// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#define HERCULES_CORE
#include "quest.h"
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "battle.h"
#include "chrif.h"
#include "clif.h"
#include "intif.h"
#include "itemdb.h"
#include "log.h"
#include "map.h"
#include "mob.h"
#include "npc.h"
#include "party.h"
#include "pc.h"
#include "script.h"
#include "unit.h"
#include "../common/cbasetypes.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/timer.h"
#include "../common/utils.h"
struct quest_interface quest_s;
/**
* Searches a quest by ID.
*
* @param quest_id ID to lookup
* @return Quest entry (equals to &quest->dummy if the ID is invalid)
*/
struct quest_db *quest_db(int quest_id) {
if (quest_id < 0 || quest_id >= MAX_QUEST_DB || quest->db_data[quest_id] == NULL)
return &quest->dummy;
return quest->db_data[quest_id];
}
/**
* Sends quest info to the player on login.
*
* @param sd Player's data
* @return 0 in case of success, nonzero otherwise (i.e. the player has no quests)
*/
int quest_pc_login(TBL_PC *sd) {
int i;
if(sd->avail_quests == 0)
return 1;
clif->quest_send_list(sd);
clif->quest_send_mission(sd);
for( i = 0; i < sd->avail_quests; i++ ) {
// TODO[Haru]: is this necessary? Does quest_send_mission not take care of this?
clif->quest_update_objective(sd, &sd->quest_log[i]);
}
return 0;
}
/**
* Adds a quest to the player's list.
*
* New quest will be added as Q_ACTIVE.
*
* @param sd Player's data
* @param quest_id ID of the quest to add.
* @return 0 in case of success, nonzero otherwise
*/
int quest_add(TBL_PC *sd, int quest_id) {
int n;
struct quest_db *qi = quest->db(quest_id);
if( qi == &quest->dummy ) {
ShowError("quest_add: quest %d not found in DB.\n", quest_id);
return -1;
}
if( quest->check(sd, quest_id, HAVEQUEST) >= 0 ) {
ShowError("quest_add: Character %d already has quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
n = sd->avail_quests; // Insertion point
sd->num_quests++;
sd->avail_quests++;
RECREATE(sd->quest_log, struct quest, sd->num_quests);
if( sd->avail_quests != sd->num_quests ) {
// The character has some completed quests, make room before them so that they will stay at the end of the array
memmove(&sd->quest_log[n+1], &sd->quest_log[n], sizeof(struct quest)*(sd->num_quests-sd->avail_quests));
}
memset(&sd->quest_log[n], 0, sizeof(struct quest));
sd->quest_log[n].quest_id = qi->id;
if( qi->time )
sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
sd->quest_log[n].state = Q_ACTIVE;
sd->save_quest = true;
clif->quest_add(sd, &sd->quest_log[n]);
clif->quest_update_objective(sd, &sd->quest_log[n]);
if( map->save_settings&64 )
chrif->save(sd,0);
return 0;
}
/**
* Replaces a quest in a player's list with another one.
*
* @param sd Player's data
* @param qid1 Current quest to replace
* @param qid2 New quest to add
* @return 0 in case of success, nonzero otherwise
*/
int quest_change(TBL_PC *sd, int qid1, int qid2) {
int i;
struct quest_db *qi = quest->db(qid2);
if( qi == &quest->dummy ) {
ShowError("quest_change: quest %d not found in DB.\n", qid2);
return -1;
}
if( quest->check(sd, qid2, HAVEQUEST) >= 0 ) {
ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2);
return -1;
}
if( quest->check(sd, qid1, HAVEQUEST) < 0 ) {
ShowError("quest_change: Character %d doesn't have quest %d.\n", sd->status.char_id, qid1);
return -1;
}
ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == qid1);
if( i == sd->avail_quests ) {
ShowError("quest_change: Character %d has completed quest %d.\n", sd->status.char_id, qid1);
return -1;
}
memset(&sd->quest_log[i], 0, sizeof(struct quest));
sd->quest_log[i].quest_id = qi->id;
if( qi->time )
sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
sd->quest_log[i].state = Q_ACTIVE;
sd->save_quest = true;
clif->quest_delete(sd, qid1);
clif->quest_add(sd, &sd->quest_log[i]);
clif->quest_update_objective(sd, &sd->quest_log[i]);
if( map->save_settings&64 )
chrif->save(sd,0);
return 0;
}
/**
* Removes a quest from a player's list
*
* @param sd Player's data
* @param quest_id ID of the quest to remove
* @return 0 in case of success, nonzero otherwise
*/
int quest_delete(TBL_PC *sd, int quest_id) {
int i;
//Search for quest
ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
if(i == sd->num_quests) {
ShowError("quest_delete: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
if( sd->quest_log[i].state != Q_COMPLETE )
sd->avail_quests--;
if( i < --sd->num_quests ) {
// Compact the array
memmove(&sd->quest_log[i], &sd->quest_log[i+1], sizeof(struct quest)*(sd->num_quests-i));
}
if( sd->num_quests == 0 ) {
aFree(sd->quest_log);
sd->quest_log = NULL;
} else {
RECREATE(sd->quest_log, struct quest, sd->num_quests);
}
sd->save_quest = true;
clif->quest_delete(sd, quest_id);
if( map->save_settings&64 )
chrif->save(sd,0);
return 0;
}
/**
* Map iterator subroutine to update quest objectives for a party after killing a monster.
