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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 com.l2jserver.gameserver.model.quest;
- import java.sql.Connection;
- import java.sql.PreparedStatement;
- import java.sql.ResultSet;
- import java.util.Calendar;
- import java.util.Map;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- import javolution.util.FastMap;
- import com.l2jserver.L2DatabaseFactory;
- import com.l2jserver.gameserver.cache.HtmCache;
- import com.l2jserver.gameserver.instancemanager.QuestManager;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Npc;
- import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.itemcontainer.PcInventory;
- import com.l2jserver.gameserver.network.serverpackets.ExShowQuestMark;
- import com.l2jserver.gameserver.network.serverpackets.PlaySound;
- import com.l2jserver.gameserver.network.serverpackets.QuestList;
- import com.l2jserver.gameserver.network.serverpackets.TutorialCloseHtml;
- import com.l2jserver.gameserver.network.serverpackets.TutorialEnableClientEvent;
- import com.l2jserver.gameserver.network.serverpackets.TutorialShowHtml;
- import com.l2jserver.gameserver.network.serverpackets.TutorialShowQuestionMark;
- import com.l2jserver.gameserver.util.Util;
- /**
- * @author Luis Arias
- */
- public final class QuestState
- {
- protected static final Logger _log = Logger.getLogger(Quest.class.getName());
-
- /** Quest associated to the QuestState */
- private final String _questName;
-
- /** Player who engaged the quest */
- private final L2PcInstance _player;
-
- /** State of the quest */
- private byte _state;
-
- /** List of couples (variable for quest,value of the variable for quest) */
- private Map<String, String> _vars;
-
- /** boolean flag letting QuestStateManager know to exit quest when cleaning up */
- private boolean _isExitQuestOnCleanUp = false;
-
- /**
- * This enumerate represent the different quest types.
- */
- public static enum QuestType
- {
- REPEATABLE,
- ONE_TIME,
- DAILY
- }
-
- /**
- * Constructor of the QuestState : save the quest in the list of quests of the player.<BR/><BR/>
- *
- * <U><I>Actions :</U></I><BR/>
- * <LI>Save informations in the object QuestState created (Quest, Player, Completion, State)</LI>
- * <LI>Add the QuestState in the player's list of quests by using setQuestState()</LI>
- * <LI>Add drops gotten by the quest</LI>
- * <BR/>
- * @param quest : quest associated with the QuestState
- * @param player : L2PcInstance pointing out the player
- * @param state : state of the quest
- */
- QuestState(Quest quest, L2PcInstance player, byte state)
- {
- _questName = quest.getName();
- _player = player;
-
- // Save the state of the quest for the player in the player's list of quest onwed
- getPlayer().setQuestState(this);
-
- // set the state of the quest
- _state = state;
- }
-
- public String getQuestName()
- {
- return _questName;
- }
-
- /**
- * Return the quest
- * @return Quest
- */
- public Quest getQuest()
- {
- return QuestManager.getInstance().getQuest(_questName);
- }
-
- /**
- * Return the L2PcInstance
- * @return L2PcInstance
- */
- public L2PcInstance getPlayer()
- {
- return _player;
- }
-
- /**
- * Return the state of the quest
- * @return State
- */
- public byte getState()
- {
- return _state;
- }
-
- /**
- * Return true if quest just created, false otherwise
- * @return
- */
- public boolean isCreated()
- {
- return (getState() == State.CREATED);
- }
-
- /**
- * Return true if quest completed, false otherwise
- * @return boolean
- */
- public boolean isCompleted()
- {
- return (getState() == State.COMPLETED);
- }
-
- /**
- * Return true if quest started, false otherwise
- * @return boolean
- */
- public boolean isStarted()
- {
- return (getState() == State.STARTED);
- }
-
- /**
- * Return state of the quest after its initialization.<BR><BR>
- * <U><I>Actions :</I></U>
- * <LI>Remove drops from previous state</LI>
- * <LI>Set new state of the quest</LI>
- * <LI>Add drop for new state</LI>
- * <LI>Update information in database</LI>
- * <LI>Send packet QuestList to client</LI>
- * @param state
- * @return object
- */
- public Object setState(byte state)
- {
- // set new state if it is not already in that state
- if (_state != state)
- {
- final boolean newQuest = isCreated();
- _state = state;
-
- if (newQuest)
- Quest.createQuestInDb(this);
- else
- Quest.updateQuestInDb(this);
-
- getPlayer().sendPacket(new QuestList());
- }
- return state;
- }
-
- public Object setStateAndNotSave(byte state)
- {
- // set new state if it is not already in that state
- if (_state != state)
- {
- _state = state;
- getPlayer().sendPacket(new QuestList());
- }
- return state;
- }
-
- /**
- * Add parameter used in quests.
