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- /*
- * This program is free software: you can redistribute it and/or modify it under
- * the terms of the GNU General Public License as published by the Free Software
- * Foundation, either version 3 of the License, or (at your option) any later
- * version.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see <http://www.gnu.org/licenses/>.
- */
- package net.sf.l2j.gameserver.model.quest;
- import java.io.PrintWriter;
- import java.io.StringWriter;
- import java.sql.PreparedStatement;
- import java.sql.ResultSet;
- import java.util.Collection;
- import java.util.Map;
- import java.util.concurrent.locks.ReentrantReadWriteLock;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- import javolution.util.FastList;
- import javolution.util.FastMap;
- import net.sf.l2j.Config;
- import net.sf.l2j.L2DatabaseFactory;
- import net.sf.l2j.gameserver.ThreadPoolManager;
- import net.sf.l2j.gameserver.cache.HtmCache;
- import net.sf.l2j.gameserver.datatables.NpcTable;
- import net.sf.l2j.gameserver.instancemanager.QuestManager;
- import net.sf.l2j.gameserver.model.L2Character;
- import net.sf.l2j.gameserver.model.L2Object;
- import net.sf.l2j.gameserver.model.L2Party;
- import net.sf.l2j.gameserver.model.L2Skill;
- import net.sf.l2j.gameserver.model.L2Spawn;
- import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
- import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
- import net.sf.l2j.gameserver.scripting.ManagedScript;
- import net.sf.l2j.gameserver.scripting.ScriptManager;
- import net.sf.l2j.gameserver.templates.L2NpcTemplate;
- import net.sf.l2j.util.Rnd;
- /**
- * @author Luis Arias
- *
- */
- public class Quest extends ManagedScript
- {
- protected static final Logger _log = Logger.getLogger(Quest.class.getName());
- /** HashMap containing events from String value of the event */
- private static Map<String, Quest> _allEventsS = new FastMap<String, Quest>();
- /** HashMap containing lists of timers from the name of the timer */
- private Map<String, FastList<QuestTimer>> _allEventTimers = new FastMap<String, FastList<QuestTimer>>();
- private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock();
-
- private final int _questId;
- private final String _name;
- private final String _descr;
- private final byte _initialState = State.CREATED;
- // NOTE: questItemIds will be overridden by child classes. Ideally, it should be
- // protected instead of public. However, quest scripts written in Jython will
- // have trouble with protected, as Jython only knows private and public...
- // In fact, protected will typically be considered private thus breaking the scripts.
- // Leave this as public as a workaround.
- public int[] questItemIds = null;
- /**
- * Return collection view of the values contains in the allEventS
- * @return Collection<Quest>
- */
- public static Collection<Quest> findAllEvents() {
- return _allEventsS.values();
- }
- /**
- * (Constructor)Add values to class variables and put the quest in HashMaps.
- * @param questId : int pointing out the ID of the quest
- * @param name : String corresponding to the name of the quest
- * @param descr : String for the description of the quest
- */
- public Quest(int questId, String name, String descr)
- {
- _questId = questId;
- _name = name;
- _descr = descr;
-
- if (questId != 0)
- {
- QuestManager.getInstance().addQuest(Quest.this);
- }
- else
- {
- _allEventsS.put(name, this);
- }
- init_LoadGlobalData();
- }
- /**
- * The function init_LoadGlobalData is, by default, called by the constructor of all quests.
- * Children of this class can implement this function in order to define what variables
- * to load and what structures to save them in. By default, nothing is loaded.
- */
- protected void init_LoadGlobalData()
- {
-
- }
-
- /**
- * The function saveGlobalData is, by default, called at shutdown, for all quests, by the QuestManager.
- * Children of this class can implement this function in order to convert their structures
- * into <var, value> tuples and make calls to save them to the database, if needed.
- * By default, nothing is saved.
- */
- public void saveGlobalData()
- {
-
- }
- public static enum QuestEventType
- {
- ON_FIRST_TALK(false), // control the first dialog shown by NPCs when they are clicked (some quests must override the default npc action)
- QUEST_START(true), // onTalk action from start npcs
- ON_TALK(true), // onTalk action from npcs participating in a quest
- ON_ATTACK(true), // onAttack action triggered when a mob gets attacked by someone
- ON_KILL(true), // onKill action triggered when a mob gets killed.
- ON_SPAWN(true), // onSpawn action triggered when an NPC is spawned or respawned.
- ON_SKILL_SEE(true), // NPC or Mob saw a person casting a skill (regardless what the target is).
- ON_FACTION_CALL(true), // NPC or Mob saw a person casting a skill (regardless what the target is).
