ(z);
spawn.stopRespawn();
L2Npc 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 L2TrapInstance addTrap(int trapId, int x, int y, int z, int heading, L2Skill skill, int instanceId)
{
final L2NpcTemplate npcTemplate = NpcData.getInstance().getTemplate(trapId);
L2TrapInstance trap = new L2TrapInstance(IdFactory.getInstance().getNextId(), npcTemplate, instanceId, -1);
trap.setCurrentHp(trap.getMaxHp());
trap.setCurrentMp(trap.getMaxMp());
trap.setIsInvul(true);
trap.setHeading(heading);
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;
}
/**
* Registers all items that have to be destroyed in case player abort the quest or finish it.
* @param items
*/
public void registerQuestItems(int... items)
{
questItemIds = items;
}
@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 = NpcData.getInstance().getTemplate(npcId.intValue());
if (template != null)
{
template.removeQuest(this);
}
}
_questInvolvedNpcs.clear();
if (removeFromList)
{
return QuestManager.getInstance().removeQuest(this);
}
return true;
}
public Set getQuestInvolvedNpcs()
{
return _questInvolvedNpcs;
}
@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;
}
/**
* Get the amount of an item in player's inventory.
* @param player the player whose inventory to check
* @param itemId the ID of the item whose amount to get
* @return the amount of the specified item in player's inventory
*/
public static long getQuestItemsCount(L2PcInstance player, int itemId)
{
return player.getInventory().getInventoryItemCount(itemId, -1);
}
/**
* Get the total amount of all specified items in player's inventory.
* @param player the player whose inventory to check
* @param itemIds a list of IDs of items whose amount to get
* @return the summary amount of all listed items in player's inventory
*/
public long getQuestItemsCount(L2PcInstance player, int... itemIds)
{
long count = 0;
for (L2ItemInstance item : player.getInventory().getItems())
{
if (item == null)
{
continue;
}
for (int itemId : itemIds)
{
if (item.getId() == itemId)
{
if ((count + item.getCount()) > Long.MAX_VALUE)
{
return Long.MAX_VALUE;
}
count += item.getCount();
}
}
}
return count;
}
/**
* Check if the player has the specified item in his inventory.
* @param player the player whose inventory to check for the specified item
* @param item the {@link ItemHolder} object containing the ID and count of the item to check
* @return {@code true} if the player has the required count of the item
*/
protected static boolean hasItem(L2PcInstance player, ItemHolder item)
{
return hasItem(player, item, true);
}
/**
* Check if the player has the required count of the specified item in his inventory.
* @param player the player whose inventory to check for the specified item
* @param item the {@link ItemHolder} object containing the ID and count of the item to check
* @param checkCount if {@code true}, check if each item is at least of the count specified in the ItemHolder,
* otherwise check only if the player has the item at all
* @return {@code true} if the player has the item
*/
protected static boolean hasItem(L2PcInstance player, ItemHolder item, boolean checkCount)
{
if (item == null)
{
return false;
}
if (checkCount)
{
return (getQuestItemsCount(player, item.getId()) >= item.getCount());
}
return hasQuestItems(player, item.getId());
}
/**
* Check if the player has all the specified items in his inventory and, if necessary, if their count is also as required.
* @param player the player whose inventory to check for the specified item
* @param checkCount if {@code true}, check if each item is at least of the count specified in the ItemHolder,
* otherwise check only if the player has the item at all
* @param itemList a list of {@link ItemHolder} objects containing the IDs of the items to check
* @return {@code true} if the player has all the items from the list
*/
protected static boolean hasAllItems(L2PcInstance player, boolean checkCount, ItemHolder... itemList)
{
if ((itemList == null) || (itemList.length == 0))
{
return false;
}
for (ItemHolder item : itemList)
{
if (!hasItem(player, item, checkCount))
{
return false;
}
}
return true;
}
/**
* Check for an item in player's inventory.
* @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 static boolean hasQuestItems(L2PcInstance player, int itemId)
{
return (player.getInventory().getItemByItemId(itemId) != null);
}
/**
* Check for multiple items in player's inventory.