*
* @see map_foreachinrange
* @param ap Argument list, expecting:
* int Party ID
* int Mob ID
*/
int quest_update_objective_sub(struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int mob_id, party_id;
nullpo_ret(bl);
nullpo_ret(sd = (struct map_session_data *)bl);
party_id = va_arg(ap,int);
mob_id = va_arg(ap,int);
if( !sd->avail_quests )
return 0;
if( sd->status.party_id != party_id )
return 0;
quest->update_objective(sd, mob_id);
return 1;
}
/**
* Updates the quest objectives for a character after killing a monster.
*
* @param sd Character's data
* @param mob_id Monster ID
*/
void quest_update_objective(TBL_PC *sd, int mob_id) {
int i,j;
for( i = 0; i < sd->avail_quests; i++ ) {
struct quest_db *qi = NULL;
if( sd->quest_log[i].state != Q_ACTIVE ) // Skip inactive quests
continue;
qi = quest->db(sd->quest_log[i].quest_id);
for( j = 0; j < qi->num_objectives; j++ ) {
if( qi->mob[j] == mob_id && sd->quest_log[i].count[j] < qi->count[j] ) {
sd->quest_log[i].count[j]++;
sd->save_quest = true;
clif->quest_update_objective(sd, &sd->quest_log[i]);
}
}
}
}
/**
* Updates a quest's state.
*
* Only status of active and inactive quests can be updated. Completed quests can't (for now). [Inkfish]
*
* @param sd Character's data
* @param quest_id Quest ID to update
* @param qs New quest state
* @return 0 in case of success, nonzero otherwise
*/
int quest_update_status(TBL_PC *sd, int quest_id, enum quest_state qs) {
int i;
ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == quest_id);
if( i == sd->avail_quests ) {
ShowError("quest_update_status: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
sd->quest_log[i].state = qs;
sd->save_quest = true;
if( qs < Q_COMPLETE ) {
clif->quest_update_status(sd, quest_id, qs == Q_ACTIVE ? true : false);
return 0;
}
// The quest is complete, so it needs to be moved to the completed quests block at the end of the array.
if( i < (--sd->avail_quests) ) {
struct quest tmp_quest;
memcpy(&tmp_quest, &sd->quest_log[i],sizeof(struct quest));
memcpy(&sd->quest_log[i], &sd->quest_log[sd->avail_quests],sizeof(struct quest));
memcpy(&sd->quest_log[sd->avail_quests], &tmp_quest,sizeof(struct quest));
}
clif->quest_delete(sd, quest_id);
if( map->save_settings&64 )
chrif->save(sd,0);
return 0;
}
/**
* Queries quest information for a character.
*
* @param sd Character's data
* @param quest_id Quest ID
* @param type Check type
* @return -1 if the quest was not found, otherwise it depends on the type:
* HAVEQUEST: The quest's state
* PLAYTIME: 2 if the quest's timeout has expired
* 1 if the quest was completed
* 0 otherwise
* HUNTING: 2 if the quest has not been marked as completed yet, and its objectives have been fulfilled
* 1 if the quest's timeout has expired
* 0 otherwise
*/
int quest_check(TBL_PC *sd, int quest_id, enum quest_check_type type) {
int i;
ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
if( i == sd->num_quests )
return -1;
switch( type ) {
case HAVEQUEST:
return sd->quest_log[i].state;
case PLAYTIME:
return (sd->quest_log[i].time < (unsigned int)time(NULL) ? 2 : sd->quest_log[i].state == Q_COMPLETE ? 1 : 0);
case HUNTING:
if( sd->quest_log[i].state == Q_INACTIVE || sd->quest_log[i].state == Q_ACTIVE ) {
int j;
struct quest_db *qi = quest->db(sd->quest_log[i].quest_id);
ARR_FIND(0, MAX_QUEST_OBJECTIVES, j, sd->quest_log[i].count[j] < qi->count[j]);
if( j == MAX_QUEST_OBJECTIVES )
return 2;
if( sd->quest_log[i].time < (unsigned int)time(NULL) )
return 1;
}
return 0;
default:
ShowError("quest_check_quest: Unknown parameter %d",type);
break;
}
return -1;
}
/**
* Loads quests from the quest db.
