/* * 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.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.Skill; 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 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; } /** * 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 { QuestManager.getInstance().addScript(this); } loadGlobalData(); } /** * This method is, by default, called by the constructor of all scripts.
* 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 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, Skill 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, Skill 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, Skill 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, Skill 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, Skill 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, Skill)} 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, Skill)} 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, Skill 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, Skill 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, Skill 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, Skill 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, Skill 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 : QuestManager.getInstance().getScripts().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, Skill 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().removeScript(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)); } }