- * @param var : String pointing out the name of the variable for quest
- * @param val : String pointing out the value of the variable for quest
- * @return String (equal to parameter "val")
- */
- public String setInternal(String var, String val)
- {
- if (_vars == null)
- _vars = new FastMap<String, String>();
-
- if (val == null)
- val = "";
-
- _vars.put(var, val);
- return val;
- }
-
- /**
- * Return value of parameter "val" after adding the couple (var,val) in class variable "vars".<BR><BR>
- * <U><I>Actions :</I></U><BR>
- * <LI>Initialize class variable "vars" if is null</LI>
- * <LI>Initialize parameter "val" if is null</LI>
- * <LI>Add/Update couple (var,val) in class variable FastMap "vars"</LI>
- * <LI>If the key represented by "var" exists in FastMap "vars", the couple (var,val) is updated in the database. The key is known as
- * existing if the preceding value of the key (given as result of function put()) is not null.<BR>
- * If the key doesn't exist, the couple is added/created in the database</LI>
- * @param var : String indicating the name of the variable for quest
- * @param val : String indicating the value of the variable for quest
- * @return String (equal to parameter "val")
- */
- public String set(String var, String val)
- {
- if (_vars == null)
- _vars = new FastMap<String, String>();
-
- if (val == null)
- val = "";
-
- // FastMap.put() returns previous value associated with specified key, or null if there was no mapping for key.
- String old = _vars.put(var, val);
-
- if (old != null)
- Quest.updateQuestVarInDb(this, var, val);
- else
- Quest.createQuestVarInDb(this, var, val);
-
- if ("cond".equals(var))
- {
- try
- {
- int previousVal = 0;
- try
- {
- previousVal = Integer.parseInt(old);
- }
- catch (Exception ex)
- {
- previousVal = 0;
- }
- setCond(Integer.parseInt(val), previousVal);
- }
- catch (Exception e)
- {
- _log.log(Level.WARNING, getPlayer().getName() + ", " + getQuestName() + " cond [" + val + "] is not an integer. Value stored, but no packet was sent: " + e.getMessage(), e);
- }
- }
-
- return val;
- }
-
- /**
- * Internally handles the progression of the quest so that it is ready for sending
- * appropriate packets to the client<BR><BR>
- * <U><I>Actions :</I></U><BR>
- * <LI>Check if the new progress number resets the quest to a previous (smaller) step</LI>
- * <LI>If not, check if quest progress steps have been skipped</LI>
- * <LI>If skipped, prepare the variable completedStateFlags appropriately to be ready for sending to clients</LI>
- * <LI>If no steps were skipped, flags do not need to be prepared...</LI>
- * <LI>If the passed step resets the quest to a previous step, reset such that steps after the parameter are not
- * considered, while skipped steps before the parameter, if any, maintain their info</LI>
- * @param cond : int indicating the step number for the current quest progress (as will be shown to the client)
- * @param old : int indicating the previously noted step
- *
- * For more info on the variable communicating the progress steps to the client, please see
- */
- private void setCond(int cond, int old)
- {
- int completedStateFlags = 0; // initializing...