- ON_AGGRO_RANGE_ENTER(true); // a person came within the Npc/Mob's range
-
- // control whether this event type is allowed for the same npc template in multiple quests
- // or if the npc must be registered in at most one quest for the specified event
- private boolean _allowMultipleRegistration;
-
- QuestEventType(boolean allowMultipleRegistration)
- {
- _allowMultipleRegistration = allowMultipleRegistration;
- }
-
- public boolean isMultipleRegistrationAllowed()
- {
- return _allowMultipleRegistration;
- }
-
- }
- /**
- * Return ID of the quest
- * @return int
- */
- public int getQuestIntId() {
- return _questId;
- }
-
- /**
- * Add a new QuestState to the database and return it.
- * @param player
- * @return QuestState : QuestState created
- */
- public QuestState newQuestState(L2PcInstance player) {
- QuestState qs = new QuestState(this, player, getInitialState());
- Quest.createQuestInDb(qs);
- return qs;
- }
-
- /**
- * Return initial state of the quest
- * @return State
- */
- public byte getInitialState() {
- return _initialState;
- }
-
- /**
- * Return name of the quest
- * @return String
- */
- public String getName() {
- return _name;
- }
-
- /**
- * Return description of the quest
- * @return String
- */
- public String getDescr() {
- return _descr;
- }
-
- /**
- * Add a timer to the quest, if it doesn't exist already
- * @param name: name of the timer (also passed back as "event" in onAdvEvent)
- * @param time: time in ms for when to fire the timer
- * @param npc: npc associated with this timer (can be null)
- * @param player: player associated with this timer (can be null)
- */
- public void startQuestTimer(String name, long time, L2NpcInstance npc, L2PcInstance player)
- {
- startQuestTimer(name, time, npc, player, false);
- }
-
- /**
- * Add a timer to the quest, if it doesn't exist already. If the timer is repeatable,
- * it will auto-fire automatically, at a fixed rate, until explicitly canceled.
- * @param name: name of the timer (also passed back as "event" in onAdvEvent)
- * @param time: time in ms for when to fire the timer
- * @param npc: npc associated with this timer (can be null)
- * @param player: player associated with this timer (can be null)
- * @param repeatable: indicates if the timer is repeatable or one-time.
- */
- public void startQuestTimer(String name, long time, L2NpcInstance npc, L2PcInstance player, boolean repeating)
- {
- // Add quest timer if timer doesn't already exist
- FastList<QuestTimer> timers = getQuestTimers(name);
- // no timer exists with the same name, at all
- if (timers == null)
- {
- timers = new FastList<QuestTimer>();
- 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)
- {
- try
- {
- _rwLock.writeLock().lock();
- timers.add(new QuestTimer(this, name, time, npc, player, repeating));
- }
- finally
- {
- _rwLock.writeLock().unlock();
- }
- }
- }
- // ignore the startQuestTimer in all other cases (timer is already started)
- }
- public QuestTimer getQuestTimer(String name, L2NpcInstance npc, L2PcInstance player)
- {
- FastList<QuestTimer> qt = getQuestTimers(name);
-
- if (qt == null || qt.isEmpty())
- return null;
- try
- {
- _rwLock.readLock().lock();
- for (QuestTimer timer : qt)
- {
- if (timer != null)
- {
- if (timer.isMatch(this, name, npc, player))
- return timer;
- }
- }
-
- }
- finally
- {
- _rwLock.readLock().unlock();
- }
- return null;
- }
- private FastList<QuestTimer> getQuestTimers(String name)
- {
- return _allEventTimers.get(name);
- }
-
- public void cancelQuestTimers(String name)
- {
- FastList<QuestTimer> timers = getQuestTimers(name);
- if (timers == null)
- return;
- try
- {
- _rwLock.writeLock().lock();
- for(QuestTimer timer :timers)
- {
- if (timer != null)
- {
- timer.cancel();
- }
- }
- }
- finally
- {
- _rwLock.writeLock().unlock();
- }
- }
- public void cancelQuestTimer(String name, L2NpcInstance npc, L2PcInstance player)
- {
- QuestTimer timer = getQuestTimer(name, npc, player);
- if (timer != null)
- timer.cancel();
- }
- public void removeQuestTimer(QuestTimer timer)
- {
- if (timer == null)
- return;
- FastList<QuestTimer> timers = getQuestTimers(timer.getName());
- if (timers == null)
- return;
- try
- {
- _rwLock.writeLock().lock();
- timers.remove(timer);
