// 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 #include #include #include #include #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; }