diff options
author | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
---|---|---|
committer | Happy <markaizer@gmail.com> | 2014-08-21 04:50:46 +0800 |
commit | f52e1007fe08c67003c0bc4c78231904dd3fd5cc (patch) | |
tree | 99907d827264e501774e58ab4630e41fa7103c02 /src/map/quest.c | |
parent | 2410110dece79b4598c12f1c953219f1d0d1904a (diff) | |
parent | 769b1d05aa5cfa8cddfe7d21b35d5c5e4da3bbd6 (diff) | |
download | hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.gz hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.bz2 hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.tar.xz hercules-f52e1007fe08c67003c0bc4c78231904dd3fd5cc.zip |
Merge pull request #1 from HerculesWS/master
Update from original
Diffstat (limited to 'src/map/quest.c')
-rw-r--r-- | src/map/quest.c | 528 |
1 files changed, 355 insertions, 173 deletions
diff --git a/src/map/quest.c b/src/map/quest.c index b56088886..b76d6bc82 100644 --- a/src/map/quest.c +++ b/src/map/quest.c @@ -1,246 +1,305 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL -// For more information, see LICENCE in the main folder +// Copyright (c) Hercules Dev Team, licensed under GNU GPL. +// See the LICENSE file +// Portions Copyright (c) Athena Dev Teams -#include "../common/cbasetypes.h" -#include "../common/socket.h" -#include "../common/timer.h" -#include "../common/malloc.h" -#include "../common/nullpo.h" -#include "../common/showmsg.h" -#include "../common/strlib.h" -#include "../common/utils.h" +#define HERCULES_CORE -#include "map.h" -#include "pc.h" -#include "npc.h" -#include "itemdb.h" -#include "script.h" -#include "intif.h" -#include "battle.h" -#include "mob.h" -#include "party.h" -#include "unit.h" -#include "log.h" -#include "clif.h" #include "quest.h" -#include "intif.h" -#include "chrif.h" +#include <stdarg.h> #include <stdio.h> #include <stdlib.h> #include <string.h> -#include <stdarg.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 s_quest_db quest_db[MAX_QUEST_DB]; - +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]; +} -int quest_search_db(int 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; - ARR_FIND(0, MAX_QUEST_DB,i,quest_id == quest_db[i].id); - if( i == MAX_QUEST_DB ) - return -1; - - return i; -} - -//Send quest info on login -int quest_pc_login(TBL_PC * sd) -{ 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; } -int quest_add(TBL_PC * sd, int quest_id) -{ - - int i, j; - - if( sd->num_quests >= MAX_QUEST_DB ) - { - ShowError("quest_add: Character %d has got all the quests.(max quests: %d)\n", sd->status.char_id, MAX_QUEST_DB); - return 1; +/** + * 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 ) - { + 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; } - if( (j = quest_search_db(quest_id)) < 0 ) - { - ShowError("quest_add: quest %d not found in DB.\n", 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)); } - i = sd->avail_quests; - memmove(&sd->quest_log[i+1], &sd->quest_log[i], sizeof(struct quest)*(sd->num_quests-sd->avail_quests)); - memmove(sd->quest_index+i+1, sd->quest_index+i, sizeof(int)*(sd->num_quests-sd->avail_quests)); + memset(&sd->quest_log[n], 0, sizeof(struct quest)); - memset(&sd->quest_log[i], 0, sizeof(struct quest)); - sd->quest_log[i].quest_id = quest_db[j].id; - if( quest_db[j].time ) - sd->quest_log[i].time = (unsigned int)(time(NULL) + quest_db[j].time); - sd->quest_log[i].state = Q_ACTIVE; + 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->quest_index[i] = j; - sd->num_quests++; - sd->avail_quests++; sd->save_quest = true; - clif->quest_add(sd, &sd->quest_log[i], sd->quest_index[i]); + clif->quest_add(sd, &sd->quest_log[n]); + clif->quest_update_objective(sd, &sd->quest_log[n]); - if( iMap->save_settings&64 ) - chrif_save(sd,0); + if( map->save_settings&64 ) + chrif->save(sd,0); return 0; } -int quest_change(TBL_PC * sd, int qid1, int qid2) -{ - - int i, j; +/** + * 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( quest_check(sd, qid2, HAVEQUEST) >= 0 ) - { - ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2); + if( qi == &quest->dummy ) { + ShowError("quest_change: quest %d not found in DB.\n", 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); + 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( (j = quest_search_db(qid2)) < 0 ) - { - ShowError("quest_change: quest %d not found in DB.\n",qid2); + 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 quests %d.