- }
- finally
- {
- _rwLock.writeLock().unlock();
- }
- }
-
-
- // these are methods to call from java
- public final boolean notifyAttack(L2NpcInstance npc, L2PcInstance attacker, int damage, boolean isPet) {
- String res = null;
- try { res = onAttack(npc, attacker, damage, isPet); } catch (Exception e) { return showError(attacker, e); }
- return showResult(attacker, res);
- }
- public final boolean notifyDeath(L2Character killer, L2Character victim, QuestState qs) {
- String res = null;
- try { res = onDeath(killer, victim, qs); } catch (Exception e) { return showError(qs.getPlayer(), e); }
- return showResult(qs.getPlayer(), res);
- }
- public final boolean notifySpawn(L2NpcInstance npc) {
- try { onSpawn(npc); } catch (Exception e) { _log.log(Level.WARNING, "", e); return true;}
- return false;
- }
- public final boolean notifyEvent(String event, L2NpcInstance npc, L2PcInstance player) {
- String res = null;
- try { res = onAdvEvent(event, npc, player); } catch (Exception e) { return showError(player, e); }
- return showResult(player, res);
- }
- public final boolean notifyKill (L2NpcInstance npc, L2PcInstance killer, boolean isPet) {
- String res = null;
- try { res = onKill(npc, killer, isPet); } catch (Exception e) { return showError(killer, e); }
- return showResult(killer, res);
- }
- public final boolean notifyTalk (L2NpcInstance npc, QuestState qs) {
- String res = null;
- try { res = onTalk(npc, qs.getPlayer()); } catch (Exception e) { return showError(qs.getPlayer(), e); }
- qs.getPlayer().setLastQuestNpcObject(npc.getObjectId());
- return showResult(qs.getPlayer(), res);
- }
- // override the default NPC dialogs when a quest defines this for the given NPC
- public final boolean notifyFirstTalk (L2NpcInstance npc, L2PcInstance player) {
- String res = null;
- try { res = onFirstTalk(npc, player); } catch (Exception e) { return showError(player, e); }
- // if the quest returns text to display, display it.
- if (res!=null && res.length()>0)
- return showResult(player, res);
- // else tell the player that
- else
- player.sendPacket(ActionFailed.STATIC_PACKET);
- // note: if the default html for this npc needs to be shown, onFirstTalk should
- // call npc.showChatWindow(player) and then return null.
- return true;
- }
- public class tmpOnSkillSee implements Runnable {
- private L2NpcInstance _npc;
- private L2PcInstance _caster;
- private L2Skill _skill;
- private L2Object[] _targets;
- private boolean _isPet;
- public tmpOnSkillSee(L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) {
- _npc = npc;
- _caster = caster;
- _skill = skill;
- _targets = targets;
- _isPet = isPet;
- }
- public void run() {
- String res = null;
- try { res = onSkillSee(_npc, _caster, _skill, _targets, _isPet); } catch (Exception e) { showError(_caster, e); }
- showResult(_caster, res);
-
- }
- }
- public final boolean notifySkillSee (L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) {
- ThreadPoolManager.getInstance().executeAi(new tmpOnSkillSee(npc, caster, skill, targets, isPet));
- return true;
- }
- public final boolean notifyFactionCall(L2NpcInstance npc, L2NpcInstance caller, L2PcInstance attacker, boolean isPet){
- String res = null;
- try { res = onFactionCall(npc, caller, attacker, isPet); } catch (Exception e) { return showError(attacker, e); }
- return showResult(attacker, res);
- }
- public final boolean notifyAggroRangeEnter(L2NpcInstance npc, L2PcInstance player, boolean isPet){
- String res = null;
- try { res = onAggroRangeEnter(npc, player, isPet); } catch (Exception e) { return showError(player, e); }
- return showResult(player, res);
- }
- // these are methods that java calls to invoke scripts
- public String onAttack(L2NpcInstance npc, L2PcInstance attacker, int damage, boolean isPet) { return null; }
- public String onDeath (L2Character killer, L2Character victim, QuestState qs)
- {
- if (killer instanceof L2NpcInstance)
- return onAdvEvent("", (L2NpcInstance)killer,qs.getPlayer());
- else
- return onAdvEvent("", null,qs.getPlayer());
- }
-
- public String onAdvEvent(String event, L2NpcInstance npc, L2PcInstance player)
- {
- // if not overridden by a subclass, then default to the returned value of the simpler (and older) onEvent override