-
- // if there is no change since last setting, there is nothing to do here
- if (cond == old)
- return;
-
- // cond 0 and 1 do not need completedStateFlags. Also, if cond > 1, the 1st step must
- // always exist (i.e. it can never be skipped). So if cond is 2, we can still safely
- // assume no steps have been skipped.
- // Finally, more than 31 steps CANNOT be supported in any way with skipping.
- if (cond < 3 || cond > 31)
- {
- unset("__compltdStateFlags");
- }
- else
- completedStateFlags = getInt("__compltdStateFlags");
-
- // case 1: No steps have been skipped so far...
- if (completedStateFlags == 0)
- {
- // check if this step also doesn't skip anything. If so, no further work is needed
- // also, in this case, no work is needed if the state is being reset to a smaller value
- // in those cases, skip forward to informing the client about the change...
-
- // ELSE, if we just now skipped for the first time...prepare the flags!!!
- if (cond > (old + 1))
- {
- // set the most significant bit to 1 (indicates that there exist skipped states)
- // also, ensure that the least significant bit is an 1 (the first step is never skipped, no matter
- // what the cond says)
- completedStateFlags = 0x80000001;
-
- // since no flag had been skipped until now, the least significant bits must all
- // be set to 1, up until "old" number of bits.
- completedStateFlags |= ((1 << old) - 1);
-
- // now, just set the bit corresponding to the passed cond to 1 (current step)
- completedStateFlags |= (1 << (cond - 1));
- set("__compltdStateFlags", String.valueOf(completedStateFlags));
- }
- }
- // case 2: There were exist previously skipped steps
- else
- {
- // if this is a push back to a previous step, clear all completion flags ahead
- if (cond < old)
- {
- completedStateFlags &= ((1 << cond) - 1); // note, this also unsets the flag indicating that there exist skips
-
- //now, check if this resulted in no steps being skipped any more
- if (completedStateFlags == ((1 << cond) - 1))
- unset("__compltdStateFlags");
- else
- {
- // set the most significant bit back to 1 again, to correctly indicate that this skips states.
- // also, ensure that the least significant bit is an 1 (the first step is never skipped, no matter
- // what the cond says)
- completedStateFlags |= 0x80000001;
- set("__compltdStateFlags", String.valueOf(completedStateFlags));
- }
- }
- // if this moves forward, it changes nothing on previously skipped steps...so just mark this
- // state and we are done
- else
- {
- completedStateFlags |= (1 << (cond - 1));
- set("__compltdStateFlags", String.valueOf(completedStateFlags));
- }
- }
-
- // send a packet to the client to inform it of the quest progress (step change)
- QuestList ql = new QuestList();
- getPlayer().sendPacket(ql);
-
- int questId = getQuest().getQuestIntId();
- if (questId > 0 && questId < 19999 && cond > 0)
- getPlayer().sendPacket(new ExShowQuestMark(questId));
- }
-
- /**
- * Remove the variable of quest from the list of variables for the quest.<BR><BR>
- * <U><I>Concept : </I></U>
- * Remove the variable of quest represented by "var" from the class variable FastMap "vars" and from the database.
- * @param var : String designating the variable for the quest to be deleted
- * @return String pointing out the previous value associated with the variable "var"
- */
- public String unset(String var)
- {
- if (_vars == null)
- return null;
-
- String old = _vars.remove(var);
-
- if (old != null)
- Quest.deleteQuestVarInDb(this, var);
-
- return old;
- }
-
- /**
- * Insert (or Update) in the database variables that need to stay persistant for this player after a reboot.