* @param player the player whose inventory to check for quest items
* @param itemIds a list of item IDs to check for
* @return {@code true} if all items exist in player's inventory, {@code false} otherwise
*/
public static boolean hasQuestItems(L2PcInstance player, int... itemIds)
{
if ((itemIds == null) || (itemIds.length == 0))
{
return false;
}
final PcInventory inv = player.getInventory();
for (int itemId : itemIds)
{
if (inv.getItemByItemId(itemId) == null)
{
return false;
}
}
return true;
}
/**
* Check for multiple items in player's inventory.
* @param player the player whose inventory to check for quest items
* @param itemIds a list of item IDs to check for
* @return {@code true} if at least one items exist in player's inventory, {@code false} otherwise
*/
public boolean hasAtLeastOneQuestItem(L2PcInstance player, int... itemIds)
{
final PcInventory inv = player.getInventory();
for (int itemId : itemIds)
{
if (inv.getItemByItemId(itemId) != null)
{
return true;
}
}
return false;
}
/**
* Get the enchantment level of an item in player's inventory.
* @param player the player whose item to check
* @param itemId the ID of the item whose enchantment level to get
* @return the enchantment level of the item or 0 if the item was not found
*/
public static int getEnchantLevel(L2PcInstance player, int itemId)
{
final 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 to the amount
*/
public void giveAdena(L2PcInstance player, long count, boolean applyRates)
{
if (applyRates)
{
rewardItems(player, Inventory.ADENA_ID, count);
}
else
{
giveItems(player, Inventory.ADENA_ID, count);
}
}
/**
* Give a reward to player using multipliers.
* @param player the player to whom to give the item
* @param holder
*/
public static void rewardItems(L2PcInstance player, ItemHolder holder)
{
rewardItems(player, holder.getId(), holder.getCount());
}
/**
* Give a 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 static void rewardItems(L2PcInstance player, int itemId, long count)
{
if (count <= 0)
{
return;
}
final L2ItemInstance _tmpItem = ItemTable.getInstance().createDummyItem(itemId);
if (_tmpItem == null)
{
return;
}
try
{
if (itemId == Inventory.ADENA_ID)
{
count *= Config.RATE_QUEST_REWARD_ADENA;
}
else if (Config.RATE_QUEST_REWARD_USE_MULTIPLIERS)
{
if (_tmpItem.isEtcItem())
{
switch (_tmpItem.getEtcItem().getItemType())
{
case POTION:
count *= Config.RATE_QUEST_REWARD_POTION;
break;
case SCRL_ENCHANT_WP:
case SCRL_ENCHANT_AM:
case SCROLL:
count *= Config.RATE_QUEST_REWARD_SCROLL;
break;
case RECIPE:
count *= Config.RATE_QUEST_REWARD_RECIPE;
break;
case MATERIAL:
count *= Config.RATE_QUEST_REWARD_MATERIAL;
break;
default:
count *= Config.RATE_QUEST_REWARD;
}
}
}
else
{
count *= Config.RATE_QUEST_REWARD;
}
}
catch (Exception e)
{
count = Long.MAX_VALUE;
}
// 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 static void sendItemGetMessage(L2PcInstance player, L2ItemInstance item, long count)
{
// If item for reward is gold, send message of gold reward to client
if (item.getId() == Inventory.ADENA_ID)
{
SystemMessage smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S1_ADENA);
smsg.addLong(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.addLong(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 static void giveItems(L2PcInstance player, int itemId, long count)
{
giveItems(player, itemId, count, 0);
}
/**
* Give item/reward to the player
* @param player
* @param holder
*/
protected static void giveItems(L2PcInstance player, ItemHolder holder)
{
giveItems(player, holder.getId(), holder.getCount());
}
/**
* @param player
* @param itemId
* @param count
* @param enchantlevel
*/
public static void giveItems(L2PcInstance player, int itemId, long count, int enchantlevel)
{
if (count <= 0)
{
return;
}
// Add items to player's inventory
final 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 != Inventory.ADENA_ID))
{
item.setEnchantLevel(enchantlevel);
}
sendItemGetMessage(player, item, count);
}
/**
* @param player
* @param itemId
* @param count
* @param attributeId
* @param attributeLevel
*/
public static void giveItems(L2PcInstance player, int itemId, long count, byte attributeId, int attributeLevel)
{
if (count <= 0)
{
return;
}
// Add items to player's inventory
final 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);
}
/**
* Give the specified player a set amount of items if he is lucky enough.