- // if the player has a state, use it as parameter in the next call, else return null
- QuestState qs = player.getQuestState(getName());
- if (qs != null )
- return onEvent(event, qs);
- return null;
- }
-
- public String onEvent(String event, QuestState qs) { return null; }
- public String onKill (L2NpcInstance npc, L2PcInstance killer, boolean isPet) { return null; }
- public String onTalk (L2NpcInstance npc, L2PcInstance talker) { return null; }
- public String onFirstTalk(L2NpcInstance npc, L2PcInstance player) { return null; }
- public String onSkillSee (L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { return null; }
- public String onSpawn (L2NpcInstance npc) { return null; }
- public String onFactionCall (L2NpcInstance npc, L2NpcInstance caller, L2PcInstance attacker, boolean isPet) { return null; }
- public String onAggroRangeEnter (L2NpcInstance npc, L2PcInstance player, boolean isPet) { return null; }
-
- /**
- * Show message error to player who has an access level greater than 0
- * @param player : L2PcInstance
- * @param t : Throwable
- * @return boolean
- */
- public boolean showError(L2PcInstance player, Throwable t) {
- _log.log(Level.WARNING, this.getScriptFile().getAbsolutePath(), t);
- if (player.getAccessLevel().isGm()) {
- StringWriter sw = new StringWriter();
- PrintWriter pw = new PrintWriter(sw);
- t.printStackTrace(pw);
- pw.close();
- String res = "<html><body><title>Script error</title>"+sw.toString()+"</body></html>";
- return showResult(player, res);
- }
- return false;
- }
-
- /**
- * Show a message to player.<BR><BR>
- * <U><I>Concept : </I></U><BR>
- * 3 cases are managed according to the value of the parameter "res" :<BR>
- * <LI><U>"res" ends with string ".html" :</U> an HTML is opened in order to be shown in a dialog box</LI>
- * <LI><U>"res" starts with "<html>" :</U> the message hold in "res" is shown in a dialog box</LI>
- * <LI><U>otherwise :</U> the message held in "res" is shown in chat box</LI>
- * @param qs : QuestState
- * @param res : String pointing out the message to show at the player
- * @return boolean
- */
- public boolean showResult(L2PcInstance player, String res) {
- if (res == null || res.equals(""))
- return true;
- if (res.endsWith(".htm"))
- {
- showHtmlFile(player, res);
- }
- else if (res.startsWith("<html>"))
- {
- NpcHtmlMessage npcReply = new NpcHtmlMessage(5);
- npcReply.setHtml(res);
- npcReply.replace("%playername%", player.getName());
- player.sendPacket(npcReply);
- player.sendPacket(ActionFailed.STATIC_PACKET);
- }
- else
- {
- player.sendMessage(res);
- }
- return false;
- }
-
- /**
- * Add quests to the L2PCInstance of the player.<BR><BR>
- * <U><I>Action : </U></I><BR>
- * Add state of quests, drops and variables for quests in the HashMap _quest of L2PcInstance
- * @param player : Player who is entering the world
- */
- public final static void playerEnter(L2PcInstance player) {
- java.sql.Connection con = null;
- try
- {
- // Get list of quests owned by the player from database
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
-
- 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=?");
-
- statement = con.prepareStatement("SELECT name,value FROM character_quests WHERE charId=? AND var=?");
- statement.setInt(1, player.getObjectId());
- statement.setString(2, "<state>");
- ResultSet rs = statement.executeQuery();
- while (rs.next()) {
-
- // Get ID of the quest and ID of its state
- String questId = rs.getString("name");
- String statename = rs.getString("value");
-
- // Search quest associated with the ID
- Quest q = QuestManager.getInstance().getQuest(questId);
- if (q == null) {
- _log.finer("Unknown quest "+questId+" for player "+player.getName());
- if (Config.AUTODELETE_INVALID_QUEST_DATA){
- invalidQuestData.setInt(1, player.getObjectId());
- invalidQuestData.setString(2, questId);
- invalidQuestData.executeUpdate();
- }
- continue;
- }
-
- // Create a new QuestState for the player that will be added to the player's list of quests
- new QuestState(q, player, State.getStateId(statename));
- }
- rs.close();
- invalidQuestData.close();
- statement.close();
- // Get list of quests owned by the player from the DB in order to add variables used in the quest.