- * This function is for storage of values that do not related to a specific quest but are
- * global for all quests. For example, player's can get only once the adena and XP reward for
- * the first class quests, but they can make more than one first class 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 final void saveGlobalQuestVar(String var, String value)
- {
- Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("REPLACE INTO character_quest_global_data (charId,var,value) VALUES (?,?,?)");
- statement.setInt(1, _player.getObjectId());
- statement.setString(2, var);
- statement.setString(3, value);
- statement.executeUpdate();
- statement.close();
- }
- catch (Exception e)
- {
- _log.log(Level.WARNING, "Could not insert player's global quest variable: " + e.getMessage(), e);
- }
- finally
- {
- L2DatabaseFactory.close(con);
- }
- }
-
- /**
- * Read from the database a previously saved variable for this quest.
- * Due to performance considerations, this function should best be used only when the quest is first loaded.
- * Subclasses of this class can define structures into which these loaded values can be saved.
- * However, on-demand usage of this function throughout the script is not prohibited, only not recommended.
- * Values read from this function were entered by calls to "saveGlobalQuestVar"
- * @param var : 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 getGlobalQuestVar(String var)
- {
- String result = "";
- Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("SELECT value FROM character_quest_global_data WHERE charId = ? AND var = ?");
- statement.setInt(1, _player.getObjectId());
- 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 player's global quest variable: " + e.getMessage(), e);
- }
- finally
- {
- L2DatabaseFactory.close(con);
- }
- return result;
- }
-
- /**
- * Permanently delete from the database one of the player's global quest variable that was previously saved.
- * @param var : String designating the name of the variable
- */
- public final void deleteGlobalQuestVar(String var)
- {
- Connection con = null;
- try
- {
- con = L2DatabaseFactory.getInstance().getConnection();
- PreparedStatement statement;
- statement = con.prepareStatement("DELETE FROM character_quest_global_data WHERE charId = ? AND var = ?");
- statement.setInt(1, _player.getObjectId());
- statement.setString(2, var);
- statement.executeUpdate();
- statement.close();
- }
- catch (Exception e)
- {
- _log.log(Level.WARNING, "could not delete player's global quest variable: " + e.getMessage(), e);
- }
- finally
- {
- L2DatabaseFactory.close(con);
- }
- }
-
- /**
- * Return the value of the variable of quest represented by "var"
- * @param var : name of the variable of quest
- * @return String
- */
- public String get(String var)
- {
- if (_vars == null)
- return null;
-
- return _vars.get(var);
- }
-
- /**
- * Return the value of the variable of quest represented by "var"
- * @param var : String designating the variable for the quest
- * @return int
- */
- public int getInt(String var)
- {
- if (_vars == null)
- return 0;
-
- final String variable = _vars.get(var);
- if (variable == null || variable.length() == 0)
- return 0;
-
- int varint = 0;
- try
- {
- varint = Integer.parseInt(variable);
- }
- catch (Exception e)
- {
- _log.log(Level.FINER, getPlayer().getName() + ": variable " + var + " isn't an integer: " + varint + " ! " + e.getMessage(), e);
- // if (Config.AUTODELETE_INVALID_QUEST_DATA)
- // exitQuest(true);
- }
-
- return varint;
- }
-
- /**
- * Add player to get notification of characters death
- * @param character : L2Character of the character to get notification of death
- */
- public void addNotifyOfDeath(L2Character character)
- {
- if (character == null || !(character instanceof L2PcInstance))
- return;
-
- ((L2PcInstance)character).addNotifyQuestOfDeath(this);
- }
-
- // TODO: This all remains because of backward compatibility should be cleared when all scripts been re-writen in java!
