/** * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * * Copyright (C) 2012-2018 Hercules Dev Team * Copyright (C) Athena Dev Teams * * Hercules 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 . */ #define HERCULES_CORE #include "quest.h" #include "map/battle.h" #include "map/chrif.h" #include "map/clif.h" #include "map/homunculus.h" #include "map/intif.h" #include "map/itemdb.h" #include "map/log.h" #include "map/map.h" #include "map/mercenary.h" #include "map/mob.h" #include "map/npc.h" #include "map/party.h" #include "map/pc.h" #include "map/script.h" #include "map/unit.h" #include "common/cbasetypes.h" #include "common/conf.h" #include "common/memmgr.h" #include "common/nullpo.h" #include "common/random.h" #include "common/showmsg.h" #include "common/socket.h" #include "common/strlib.h" #include "common/timer.h" #include "common/utils.h" #include #include #include #include #include static struct quest_interface quest_s; static struct quest_db *db_data[MAX_QUEST_DB]; ///< Quest database struct quest_interface *quest; /** * Searches a quest by ID. * * @param quest_id ID to lookup * @return Quest entry (equals to &quest->dummy if the ID is invalid) */ static 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) */ static int quest_pc_login(struct map_session_data *sd) { #if PACKETVER < 20141022 int i; #endif nullpo_retr(1, sd); if(sd->avail_quests == 0) return 1; clif->quest_send_list(sd); #if PACKETVER < 20141022 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]); } #endif 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. * @param time_limit Custom time, in UNIX epoch, for this quest * @return 0 in case of success, nonzero otherwise */ static int quest_add(struct map_session_data *sd, int quest_id, unsigned int time_limit) { int n; struct quest_db *qi = quest->db(quest_id); nullpo_retr(-1, sd); 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 Assert_retr(-1, sd->avail_quests <= sd->num_quests); 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 (time_limit != 0) sd->quest_log[n].time = time_limit; else if (qi->time != 0) 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]); #if PACKETVER >= 20150513 clif->quest_notify_objective(sd, &sd->quest_log[n]); #else clif->quest_update_objective(sd, &sd->quest_log[n]); #endif quest->questinfo_refresh(sd); if ((map->save_settings & 64) != 0) 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 */ static int quest_change(struct map_session_data *sd, int qid1, int qid2) { int i; struct quest_db *qi = quest->db(qid2); nullpo_retr(-1, sd); 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]); #if PACKETVER >= 20150513 clif->quest_notify_objective(sd, &sd->quest_log[i]); #else clif->quest_update_objective(sd, &sd->quest_log[i]); #endif quest->questinfo_refresh(sd); 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 */ static int quest_delete(struct map_session_data *sd, int quest_id) { int i; nullpo_retr(-1, sd); //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); quest->questinfo_refresh(sd); 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 */ static int quest_update_objective_sub(struct block_list *bl, va_list ap) { struct map_session_data *sd = NULL; int party_id = va_arg(ap, int); int mob_id = va_arg(ap, int); nullpo_ret(bl); Assert_ret(bl->type == BL_PC); sd = BL_UCAST(BL_PC, bl); 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, including the handling of quest-granted drops. * * @param sd Character's data * @param mob_id Monster ID */ static void quest_update_objective(struct map_session_data *sd, int mob_id) { int i,j; nullpo_retv(sd); 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->objectives_count; j++) { if (qi->objectives[j].mob == mob_id && sd->quest_log[i].count[j] < qi->objectives[j].count) { sd->quest_log[i].count[j]++; sd->save_quest = true; clif->quest_update_objective(sd, &sd->quest_log[i]); } } // process quest-granted extra drop bonuses for (j = 0; j < qi->dropitem_count; j++) { struct quest_dropitem *dropitem = &qi->dropitem[j]; struct item item; struct item_data *data = NULL; int temp; if (dropitem->mob_id != 0 && dropitem->mob_id != mob_id) continue; // TODO: Should this be affected by server rates? if (rnd()%10000 >= dropitem->rate) continue; if (!