- statement = con.prepareStatement("SELECT name,var,value FROM character_quests WHERE charId=? AND var<>?");
- statement.setInt(1,player.getObjectId());
- statement.setString(2, "<state>");
- rs = statement.executeQuery();
- while (rs.next()) {
- String questId = rs.getString("name");
- String var = rs.getString("var");
- String value = rs.getString("value");
- // Get the QuestState saved in the loop before
- QuestState qs = player.getQuestState(questId);
- if (qs == null) {
- _log.finer("Lost variable "+var+" in quest "+questId+" for player "+player.getName());
- if (Config.AUTODELETE_INVALID_QUEST_DATA){
- invalidQuestDataVar.setInt (1,player.getObjectId());
- invalidQuestDataVar.setString(2,questId);
- invalidQuestDataVar.setString(3,var);
- invalidQuestDataVar.executeUpdate();
- }
- continue;
- }
- // Add parameter to the quest
- qs.setInternal(var, value);
- }
- rs.close();
- invalidQuestDataVar.close();
- statement.close();
-
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not insert char quest:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
-
- // events
- for (String name : _allEventsS.keySet()) {
- player.processQuestEvent(name, "enter");
- }
- }
- /**
- * Insert (or Update) in the database variables that need to stay persistant 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 : String designating the name of the variable for the quest
- * @param value : String designating the value of the variable for the quest
- */
- public final void saveGlobalQuestVar(String var, String value)
- {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("REPLACE INTO quest_global_data (quest_name,var,value) VALUES (?,?,?)");
- statement.setString(1, getName());
- statement.setString(2, var);
- statement.setString(3, value);
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not insert global quest variable:", e);
- } finally {
- try { con.close(); } catch (Exception 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 : String designating the name of the variable for the quest
- * @return String : String representing the loaded value for the passed var, or an empty string if the var was invalid
- */
- public final String loadGlobalQuestVar(String var)
- {
- String result = "";
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("SELECT value FROM quest_global_data WHERE quest_name = ? AND var = ?");
- statement.setString(1, getName());
- statement.setString(2, var);
- ResultSet rs = statement.executeQuery();
- if (rs.first())
- result = rs.getString(1);
- rs.close();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not load global quest variable:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- return result;
- }
- /**
- * Permanently delete from the database a global quest variable that was previously saved for this quest.
- * @param var : String designating the name of the variable for the quest
- */
- public final void deleteGlobalQuestVar(String var)
- {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ? AND var = ?");
- statement.setString(1, getName());
- statement.setString(2, var);
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not delete global quest variable:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
- /**
- * Permanently delete from the database all global quest variables that was previously saved for this quest.
- */
- public final void deleteAllGlobalQuestVars()
- {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?");
- statement.setString(1, getName());
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not delete global quest variables:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
- /**
- * Insert in the database the quest for the player.
- * @param qs : QuestState pointing out the state of the quest
- * @param var : String designating the name of the variable for the quest
- * @param value : String designating the value of the variable for the quest
- */
- public static void createQuestVarInDb(QuestState qs, String var, String value) {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?)");
- statement.setInt (1, qs.getPlayer().getObjectId());
- statement.setString(2, qs.getQuestName());
- statement.setString(3, var);
- statement.setString(4, value);
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not insert char quest:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
-
- /**
- * Update the value of the variable "var" for the quest.<BR><BR>
- * <U><I>Actions :</I></U><BR>
- * The selection of the right record is made with :
- * <LI>charId = qs.getPlayer().getObjectID()</LI>
- * <LI>name = qs.getQuest().getName()</LI>
- * <LI>var = var</LI>
- * <BR><BR>
- * The modification made is :
- * <LI>value = parameter value</LI>
- * @param qs : Quest State
- * @param var : String designating the name of the variable for quest
- * @param value : String designating the value of the variable for quest
- */
- public static void updateQuestVarInDb(QuestState qs, String var, String value) {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("UPDATE character_quests SET value=? WHERE charId=? AND name=? AND var = ?");
- statement.setString(1, value);
- statement.setInt (2, qs.getPlayer().getObjectId());
- statement.setString(3, qs.getQuestName());
- statement.setString(4, var);
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not update char quest:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
-
- /**
- * Delete a variable of player's quest from the database.
- * @param qs : object QuestState pointing out the player's quest
- * @param var : String designating the variable characterizing the quest
- */
- public static void deleteQuestVarInDb(QuestState qs, String var) {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=? AND var=?");
- statement.setInt (1, qs.getPlayer().getObjectId());
- statement.setString(2, qs.getQuestName());
- statement.setString(3, var);
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not delete char quest:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
-
- /**
- * Delete the player's quest from database.