-
- /**
- * Return the quantity of one sort of item hold by the player
- * @param itemId : ID of the item wanted to be count
- * @return long
- */
- public long getQuestItemsCount(int itemId)
- {
- return getQuest().getQuestItemsCount(getPlayer(), itemId);
- }
-
- /**
- * @param itemId the item Id of the item you're looking for
- * @return true if item exists in player's inventory, false - if not
- */
- public boolean hasQuestItems(int itemId)
- {
- return getQuest().hasQuestItems(getPlayer(), itemId);
- }
-
- /**
- * Return the level of enchantment on the weapon of the player(Done specifically for weapon SA's)
- * @param itemId : ID of the item to check enchantment
- * @return int
- */
- public int getEnchantLevel(int itemId)
- {
- return getQuest().getEnchantLevel(getPlayer(), itemId);
- }
-
- /**
- * Give adena to the player
- * @param count
- * @param applyRates
- */
- public void giveAdena(long count, boolean applyRates)
- {
- giveItems(PcInventory.ADENA_ID, count, applyRates ? 0 : 1);
- }
-
- /**
- * Give reward to player using multiplier's
- * @param itemId
- * @param count
- */
- public void rewardItems(int itemId, long count)
- {
- getQuest().rewardItems(getPlayer(), itemId, count);
- }
-
- /**
- * Give item/reward to the player
- * @param itemId
- * @param count
- */
- public void giveItems(int itemId, long count)
- {
- giveItems(itemId, count, 0);
- }
-
- public void giveItems(int itemId, long count, int enchantlevel)
- {
- getQuest().giveItems(getPlayer(), itemId, count, enchantlevel);
- }
-
- public void giveItems(int itemId, long count, byte attributeId, int attributeLevel)
- {
- getQuest().giveItems(getPlayer(), itemId, count, attributeId, attributeLevel);
- }
-
- /**
- * Drop Quest item using Config.RATE_QUEST_DROP
- * @param itemId int Item Identifier of the item to be dropped
- * @param count (minCount, maxCount) long Quantity of items to be dropped
- * @param neededCount Quantity of items needed for quest
- * @param dropChance int Base chance of drop, same as in droplist
- * @param sound boolean indicating whether to play sound
- * @return boolean indicating whether player has requested number of items
- */
- public boolean dropQuestItems(int itemId, int count, long neededCount, int dropChance, boolean sound)
- {
- return dropQuestItems(itemId, count, count, neededCount, dropChance, sound);
- }
-
- public boolean dropQuestItems(int itemId, int minCount, int maxCount, long neededCount, int dropChance, boolean sound)
- {
- return getQuest().dropQuestItems(getPlayer(), itemId, minCount, maxCount, neededCount, dropChance, sound);
- }
-
- //TODO: More radar functions need to be added when the radar class is complete.
- // BEGIN STUFF THAT WILL PROBABLY BE CHANGED
- public void addRadar(int x, int y, int z)
- {
- getPlayer().getRadar().addMarker(x, y, z);
- }
-
- public void removeRadar(int x, int y, int z)
- {
- getPlayer().getRadar().removeMarker(x, y, z);
- }
-
- public void clearRadar()
- {
- getPlayer().getRadar().removeAllMarkers();
- }
-
- // END STUFF THAT WILL PROBABLY BE CHANGED
-
- /**
- * Remove items from player's inventory when talking to NPC in order to have rewards.<BR><BR>
- * <U><I>Actions :</I></U>
- * <LI>Destroy quantity of items wanted</LI>
- * <LI>Send new inventory list to player</LI>
- * @param itemId : Identifier of the item
- * @param count : Quantity of items to destroy
- */
- public void takeItems(int itemId, long count)
- {
- getQuest().takeItems(getPlayer(), itemId, count);
- }
-
- /**
- * Send a packet in order to play sound at client terminal
- * @param sound
- */
- public void playSound(String sound)
- {
- getQuest().playSound(getPlayer(), sound);
- }
-
- /**
- * Add XP and SP as quest reward
- * @param exp
- * @param sp
- */
- public void addExpAndSp(int exp, int sp)
- {
- getQuest().addExpAndSp(getPlayer(), exp, sp);
- }
-
- /**
- * @param loc
- * @return number of ticks from GameTimeController
- */
- public int getItemEquipped(int loc)
- {
- return getQuest().getItemEquipped(getPlayer(), loc);
- }
-
- /**
- * Return the number of ticks from the GameTimeController