* Not recommended to use this for non-stacking items.
* @param player the player to give the item(s) to
* @param itemId the ID of the item to give
* @param amountToGive the amount of items to give
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. 0 - no limit.
* @param dropChance the drop chance as a decimal digit from 0 to 1
* @param playSound if true, plays ItemSound.quest_itemget when items are given and ItemSound.quest_middle when the limit is reached
* @return {@code true} if limit > 0 and the limit was reached or if limit <= 0 and items were given; {@code false} in all other cases
*/
public static boolean giveItemRandomly(L2PcInstance player, int itemId, long amountToGive, long limit, double dropChance, boolean playSound)
{
return giveItemRandomly(player, null, itemId, amountToGive, amountToGive, limit, dropChance, playSound);
}
/**
* Give the specified player a set amount of items if he is lucky enough.
* Not recommended to use this for non-stacking items.
* @param player the player to give the item(s) to
* @param npc the NPC that "dropped" the item (can be null)
* @param itemId the ID of the item to give
* @param amountToGive the amount of items to give
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. 0 - no limit.
* @param dropChance the drop chance as a decimal digit from 0 to 1
* @param playSound if true, plays ItemSound.quest_itemget when items are given and ItemSound.quest_middle when the limit is reached
* @return {@code true} if limit > 0 and the limit was reached or if limit <= 0 and items were given; {@code false} in all other cases
*/
public static boolean giveItemRandomly(L2PcInstance player, L2Npc npc, int itemId, long amountToGive, long limit, double dropChance, boolean playSound)
{
return giveItemRandomly(player, npc, itemId, amountToGive, amountToGive, limit, dropChance, playSound);
}
/**
* Give the specified player a random amount of items if he is lucky enough.
* Not recommended to use this for non-stacking items.
* @param player the player to give the item(s) to
* @param npc the NPC that "dropped" the item (can be null)
* @param itemId the ID of the item to give
* @param minAmount the minimum amount of items to give
* @param maxAmount the maximum amount of items to give (will give a random amount between min/maxAmount multiplied by quest rates)
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. 0 - no limit.
* @param dropChance the drop chance as a decimal digit from 0 to 1
* @param playSound if true, plays ItemSound.quest_itemget when items are given and ItemSound.quest_middle when the limit is reached
* @return {@code true} if limit > 0 and the limit was reached or if limit <= 0 and items were given; {@code false} in all other cases
*/
public static boolean giveItemRandomly(L2PcInstance player, L2Npc npc, int itemId, long minAmount, long maxAmount, long limit, double dropChance, boolean playSound)
{
final long currentCount = getQuestItemsCount(player, itemId);
if ((limit > 0) && (currentCount >= limit))
{
return true;
}
minAmount *= Config.RATE_QUEST_DROP;
maxAmount *= Config.RATE_QUEST_DROP;
dropChance *= Config.RATE_QUEST_DROP; // TODO separate configs for rate and amount
if ((npc != null) && Config.L2JMOD_CHAMPION_ENABLE && npc.isChampion())
{
dropChance *= Config.L2JMOD_CHAMPION_REWARDS;
if ((itemId == Inventory.ADENA_ID) || (itemId == Inventory.ANCIENT_ADENA_ID))
{
minAmount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
maxAmount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
}
else
{
minAmount *= Config.L2JMOD_CHAMPION_REWARDS;
maxAmount *= Config.L2JMOD_CHAMPION_REWARDS;
}
}
long amountToGive = ((minAmount == maxAmount) ? minAmount : Rnd.get(minAmount, maxAmount));
final double random = Rnd.nextDouble();
// Inventory slot check (almost useless for non-stacking items)
if ((dropChance >= random) && (amountToGive > 0) && player.getInventory().validateCapacityByItemId(itemId))
{
if ((limit > 0) && ((currentCount + amountToGive) > limit))
{
amountToGive = limit - currentCount;
}
// Give the item to player
L2ItemInstance item = player.addItem("Quest", itemId, amountToGive, npc, true);
if (item != null)
{
// limit reached (if there is no limit, this block doesn't execute)
if ((currentCount + amountToGive) == limit)
{
if (playSound)
{
playSound(player, QuestSound.ITEMSOUND_QUEST_MIDDLE);
}
return true;
}
if (playSound)
{
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
}
// if there is no limit, return true every time an item is given
if (limit <= 0)
{
return true;
}
}
}
return false;
}
/**
* Take an amount of a specified item from player's inventory.