- * @param qs : QuestState pointing out the player's quest
- */
- public static void deleteQuestInDb(QuestState qs) {
- java.sql.Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=?");
- statement.setInt (1, qs.getPlayer().getObjectId());
- statement.setString(2, qs.getQuestName());
- statement.executeUpdate();
- statement.close();
- } catch (Exception e) {
- _log.log(Level.WARNING, "could not delete char quest:", e);
- } finally {
- try { con.close(); } catch (Exception e) {}
- }
- }
-
- /**
- * Create a record in database for quest.<BR><BR>
- * <U><I>Actions :</I></U><BR>
- * Use fucntion createQuestVarInDb() with following parameters :<BR>
- * <LI>QuestState : parameter sq that puts in fields of database :
- * <UL type="square">
- * <LI>charId : ID of the player</LI>
- * <LI>name : name of the quest</LI>
- * </UL>
- * </LI>
- * <LI>var : string "<state>" as the name of the variable for the quest</LI>
- * <LI>val : string corresponding at the ID of the state (in fact, initial state)</LI>
- * @param qs : QuestState
- */
- public static void createQuestInDb(QuestState qs) {
- createQuestVarInDb(qs, "<state>", State.getStateName(qs.getState()));
- }
-
- /**
- * Update informations regarding quest in database.<BR>
- * <U><I>Actions :</I></U><BR>
- * <LI>Get ID state of the quest recorded in object qs</LI>
- * <LI>Test if quest is completed. If true, add a star (*) before the ID state</LI>
- * <LI>Save in database the ID state (with or without the star) for the variable called "<state>" of the quest</LI>
- * @param qs : QuestState
- */
- public static void updateQuestInDb(QuestState qs) {
- String val = State.getStateName(qs.getState());
- updateQuestVarInDb(qs, "<state>", val);
- }
-
- /**
- * Add this quest to the list of quests that the passed mob will respond to for the specified Event type.<BR><BR>
- * @param npcId : id of the NPC to register
- * @param eventType : type of event being registered
- * @return L2NpcTemplate : Npc Template corresponding to the npcId, or null if the id is invalid
- */
- public L2NpcTemplate addEventId(int npcId, QuestEventType eventType)
- {
- try
- {
- L2NpcTemplate t = NpcTable.getInstance().getTemplate(npcId);
- if (t != null)
- {
- t.addQuestEvent(eventType, this);
- }
- return t;
- }
- catch(Exception e)
- {
- e.printStackTrace();
- return null;
- }
- }
-
- /**
- * Add the quest to the NPC's startQuest
- * @param npcId
- * @return L2NpcTemplate : Start NPC
- */
- public L2NpcTemplate addStartNpc(int npcId)
- {
- return addEventId(npcId, Quest.QuestEventType.QUEST_START);
- }
- /**
- * Add the quest to the NPC's first-talk (default action dialog)
- * @param npcId
- * @return L2NpcTemplate : Start NPC
- */
- public L2NpcTemplate addFirstTalkId(int npcId)
- {
- return addEventId(npcId, Quest.QuestEventType.ON_FIRST_TALK);
- }
- /**
- * Add this quest to the list of quests that the passed mob will respond to for Attack Events.<BR><BR>
- * @param attackId
- * @return int : attackId
- */
- public L2NpcTemplate addAttackId(int attackId) {
- return addEventId(attackId, Quest.QuestEventType.ON_ATTACK);
- }
-
- /**
- * Add this quest to the list of quests that the passed mob will respond to for Kill Events.<BR><BR>
- * @param killId
- * @return int : killId
- */
- public L2NpcTemplate addKillId(int killId) {
- return addEventId(killId, Quest.QuestEventType.ON_KILL);
- }
-
- /**
- * Add this quest to the list of quests that the passed npc will respond to for Talk Events.<BR><BR>
- * @param talkId : ID of the NPC
- * @return int : ID of the NPC
- */
- public L2NpcTemplate addTalkId(int talkId) {
- return addEventId(talkId, Quest.QuestEventType.ON_TALK);
- }
-
- /**
- * Add this quest to the list of quests that the passed npc will respond to for Spawn Events.<BR><BR>
- * @param talkId : ID of the NPC
- * @return int : ID of the NPC
- */
- public L2NpcTemplate addSpawnId(int npcId) {
- return addEventId(npcId, Quest.QuestEventType.ON_SPAWN);
- }
-
- /**
- * Add this quest to the list of quests that the passed npc will respond to for Skill-See Events.<BR><BR>
- * @param talkId : ID of the NPC
- * @return int : ID of the NPC
- */
- public L2NpcTemplate addSkillSeeId(int npcId) {
- return addEventId(npcId, Quest.QuestEventType.ON_SKILL_SEE);
- }
- /**
- * Add this quest to the list of quests that the passed npc will respond to for Faction Call Events.<BR><BR>
- * @param talkId : ID of the NPC
- * @return int : ID of the NPC
- */
- public L2NpcTemplate addFactionCallId(int npcId) {
- return addEventId(npcId, Quest.QuestEventType.ON_FACTION_CALL);
- }
-
- /**
- * Add this quest to the list of quests that the passed npc will respond to for Character See Events.<BR><BR>
- * @param talkId : ID of the NPC
- * @return int : ID of the NPC
- */
- public L2NpcTemplate addAggroRangeEnterId(int npcId) {
- return addEventId(npcId, Quest.QuestEventType.ON_AGGRO_RANGE_ENTER);
- }
-
-
- // returns a random party member's L2PcInstance for the passed player's party
- // returns the passed player if he has no party.