(data = itemdb->exists(dropitem->nameid))) continue; memset(&item,0,sizeof(item)); item.nameid = dropitem->nameid; item.identify = itemdb->isidentified2(data); item.amount = 1; if((temp = pc->additem(sd, &item, 1, LOG_TYPE_QUEST)) != 0) { // TODO: We might want a new log type here? // Failed to obtain the item clif->additem(sd, 0, 0, temp); } } } } /** * 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 */ static int quest_update_status(struct map_session_data *sd, int quest_id, enum quest_state qs) { int i; nullpo_retr(-1, sd); 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); quest->questinfo_refresh(sd); 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 */ static int quest_check(struct map_session_data *sd, int quest_id, enum quest_check_type type) { int i; nullpo_retr(-1, sd); 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, qi->objectives_count, j, sd->quest_log[i].count[j] < qi->objectives[j].count); if (j == qi->objectives_count) return 2; if (sd->quest_log[i].time < (unsigned int)time(NULL)) return 1; } return 0; default: ShowError("quest_check_quest: Unknown parameter %u", type); break; } return -1; } /** * Reads and parses an entry from the quest_db. * * @param cs The config setting containing the entry. * @param n The sequential index of the current config setting. * @param source The source configuration file. * @return The parsed quest entry. * @retval NULL in case of errors. */ static struct quest_db *quest_read_db_sub(struct config_setting_t *cs, int n, const char *source) { struct quest_db *entry = NULL; struct config_setting_t *t = NULL; int i32 = 0, quest_id; const char *str = NULL; nullpo_retr(NULL, cs); /* * Id: Quest ID [int] * Name: Quest Name [string] * TimeLimit: Time Limit (seconds) [int, optional] * Targets: ( [array, optional] * { * MobId: Mob ID [int] * Count: [int] * }, * ... (can repeated up to MAX_QUEST_OBJECTIVES times) * ) * Drops: ( * { * ItemId: Item ID to drop [int] * Rate: Drop rate [int] * MobId: Mob ID to match [int, optional] * }, * ... (can be repeated) * ) */ if (!libconfig->setting_lookup_int(cs, "Id", &quest_id)) { ShowWarning("quest_read_db: Missing id in \"%s\", entry #%d, skipping.\n", source, n); return NULL; } if (quest_id < 0 || quest_id >= MAX_QUEST_DB) { ShowWarning("quest_read_db: Invalid quest ID '%d' in \"%s\", entry #%d (min: 0, max: %d), skipping.\n", quest_id, source, n, MAX_QUEST_DB); return NULL; } if (!libconfig->setting_lookup_string(cs, "Name", &str) || !*str) { ShowWarning("quest_read_db_sub: Missing Name in quest %d of \"%s\", skipping.\n", quest_id, source); return NULL; } CREATE(entry, struct quest_db, 1); entry->id = quest_id; //safestrncpy(entry->name, str, sizeof(entry->name)); if (libconfig->setting_lookup_int(cs, "TimeLimit", &i32)) // This is an unsigned value, do not check for >= 0 entry->time = (unsigned int)i32; if ((t=libconfig->setting_get_member(cs, "Targets")) && config_setting_is_list(t)) { int i, len = libconfig->setting_length(t); for (i = 0; i < len && entry->objectives_count < MAX_QUEST_OBJECTIVES; i++) { // Note: We ensure that objectives_count < MAX_QUEST_OBJECTIVES because // quest_log (as well as the client) expect this maximum size. struct config_setting_t *tt = libconfig->setting_get_elem(t, i); int mob_id = 0, count = 0; if (!tt) break; if (!config_setting_is_group(tt)) continue; if (!libconfig->setting_lookup_int(tt, "MobId", &mob_id) || mob_id <= 0) continue; if (!libconfig->setting_lookup_int(tt, "Count", &count) || count <= 0) continue; RECREATE(entry->objectives, struct quest_objective, ++entry->objectives_count); entry->objectives[entry->objectives_count-1].mob = mob_id; entry->objectives[entry->objectives_count-1].count = count; } } if ((t=libconfig->setting_get_member(cs, "Drops")) && config_setting_is_list(t)) { int i, len = libconfig->setting_length(t); for (i = 0; i < len; i++) { struct config_setting_t *tt = libconfig->setting_get_elem(t, i); int mob_id = 0, nameid = 0, rate = 0; if (!tt) break; if (!config_setting_is_group(tt)) continue; if (!libconfig->setting_lookup_int(tt, "MobId", &mob_id)) mob_id = 0; // Zero = any monster if (mob_id < 0) continue; if (!libconfig->setting_lookup_int(tt, "ItemId", &nameid) || !itemdb->exists(nameid)) continue; if (!libconfig->setting_lookup_int(tt, "Rate", &rate) || rate <= 0) continue; RECREATE(entry->dropitem, struct quest_dropitem, ++entry->dropitem_count); entry->dropitem[entry->dropitem_count-1].mob_id = mob_id; entry->dropitem[entry->dropitem_count-1].nameid = nameid; entry->dropitem[entry->dropitem_count-1].rate = rate; } } return entry; } /** * Loads quests from the quest db. * * @return Number of loaded quests, or -1 if the file couldn't be read. */ static int quest_read_db(void) { char filepath[256]; struct config_t quest_db_conf; struct config_setting_t *qdb = NULL, *q = NULL; int i = 0, count = 0; const char *filename = "quest_db.conf"; safesnprintf(filepath, 256, "%s/%s", map->db_path, filename); if (!libconfig->load_file(&quest_db_conf, filepath)) return -1; if ((qdb = libconfig->setting_get_member(quest_db_conf.root, "quest_db")) == NULL) { ShowError("can't read %s\n", filepath); return -1; } while ((q = libconfig->setting_get_elem(qdb, i++))) { struct quest_db *entry = quest->read_db_sub(q, i-1, filepath); if (!entry) continue; if (quest->db_data[entry->id] != NULL) { ShowWarning("quest_read_db: Duplicate quest %d.