* @param player the player whose item to take
* @param itemId the ID of the item to take
* @param amount the amount to take
* @return {@code true} if any items were taken, {@code false} otherwise
*/
public static boolean takeItems(L2PcInstance player, int itemId, long amount)
{
// Get object item from player's inventory list
final L2ItemInstance item = player.getInventory().getItemByItemId(itemId);
if (item == null)
{
return false;
}
// Tests on count value in order not to have negative value
if ((amount < 0) || (amount > item.getCount()))
{
amount = item.getCount();
}
// Destroy the quantity of items wanted
if (item.isEquipped())
{
final L2ItemInstance[] unequiped = player.getInventory().unEquipItemInBodySlotAndRecord(item.getItem().getBodyPart());
InventoryUpdate iu = new InventoryUpdate();
for (L2ItemInstance itm : unequiped)
{
iu.addModifiedItem(itm);
}
player.sendPacket(iu);
player.broadcastUserInfo();
}
return player.destroyItemByItemId("Quest", itemId, amount, player, true);
}
/**
* Take a set amount of a specified item from player's inventory.
* @param player the player whose item to take
* @param holder the {@link ItemHolder} object containing the ID and count of the item to take
* @return {@code true} if the item was taken, {@code false} otherwise
*/
protected static boolean takeItem(L2PcInstance player, ItemHolder holder)
{
if (holder == null)
{
return false;
}
return takeItems(player, holder.getId(), holder.getCount());
}
/**
* Take a set amount of all specified items from player's inventory.
* @param player the player whose items to take
* @param itemList the list of {@link ItemHolder} objects containing the IDs and counts of the items to take
* @return {@code true} if all items were taken, {@code false} otherwise
*/
protected static boolean takeAllItems(L2PcInstance player, ItemHolder... itemList)
{
if ((itemList == null) || (itemList.length == 0))
{
return false;
}
// first check if the player has all items to avoid taking half the items from the list
if (!hasAllItems(player, true, itemList))
{
return false;
}
for (ItemHolder item : itemList)
{
// this should never be false, but just in case
if (!takeItem(player, item))
{
return false;
}
}
return true;
}
/**
* Take an amount of all specified items from player's inventory.
* @param player the player whose items to take
* @param amount the amount to take of each item
* @param itemIds a list or an array of IDs of the items to take
* @return {@code true} if all items were taken, {@code false} otherwise
*/
public static boolean takeItems(L2PcInstance player, int amount, int... itemIds)
{
boolean check = true;
if (itemIds != null)
{
for (int item : itemIds)
{
check &= takeItems(player, item, amount);
}
}
return check;
}
/**
* Remove all quest items associated with this quest from the specified player's inventory.
* @param player the player whose quest items to remove
*/
public void removeRegisteredQuestItems(L2PcInstance player)
{
takeItems(player, -1, questItemIds);
}
/**
* Send a packet in order to play a sound to the player.
* @param player the player whom to send the packet
* @param sound the name of the sound to play
*/
public static void playSound(L2PcInstance player, String sound)
{
player.sendPacket(QuestSound.getSound(sound));
}
/**
* Send a packet in order to play a sound to the player.