- public L2PcInstance getRandomPartyMember(L2PcInstance player)
- {
- // NPE prevention. If the player is null, there is nothing to return
- if (player == null )
- return null;
- if ((player.getParty() == null) || (player.getParty().getPartyMembers().size()==0))
- return player;
- L2Party party = player.getParty();
- return party.getPartyMembers().get(Rnd.get(party.getPartyMembers().size()));
- }
- /**
- * Auxilary function for party quests.
- * Note: This function is only here because of how commonly it may be used by quest developers.
- * For any variations on this function, the quest script can always handle things on its own
- * @param player: the instance of a player whose party is to be searched
- * @param value: the value of the "cond" variable that must be matched
- * @return L2PcInstance: L2PcInstance for a random party member that matches the specified
- * condition, or null if no match.
- */
- public L2PcInstance getRandomPartyMember(L2PcInstance player, String value)
- {
- return getRandomPartyMember(player, "cond", value);
- }
- /**
- * Auxilary 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/value: a tuple specifying a quest condition that must be satisfied for
- * a party member to be considered.
- * @return L2PcInstance: L2PcInstance for a random party member that matches the specified
- * condition, or null if no match. If the var is null, any random party
- * member is returned (i.e. no condition is applied).
- * The party member must be within 1500 distance from the target of the reference
- * player, or if no target exists, 1500 distance from 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.getPartyMembers().size()==0) )
- {
- temp = player.getQuestState(getName());
- if( (temp != null) && (temp.get(var)!=null) && ((String) 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)
- FastList<L2PcInstance> candidates = new FastList<L2PcInstance>();
-
- // get the target for enforcing distance limitations.
- L2Object target = player.getTarget();
- if (target == null) target = player;
-
- for(L2PcInstance partyMember: party.getPartyMembers())
- {
- temp = partyMember.getQuestState(getName());
- if( (temp != null) && (temp.get(var)!=null) && ((String) temp.get(var)).equalsIgnoreCase(value)
- && partyMember.isInsideRadius(target, 1500, true, false))
- candidates.add(partyMember);
- }
- // if there was no match, return null...
- if (candidates.size()==0)
- return null;
-
- // if a match was found from the party, return one of them at random.
- return candidates.get( Rnd.get(candidates.size()) );
- }
- /**
- * Auxilary 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 state: the state in which the party member's queststate must be in order to be considered.
- * @return L2PcInstance: L2PcInstance for a random party member that matches the specified
- * condition, or null if no match. If the var is null, any random party
- * member is returned (i.e. no condition is applied).
- */
- public L2PcInstance getRandomPartyMemberState(L2PcInstance player, byte state)
- {
- // if no valid player instance is passed, there is nothing to check...
- if (player == null)
- return null;
-
- // normal cases...if the player is not in a partym check the player's state
- QuestState temp = null;
- L2Party party = player.getParty();
- // if this player is not in a party, just check if this player instance matches the conditions itself
- if ( (party == null) || (party.getPartyMembers().size()==0) )
- {
- 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)
- FastList<L2PcInstance> candidates = new FastList<L2PcInstance>();
- // get the target for enforcing distance limitations.
- L2Object target = player.getTarget();
- if (target == null) target = player;
-
- for(L2PcInstance partyMember: party.getPartyMembers())
- {
- 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.size()==0)
- return null;
-
- // if a match was found from the party, return one of them at random.