\n", entry->id); if (quest->db_data[entry->id]->dropitem) aFree(quest->db_data[entry->id]->dropitem); if (quest->db_data[entry->id]->objectives) aFree(quest->db_data[entry->id]->objectives); aFree(quest->db_data[entry->id]); } quest->db_data[entry->id] = entry; count++; } libconfig->destroy(&quest_db_conf); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filepath); return count; } /** * 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 */ static 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. */ static void quest_clear_db(void) { int i; for (i = 0; i < MAX_QUEST_DB; i++) { if (quest->db_data[i]) { if (quest->db_data[i]->objectives) aFree(quest->db_data[i]->objectives); if (quest->db_data[i]->dropitem) aFree(quest->db_data[i]->dropitem); aFree(quest->db_data[i]); quest->db_data[i] = NULL; } } } /* * Limit the questinfo icon id to avoid client problems */ static int quest_questinfo_validate_icon(int icon) { #if PACKETVER >= 20170315 if (icon < 0 || (icon > 10 && icon != 9999)) icon = 9999; #elif PACKETVER >= 20120410 if (icon < 0 || (icon > 8 && icon != 9999) || icon == 7) icon = 9999; // Default to nothing if icon id is invalid. #else if (icon < 0 || icon > 7) icon = 0; else icon = icon + 1; #endif return icon; } /** * Refresh the questinfo bubbles on the player map. * * @param sd session data. * @param qi questinfo data. * */ static void quest_questinfo_refresh(struct map_session_data *sd) { nullpo_retv(sd); for (int i = 0; i < VECTOR_LENGTH(map->list[sd->bl.m].qi_list); i++) { struct npc_data *nd = &VECTOR_INDEX(map->list[sd->bl.m].qi_list, i); int j; ARR_FIND(0, VECTOR_LENGTH(nd->qi_data), j, quest->questinfo_validate(sd, &VECTOR_INDEX(nd->qi_data, j)) == true); if (j != VECTOR_LENGTH(nd->qi_data)) { struct questinfo *qi = &VECTOR_INDEX(nd->qi_data, j); clif->quest_show_event(sd, &nd->bl, qi->icon, qi->color); } else { #if PACKETVER >= 20120410 clif->quest_show_event(sd, &nd->bl, 9999, 0); #else clif->quest_show_event(sd, &nd->bl, 0, 0); #endif } } } /** * Validate all possible conditions required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if conditions are correct. * @retval false if one condition or more are in-correct. */ static bool quest_questinfo_validate(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (qi->hasJob && quest->questinfo_validate_job(sd, qi) == false) return false; if (qi->sex_enabled && quest->questinfo_validate_sex(sd, qi) == false) return false; if ((qi->base_level.min != 0 || qi->base_level.max != 0) && quest->questinfo_validate_baselevel(sd, qi) == false) return false; if ((qi->job_level.min != 0 || qi->job_level.max != 0) && quest->questinfo_validate_joblevel(sd, qi) == false) return false; if (VECTOR_LENGTH(qi->items) > 0 && quest->questinfo_validate_items(sd, qi) == false) return false; if (qi->homunculus.level != 0 && quest->questinfo_validate_homunculus_level(sd, qi) == false) return false; if (qi->homunculus.class_ != 0 && quest->questinfo_validate_homunculus_type(sd, qi) == false) return false; if (VECTOR_LENGTH(qi->quest_requirement) > 0 && quest->questinfo_validate_quests(sd, qi) == false) return false; if (qi->mercenary_class != 0 && quest->questinfo_validate_mercenary_class(sd, qi) == false) return false; return true; } /** * Validate job required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player job is matching the required. * @retval false if player job is NOT matching the required. */ static bool quest_questinfo_validate_job(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->status.class == qi->job) return true; return false; } /** * Validate sex required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player sex is matching the required. * @retval false if player sex is NOT matching the required. */ static bool quest_questinfo_validate_sex(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->status.sex == qi->sex) return true; return false; } /** * Validate base level required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player base level is included in the required level range. * @retval false if player base level is NOT included in the required level range. */ static bool quest_questinfo_validate_baselevel(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->status.base_level >= qi->base_level.min && sd->status.base_level <= qi->base_level.max) return true; return false; } /** * Validate job level