- * @return int
- */
- public int getGameTicks()
- {
- return getQuest().getGameTicks();
- }
-
- /**
- * Return true if quest is to exited on clean up by QuestStateManager
- * @return boolean
- */
- public final boolean isExitQuestOnCleanUp()
- {
- return _isExitQuestOnCleanUp;
- }
-
- public void setIsExitQuestOnCleanUp(boolean isExitQuestOnCleanUp)
- {
- _isExitQuestOnCleanUp = isExitQuestOnCleanUp;
- }
-
- /**
- * Start a timer for quest.<BR><BR>
- * @param name The name of the timer. Will also be the value for event of onEvent
- * @param time The milisecond value the timer will elapse
- */
- public void startQuestTimer(String name, long time)
- {
- getQuest().startQuestTimer(name, time, null, getPlayer(), false);
- }
-
- public void startQuestTimer(String name, long time, L2Npc npc)
- {
- getQuest().startQuestTimer(name, time, npc, getPlayer(), false);
- }
-
- public void startRepeatingQuestTimer(String name, long time)
- {
- getQuest().startQuestTimer(name, time, null, getPlayer(), true);
- }
-
- public void startRepeatingQuestTimer(String name, long time, L2Npc npc)
- {
- getQuest().startQuestTimer(name, time, npc, getPlayer(), true);
- }
-
- /**
- * Return the QuestTimer object with the specified name
- * @param name
- * @return QuestTimer<BR> Return null if name does not exist
- */
- public final QuestTimer getQuestTimer(String name)
- {
- return getQuest().getQuestTimer(name, null, getPlayer());
- }
-
- /**
- * Add spawn for player instance
- * @param npcId
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId)
- {
- return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, 0);
- }
-
- public L2Npc addSpawn(int npcId, int despawnDelay)
- {
- return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, despawnDelay);
- }
-
- public L2Npc addSpawn(int npcId, int x, int y, int z)
- {
- return addSpawn(npcId, x, y, z, 0, false, 0);
- }
-
- /**
- * Add spawn for player instance
- * Will despawn after the spawn length expires
- * Uses player's coords and heading.
- * Adds a little randomization in the x y coords
- * @param npcId
- * @param cha
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId, L2Character cha)
- {
- return addSpawn(npcId, cha, true, 0);
- }
-
- public L2Npc addSpawn(int npcId, L2Character cha, int despawnDelay)
- {
- return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), true, despawnDelay);
- }
-
- /**
- * Add spawn for player instance
- * Will despawn after the spawn length expires
- * @param npcId
- * @param x
- * @param y
- * @param z
- * @param despawnDelay
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId, int x, int y, int z, int despawnDelay)
- {
- return addSpawn(npcId, x, y, z, 0, false, despawnDelay);
- }
-
- /**
- * Add spawn for player instance
- * Inherits coords and heading from specified L2Character instance.
- * It could be either the player, or any killed/attacked mob
- * @param npcId
- * @param cha
- * @param randomOffset
- * @param despawnDelay
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId, L2Character cha, boolean randomOffset, int despawnDelay)
- {
- return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), randomOffset, despawnDelay);
- }
-
- /**
- * Add spawn for player instance
- * @param npcId
- * @param x
- * @param y
- * @param z
- * @param heading
- * @param randomOffset
- * @param despawnDelay
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay)
- {
- return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, false);
- }
-
- /**
- * Add spawn for player instance
- * @param npcId
- * @param x
- * @param y
- * @param z
- * @param heading
- * @param randomOffset
- * @param despawnDelay
- * @param isSummonSpawn
- * @return object id of newly spawned npc
- */
- public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn)
- {
- return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn);
- }
-
- public String showHtmlFile(String fileName)
- {
- return getQuest().showHtmlFile(getPlayer(), fileName);
- }
-
- /**
- * @param type the type of the quest, {@link com.l2jserver.gameserver.model.quest.QuestState.QuestType}.