* @param player the player whom to send the packet
* @param sound the {@link QuestSound} object of the sound to play
*/
public static void playSound(L2PcInstance player, QuestSound sound)
{
player.sendPacket(sound.getPacket());
}
/**
* Add EXP and SP as quest reward.
* @param player the player whom to reward with the EXP/SP
* @param exp the amount of EXP to give to the player
* @param sp the amount of SP to give to the player
*/
public static void addExpAndSp(L2PcInstance player, long exp, int sp)
{
player.addExpAndSp((long) 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));
}
/**
* Get a random integer from 0 (inclusive) to {@code max} (exclusive).
* Use this method instead of importing {@link com.l2jserver.util.Rnd} utility.
* @param max 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);
}
/**
* Get a random integer from {@code min} (inclusive) to {@code max} (inclusive).
* Use this method instead of importing {@link com.l2jserver.util.Rnd} utility.
* @param min the minimum value for randomization
* @param max 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);
}
/**
* Get a random boolean.
* Use this method instead of importing {@link com.l2jserver.util.Rnd} utility.
* @return {@code true} or {@code false} randomly
*/
public static boolean getRandomBoolean()
{
return Rnd.nextBoolean();
}
/**
* Get the ID of the item equipped in the specified inventory slot of the player.
* @param player the player whose inventory to check
* @param slot the location in the player's inventory to check
* @return the ID of the item equipped in the specified inventory slot or 0 if the slot is empty or item is {@code null}.
*/
public static int getItemEquipped(L2PcInstance player, int slot)
{
return player.getInventory().getPaperdollItemId(slot);
}
/**
* @return the number of ticks from the {@link com.l2jserver.gameserver.GameTimeController}.
*/
public static int getGameTicks()
{
return GameTimeController.getInstance().getGameTicks();
}
/**
* Execute a procedure for each player depending on the parameters.
* @param player the player on which the procedure will be executed
* @param npc the related NPC
* @param isSummon {@code true} if the event that called this method was originated by the player's summon, {@code false} otherwise
* @param includeParty if {@code true}, #actionForEachPlayer(L2PcInstance, L2Npc, boolean) will be called with the player's party members
* @param includeCommandChannel if {@code true}, {@link #actionForEachPlayer(L2PcInstance, L2Npc, boolean)} will be called with the player's command channel members
* @see #actionForEachPlayer(L2PcInstance, L2Npc, boolean)
*/
public final void executeForEachPlayer(L2PcInstance player, final L2Npc npc, final boolean isSummon, boolean includeParty, boolean includeCommandChannel)
{
if ((includeParty || includeCommandChannel) && player.isInParty())
{
if (includeCommandChannel && player.getParty().isInCommandChannel())
{
player.getParty().getCommandChannel().forEachMember(new IProcedure()
{
@Override
public Boolean execute(L2PcInstance member)
{
actionForEachPlayer(member, npc, isSummon);
return true;
}
});
}
else if (includeParty)
{
player.getParty().forEachMember(new IProcedure()
{
@Override
public Boolean execute(L2PcInstance member)
{
actionForEachPlayer(member, npc, isSummon);
return true;
}
});
}
}
else
{
actionForEachPlayer(player, npc, isSummon);
}
}
/**
* Overridable method called from {@link #executeForEachPlayer(L2PcInstance, L2Npc, boolean, boolean, boolean)}
* @param player the player on which the action will be run
* @param npc the NPC related to this action
* @param isSummon {@code true} if the event that called this method was originated by the player's summon
*/
public void actionForEachPlayer(L2PcInstance player, L2Npc npc, boolean isSummon)
{
// To be overridden in quest scripts.
}
/**
* Open a door if it is present on the instance and its not open.
* @param doorId the ID of the door to open
* @param instanceId the ID of the instance the door is in (0 if the door is not not inside an instance)
*/
public void openDoor(int doorId, int instanceId)
{
final L2DoorInstance door = getDoor(doorId, instanceId);
if (door == null)
{
_log.log(Level.WARNING, getClass().getSimpleName() + ": called openDoor(" + doorId + ", " + instanceId + "); but door wasnt found!", new NullPointerException());
}
else if (!door.getOpen())
{
door.openMe();
}
}
/**
* Close a door if it is present in a specified the instance and its open.