*
* @return Number of loaded quests, or -1 if the file couldn't be read.
*/
int quest_read_db(void) {
// TODO[Haru] This duplicates some sv_readdb functionalities, and it would be
// nice if it could be replaced by it. The reason why it wasn't is probably
// because we need to accept commas (which is also used as delimiter) in the
// last field (quest name), and sv_readdb isn't capable of doing so.
FILE *fp;
char line[1024];
int i, count = 0;
char *str[20], *p, *np;
struct quest_db entry;
sprintf(line, "%s/quest_db.txt", map->db_path);
if ((fp=fopen(line,"r"))==NULL) {
ShowError("can't read %s\n", line);
return -1;
}
while (fgets(line, sizeof(line), fp)) {
if (line[0]=='/' && line[1]=='/')
continue;
memset(str,0,sizeof(str));
for (i = 0, p = line; i < 8; i++) {
if (( np = strchr(p,',') ) != NULL) {
str[i] = p;
*np = 0;
p = np + 1;
} else if (str[0] == NULL) {
break;
} else {
ShowError("quest_read_db: insufficient columns in line %s\n", line);
continue;
}
}
if (str[0] == NULL)
continue;
memset(&entry, 0, sizeof(entry));
entry.id = atoi(str[0]);
if (entry.id < 0 || entry.id >= MAX_QUEST_DB) {
ShowError("quest_read_db: Invalid quest ID '%d' in line '%s' (min: 0, max: %d.)\n", entry.id, line, MAX_QUEST_DB);
continue;
}
entry.time = atoi(str[1]);
for (i = 0; i < MAX_QUEST_OBJECTIVES; i++) {
entry.mob[i] = atoi(str[2*i+2]);
entry.count[i] = atoi(str[2*i+3]);
if (!entry.mob[i] || !entry.count[i])
break;
}
entry.num_objectives = i;
if (quest->db_data[entry.id] == NULL)
quest->db_data[entry.id] = aMalloc(sizeof(struct quest_db));
memcpy(quest->db_data[entry.id], &entry, sizeof(struct quest_db));
count++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, "quest_db.txt");
return 0;
}
/**
* Map iterator to ensures a player has no invalid quest log entries.
*
* Any entries that are no longer in the db are removed.
*
* @see map->foreachpc
* @param ap Ignored
*/
int quest_reload_check_sub(struct map_session_data *sd, va_list ap) {
int i, j;
nullpo_ret(sd);
j = 0;
for (i = 0; i < sd->num_quests; i++) {
struct quest_db *qi = quest->db(sd->quest_log[i].quest_id);
if (qi == &quest->dummy) { // Remove no longer existing entries
if (sd->quest_log[i].state != Q_COMPLETE) // And inform the client if necessary
clif->quest_delete(sd, sd->quest_log[i].quest_id);
continue;
}
if (i != j) {
// Move entries if there's a gap to fill
memcpy(&sd->quest_log[j], &sd->quest_log[i], sizeof(struct quest));
}
j++;
}
sd->num_quests = j;
ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].state == Q_COMPLETE);
sd->avail_quests = i;
return 1;
}
/**
* Clears the quest database for shutdown or reload.
*/
void quest_clear_db(void) {
int i;
for (i = 0; i < MAX_QUEST_DB; i++) {
if (quest->db_data[i]) {
aFree(quest->db_data[i]);
quest->db_data[i] = NULL;
}
}
}
/**
* Initializes the quest interface.
*
* @param minimal Run in minimal mode (skips most of the loading)
*/
void do_init_quest(bool minimal) {
if (minimal)
return;
quest->read_db();
}
/**
* Finalizes the quest interface before shutdown.
*/
void do_final_quest(void) {
quest->clear();
}
/**
* Reloads the quest database.
*/
void do_reload_quest(void) {
quest->clear();
quest->read_db();
// Update quest data for players, to ensure no entries about removed quests are left over.
map->foreachpc(&quest_reload_check_sub);
}
/**
* Initializes default values for the quest interface.
*/
void quest_defaults(void) {
quest = &quest_s;
memset(&quest->db, 0, sizeof(quest->db));
memset(&quest->dummy, 0, sizeof(quest->dummy));
/* */
quest->init = do_init_quest;
quest->final = do_final_quest;
quest->reload = do_reload_quest;
/* */
quest->db = quest_db;
quest->pc_login = quest_pc_login;
quest->add = quest_add;
quest->change = quest_change;
quest->delete = quest_delete;
quest->update_objective_sub = quest_update_objective_sub;
quest->update_objective = quest_update_objective;
quest->update_status = quest_update_status;
quest->check = quest_check;
quest->clear = quest_clear_db;
quest->read_db = quest_read_db;
}