- * @return this quest state.
- */
- public QuestState exitQuest(QuestType type)
- {
- switch (type)
- {
- case REPEATABLE:
- case ONE_TIME:
- {
- exitQuest(type == QuestType.REPEATABLE);
- break;
- }
- case DAILY:
- {
- exitQuest(false);
- setRestartTime();
- break;
- }
- }
- return this;
- }
-
- /**
- * Destroy element used by quest when quest is exited
- * @param repeatable
- * @return QuestState
- */
- public QuestState exitQuest(boolean repeatable)
- {
- // remove this quest from the notifyDeath list of this character if its on this list
- _player.removeNotifyQuestOfDeath(this);
-
- if (isCompleted() || isCreated())
- return this;
-
- // Say quest is completed
- setState(State.COMPLETED);
-
- // Clean registered quest items
- int[] itemIdList = getQuest().getRegisteredItemIds();
- if (itemIdList != null)
- {
- for (int i = 0; i < itemIdList.length; i++)
- takeItems(itemIdList[i], -1);
- }
-
- // If quest is repeatable, delete quest from list of quest of the player and from database (quest CAN be created again => repeatable)
- if (repeatable)
- {
- getPlayer().delQuestState(getQuestName());
- Quest.deleteQuestInDb(this);
-
- _vars = null;
- }
- else
- {
- // Otherwise, delete variables for quest and update database (quest CANNOT be created again => not repeatable)
- if (_vars != null)
- {
- for (String var : _vars.keySet())
- unset(var);
- }
-
- Quest.updateQuestInDb(this);
- }
-
- return this;
- }
-
- public void showQuestionMark(int number)
- {
- getPlayer().sendPacket(new TutorialShowQuestionMark(number));
- }
-
- public void playTutorialVoice(String voice)
- {
- getPlayer().sendPacket(new PlaySound(2, voice, 0, 0, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ()));
- }
-
- public void showTutorialHTML(String html)
- {
- String text = HtmCache.getInstance().getHtm(getPlayer().getHtmlPrefix(), "data/scripts/quests/255_Tutorial/" + html);
- if (text == null)
- {
- _log.warning("missing html page data/scripts/quests/255_Tutorial/" + html);
- text = "<html><body>File data/scripts/quests/255_Tutorial/" + html + " not found or file is empty.</body></html>";
- }
- getPlayer().sendPacket(new TutorialShowHtml(text));
- }
-
- public void closeTutorialHtml()
- {
- getPlayer().sendPacket(new TutorialCloseHtml());
- }
-
- public void onTutorialClientEvent(int number)
- {
- getPlayer().sendPacket(new TutorialEnableClientEvent(number));
- }
-
- public void dropItem(L2MonsterInstance npc, L2PcInstance player, int itemId, int count)
- {
- npc.dropItem(player, itemId, count);
- }
-
- /**
- * Set the restart time for the daily quests.<br>
- * The time is hardcoded at {@link Quest#getResetHour()} hours, {@link Quest#getResetMinutes()} minutes of the following day.<br>
- * It can be overridden in scripts (quests).
- */
- public void setRestartTime()
- {
- final Calendar reDo = Calendar.getInstance();
- if (reDo.get(Calendar.HOUR_OF_DAY) >= getQuest().getResetHour())
- {
- reDo.add(Calendar.DATE, 1);
- }
- reDo.set(Calendar.HOUR_OF_DAY, getQuest().getResetHour());
- reDo.set(Calendar.MINUTE, getQuest().getResetMinutes());
- set("restartTime", String.valueOf(reDo.getTimeInMillis()));
- }
-
- /**
- * @return {@code true} if the quest is available, for example daily quests, {@code false} otherwise.
- */
- public boolean isNowAvailable()
- {
- final String val = get("restartTime");
- return ((val == null) || !Util.isDigit(val)) || (Long.parseLong(val) <= System.currentTimeMillis());
- }
- }
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