* @param doorId the ID of the door to close
* @param instanceId the ID of the instance the door is in (0 if the door is not not inside an instance)
*/
public void closeDoor(int doorId, int instanceId)
{
final L2DoorInstance door = getDoor(doorId, instanceId);
if (door == null)
{
_log.log(Level.WARNING, getClass().getSimpleName() + ": called closeDoor(" + doorId + ", " + instanceId + "); but door wasnt found!", new NullPointerException());
}
else if (door.getOpen())
{
door.closeMe();
}
}
/**
* Retrieve a door from an instance or the real world.
* @param doorId the ID of the door to get
* @param instanceId the ID of the instance the door is in (0 if the door is not not inside an instance)
* @return the found door or {@code null} if no door with that ID and instance ID was found
*/
public L2DoorInstance getDoor(int doorId, int instanceId)
{
L2DoorInstance door = null;
if (instanceId <= 0)
{
door = DoorTable.getInstance().getDoor(doorId);
}
else
{
final Instance inst = InstanceManager.getInstance().getInstance(instanceId);
if (inst != null)
{
door = inst.getDoor(doorId);
}
}
return door;
}
/**
* Teleport a player into/out of an instance.
* @param player the player to teleport
* @param loc the {@link Location} object containing the destination coordinates
* @param instanceId the ID of the instance to teleport the player to (0 to teleport out of an instance)
*/
public void teleportPlayer(L2PcInstance player, Location loc, int instanceId)
{
teleportPlayer(player, loc, instanceId, true);
}
/**
* Teleport a player into/out of an instance.
* @param player the player to teleport
* @param loc the {@link Location} object containing the destination coordinates
* @param instanceId the ID of the instance to teleport the player to (0 to teleport out of an instance)
* @param allowRandomOffset if {@code true}, will randomize the teleport coordinates by +/-Config.MAX_OFFSET_ON_TELEPORT
*/
public void teleportPlayer(L2PcInstance player, Location loc, int instanceId, boolean allowRandomOffset)
{
loc.setInstanceId(instanceId);
player.teleToLocation(loc, allowRandomOffset);
}
/**
* Sends the special camera packet to the player.
* @param player the player
* @param creature the watched creature
* @param force
* @param angle1
* @param angle2
* @param time
* @param range
* @param duration
* @param relYaw
* @param relPitch
* @param isWide
* @param relAngle
*/
public static final void specialCamera(L2PcInstance player, L2Character creature, int force, int angle1, int angle2, int time, int range, int duration, int relYaw, int relPitch, int isWide, int relAngle)
{
player.sendPacket(new SpecialCamera(creature, force, angle1, angle2, time, range, duration, relYaw, relPitch, isWide, relAngle));
}
/**
* Sends the special camera packet to the player.
* @param player
* @param creature
* @param force
* @param angle1
* @param angle2
* @param time
* @param duration
* @param relYaw
* @param relPitch
* @param isWide
* @param relAngle
*/
public static final void specialCameraEx(L2PcInstance player, L2Character creature, int force, int angle1, int angle2, int time, int duration, int relYaw, int relPitch, int isWide, int relAngle)
{
player.sendPacket(new SpecialCamera(creature, player, force, angle1, angle2, time, duration, relYaw, relPitch, isWide, relAngle));
}
/**
* Sends the special camera packet to the player.
* @param player
* @param creature
* @param force
* @param angle1
* @param angle2
* @param time
* @param range
* @param duration
* @param relYaw
* @param relPitch
* @param isWide
* @param relAngle
* @param unk
*/
public static final void specialCamera3(L2PcInstance player, L2Character creature, int force, int angle1, int angle2, int time, int range, int duration, int relYaw, int relPitch, int isWide, int relAngle, int unk)
{
player.sendPacket(new SpecialCamera(creature, force, angle1, angle2, time, range, duration, relYaw, relPitch, isWide, relAngle, unk));
}
}