- return candidates.get( Rnd.get(candidates.size()) );
- }
- /**
- * Show HTML file to client
- * @param fileName
- * @return String : message sent to client
- */
- public String showHtmlFile(L2PcInstance player, String fileName)
- {
- String questId = getName();
- //Create handler to file linked to the quest
- String directory = getDescr().toLowerCase();
- String content = HtmCache.getInstance().getHtm("data/scripts/" + directory + "/" + questId + "/"+fileName);
-
- if (content == null)
- content = HtmCache.getInstance().getHtmForce("data/scripts/quests/"+questId+"/"+fileName);
- if (player != null && player.getTarget() != null)
- content = content.replaceAll("%objectId%", String.valueOf(player.getTarget().getObjectId()));
- //Send message to client if message not empty
- if (content != null)
- {
- NpcHtmlMessage npcReply = new NpcHtmlMessage(5);
- npcReply.setHtml(content);
- npcReply.replace("%playername%", player.getName());
- player.sendPacket(npcReply);
- player.sendPacket(ActionFailed.STATIC_PACKET);
- }
-
- return content;
- }
-
- // =========================================================
- // QUEST SPAWNS
- // =========================================================
- public class DeSpawnScheduleTimerTask implements Runnable
- {
- L2NpcInstance _npc = null;
- public DeSpawnScheduleTimerTask(L2NpcInstance npc)
- {
- _npc = npc;
- }
-
- public void run()
- {
- _npc.onDecay();
- }
- }
- // Method - Public
- /**
- * Add a temporary (quest) spawn
- * Return instance of newly spawned npc
- */
- public L2NpcInstance addSpawn(int npcId, L2Character cha)
- {
- return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, false);
- }
- /**
- * Add a temporary (quest) spawn
- * Return instance of newly spawned npc
- * with summon animation
- */
- public L2NpcInstance addSpawn(int npcId, L2Character cha, boolean isSummonSpawn)
- {
- return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, isSummonSpawn);
- }
- public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffSet, int despawnDelay)
- {
- return addSpawn(npcId, x, y, z, heading, randomOffSet, despawnDelay, false);
- }
- public L2NpcInstance addSpawn(int npcId, int x, int y, int z,int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn)
- {
- L2NpcInstance result = null;
- try
- {
- L2NpcTemplate template = NpcTable.getInstance().getTemplate(npcId);
- if (template != null)
- {
- // Sometimes, even if the quest script specifies some xyz (for example npc.getX() etc) by the time the code
- // reaches here, xyz have become 0! Also, a questdev might have purposely set xy to 0,0...however,
- // the spawn code is coded such that if x=y=0, it looks into location for the spawn loc! This will NOT work
- // with quest spawns! For both of the above cases, we need a fail-safe spawn. For this, we use the
- // default spawn location, which is at the player's loc.
- if ((x == 0) && (y == 0))
- {
- _log.log(Level.SEVERE, "Failed to adjust bad locks for quest spawn! Spawn aborted!");
- return null;
- }
- if (randomOffset)
- {
- int offset;
- offset = Rnd.get(2); // Get the direction of the offset
- if (offset == 0) {offset = -1;} // make offset negative
- offset *= Rnd.get(50, 100);
- x += offset;
- offset = Rnd.get(2); // Get the direction of the offset
- if (offset == 0) {offset = -1;} // make offset negative
- offset *= Rnd.get(50, 100);
- y += offset;
- }
- L2Spawn spawn = new L2Spawn(template);
- spawn.setHeading(heading);
- spawn.setLocx(x);
- spawn.setLocy(y);
- spawn.setLocz(z+20);
- spawn.stopRespawn();
- result = spawn.spawnOne(isSummonSpawn);
- if (despawnDelay > 0)
- ThreadPoolManager.getInstance().scheduleGeneral(new DeSpawnScheduleTimerTask(result), despawnDelay);
-
- return result;
- }
- }
- catch (Exception e1)
- {
- _log.warning("Could not spawn Npc " + npcId);
- }
-
- return null;
- }
-
- public int[] getRegisteredItemIds()
- {
- return questItemIds;
- }
- /**
- * @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptName()
- */
- @Override
- public String getScriptName()
- {
- return this.getName();
- }
- /**
- * @see net.sf.l2j.gameserver.scripting.ManagedScript#setActive(boolean)
- */
- @Override
- public void setActive(boolean status)
- {
- // TODO implement me
- }
-
- /**
- * @see net.sf.l2j.gameserver.scripting.ManagedScript#reload()
- */
- @Override
- public boolean reload()
- {
- unload();
- return super.reload();
- }
- /**
- * @see net.sf.l2j.gameserver.scripting.ManagedScript#unload()
- */
- @Override
- public boolean unload()
- {
- this.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 (FastList<QuestTimer> timers : _allEventTimers.values())
- for(QuestTimer timer :timers)
- timer.cancel();
- _allEventTimers.clear();
- return QuestManager.getInstance().removeQuest(this);
- }
- /**
- * @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptManager()
- */
- @Override
- public ScriptManager<?> getScriptManager()
- {
- return QuestManager.getInstance();
- }
- }
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