\n", sd->status.char_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 = quest_db[j].id; - if( quest_db[j].time ) - sd->quest_log[i].time = (unsigned int)(time(NULL) + quest_db[j].time); + 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->quest_index[i] = j; sd->save_quest = true; clif->quest_delete(sd, qid1); - clif->quest_add(sd, &sd->quest_log[i], sd->quest_index[i]); + clif->quest_add(sd, &sd->quest_log[i]); + clif->quest_update_objective(sd, &sd->quest_log[i]); - if( iMap->save_settings&64 ) - chrif_save(sd,0); + if( map->save_settings&64 ) + chrif->save(sd,0); return 0; } -int quest_delete(TBL_PC * sd, int quest_id) -{ +/** + * 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) - { + + 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( sd->num_quests-- < MAX_QUEST_DB && sd->quest_log[i+1].quest_id ) - { + + 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)); - memmove(sd->quest_index+i, sd->quest_index+i+1, sizeof(int)*(sd->num_quests-i)); } - memset(&sd->quest_log[sd->num_quests], 0, sizeof(struct quest)); - sd->quest_index[sd->num_quests] = 0; + 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( iMap->save_settings&64 ) - chrif_save(sd,0); + if( map->save_settings&64 ) + chrif->save(sd,0); return 0; } -int quest_update_objective_sub(struct block_list *bl, va_list ap) -{ - struct map_session_data * sd; - int mob, party; +/** + * 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 = va_arg(ap,int); - mob = va_arg(ap,int); + party_id = va_arg(ap,int); + mob_id = va_arg(ap,int); if( !sd->avail_quests ) return 0; - if( sd->status.party_id != party ) + if( sd->status.party_id != party_id ) return 0; - quest_update_objective(sd, mob); + quest->update_objective(sd, mob_id); return 1; } -void quest_update_objective(TBL_PC * sd, int mob) { +/** + * 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++ ) { - if( sd->quest_log[i].state != Q_ACTIVE ) + struct quest_db *qi = NULL; + + if( sd->quest_log[i].state != Q_ACTIVE ) // Skip inactive quests continue; - for( j = 0; j < MAX_QUEST_OBJECTIVES; j++ ) - if( quest_db[sd->quest_index[i]].mob[j] == mob && sd->quest_log[i].count[j] < quest_db[sd->quest_index[i]].count[j] ) { + 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],sd->quest_index[i]); + clif->quest_update_objective(sd, &sd->quest_log[i]); } + } } } -int quest_update_status(TBL_PC * sd, int quest_id, quest_state status) { +/** + * 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; - //Only status of active and inactive quests can be updated. Completed quests can't (for now). [Inkfish] ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == quest_id); - if(i == sd->avail_quests) { + 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 = status; + sd->quest_log[i].state = qs; sd->save_quest = true; - if( status < Q_COMPLETE ) { - clif->quest_update_status(sd, quest_id, (bool)status); + if( qs < Q_COMPLETE ) { + clif->quest_update_status(sd, quest_id, qs == Q_ACTIVE ? true : false); return 0; } - if( i != (--sd->avail_quests) ) { + // 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)); @@ -249,13 +308,28 @@ int quest_update_status(TBL_PC * sd, int quest_id, quest_state status) { clif->quest_delete(sd, quest_id); - if( iMap->save_settings&64 ) - chrif_save(sd,0); + if( map->save_settings&64 ) + chrif->save(sd,0); return 0; } -int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) { +/** + * 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); @@ -267,18 +341,17 @@ int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) { 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 == 0 || sd->quest_log[i].state == 1 ) { - int j; - ARR_FIND(0, MAX_QUEST_OBJECTIVES, j, sd->quest_log[i].count[j] < quest_db[sd->quest_index[i]].count[j]); - if( j == MAX_QUEST_OBJECTIVES ) - return 2; - if( sd->quest_log[i].time < (unsigned int)time(NULL) ) - return 1; - return 0; - } else - return 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; @@ -287,72 +360,181 @@ int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) { 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,j,k = 0; - char *str[20],*p,*np; + int i, count = 0; + char *str[20], *p, *np; + struct quest_db entry; - sprintf(line, "%s/quest_db.txt", iMap->db_path); - if( (fp=fopen(line,"r"))==NULL ){ + 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 (k == MAX_QUEST_DB) { - ShowError("quest_read_db: Too many entries specified in %s/quest_db.txt!\n", iMap->db_path); - break; - } - - if(line[0]=='/' && line[1]=='/') + + while (fgets(line, sizeof(line), fp)) { + if (line[0]=='/' && line[1]=='/') continue; memset(str,0,sizeof(str)); - for( j = 0, p = line; j < 8; j++ ) { - if( ( np = strchr(p,',') ) != NULL ) { - str[j] = p; + 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) - continue; - else { + } else if (str[0] == NULL) { + break; + } else { ShowError("quest_read_db: insufficient columns in line %s\n", line); continue; } } - if(str[0]==NULL) + 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; + } - memset(&quest_db[k], 0, sizeof(quest_db[0])); + entry.time = atoi(str[1]); - quest_db[k].id = atoi(str[0]); - quest_db[k].time = atoi(str[1]); - - for( i = 0; i < MAX_QUEST_OBJECTIVES; i++ ) { - quest_db[k].mob[i] = atoi(str[2*i+2]); - quest_db[k].count[i] = atoi(str[2*i+3]); + 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( !quest_db[k].mob[i] || !quest_db[k].count[i] ) + if (!entry.mob[i] || !entry.count[i]) break; } - - quest_db[k].num_objectives = i; - k++; + 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", k, "quest_db.txt"); + ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, "quest_db.txt"); return 0; } -void do_init_quest(void) { - quest_read_db(); +/** + * 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) { - memset(&quest_db, 0, sizeof(quest_db)); - quest_read_db(); + 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; } |