required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player job level is included in the required level range. * @retval false if player job level is NOT included in the required level range. */ static bool quest_questinfo_validate_joblevel(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->status.job_level >= qi->job_level.min && sd->status.job_level <= qi->job_level.max) return true; return false; } /** * Validate items list required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player have all the items required. * @retval false if player is missing one or more of the items required. */ static bool quest_questinfo_validate_items(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); for (int i = 0; i < VECTOR_LENGTH(qi->items); i++) { struct questinfo_itemreq *item = &VECTOR_INDEX(qi->items, i); int count = 0; for (int j = 0; j < sd->status.inventorySize; j++) { if (sd->status.inventory[j].nameid == item->nameid) count += sd->status.inventory[j].amount; } if (count < item->min || count > item->max) return false; } return true; } /** * Validate minimal homunculus level required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if homunculus level >= the required value. * @retval false if homunculus level smaller than the required value. */ static bool quest_questinfo_validate_homunculus_level(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->hd == NULL) return false; if (!homun_alive(sd->hd)) return false; if (sd->hd->homunculus.level < qi->homunculus.level) return false; return true; } /** * Validate homunculus type required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player's homunculus is matching the required. * @retval false if player's homunculus is NOT matching the required. */ static bool quest_questinfo_validate_homunculus_type(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->hd == NULL) return false; if (!homun_alive(sd->hd)) return false; if (homun->class2type(sd->hd->homunculus.class_) != qi->homunculus_type) return false; return true; } /** * Validate quest list required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player have all the quests required. * @retval false if player is missing one or more of the quests required. */ static bool quest_questinfo_validate_quests(struct map_session_data *sd, struct questinfo *qi) { int i; nullpo_retr(false, sd); nullpo_retr(false, qi); for (i = 0; i < VECTOR_LENGTH(qi->quest_requirement); i++) { struct questinfo_qreq *quest_requirement = &VECTOR_INDEX(qi->quest_requirement, i); int quest_progress = quest->check(sd, quest_requirement->id, HAVEQUEST); if (quest_progress == -1) quest_progress = 0; else if (quest_progress == 0 || quest_progress == 1) quest_progress = 1; else quest_progress = 2; if (quest_progress != quest_requirement->state) return false; } return true; } /** * Validate mercenary class required for the questinfo * * @param sd session data. * @param qi questinfo data. * * @retval true if player have a mercenary with the given class. * @retval false if player does NOT have a mercenary with the given class. */ static bool quest_questinfo_validate_mercenary_class(struct map_session_data *sd, struct questinfo *qi) { nullpo_retr(false, sd); nullpo_retr(false, qi); if (sd->md == NULL) return false; if (sd->md->mercenary.class_ != qi->mercenary_class) return false; return true; } /** * Initializes the quest interface. * * @param minimal Run in minimal mode (skips most of the loading) */ static void do_init_quest(bool minimal) { if (minimal) return; quest->read_db(); } /** * Finalizes the quest interface before shutdown. */ static void do_final_quest(void) { quest->clear(); } /** * Reloads the quest database. */ static 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; quest->db_data = db_data; 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; quest->read_db_sub = quest_read_db_sub; quest->questinfo_validate_icon = quest_questinfo_validate_icon; quest->questinfo_refresh = quest_questinfo_refresh; quest->questinfo_validate = quest_questinfo_validate; quest->questinfo_validate_job = quest_questinfo_validate_job; quest->questinfo_validate_sex = quest_questinfo_validate_sex; quest->questinfo_validate_baselevel = quest_questinfo_validate_baselevel; quest->questinfo_validate_joblevel = quest_questinfo_validate_joblevel; quest->questinfo_validate_items = quest_questinfo_validate_items; quest->questinfo_validate_homunculus_level = quest_questinfo_validate_homunculus_level; quest->questinfo_validate_homunculus_type = quest_questinfo_validate_homunculus_type; quest->questinfo_validate_quests = quest_questinfo_validate_quests; quest->questinfo_validate_mercenary_class = quest_questinfo_validate_mercenary_class; }