// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/socket.h" #include "../common/malloc.h" #include "../common/nullpo.h" #include "../common/showmsg.h" #include "../common/strlib.h" #include "map.h" #include "pc.h" #include "party.h" #include "quest.h" #include "chrif.h" #include /** * 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); //@TODO[Haru]: Is this necessary? Does quest_send_mission not take care of this? for( i = 0; i < sd->avail_quests; i++ ) 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); //The character has some completed quests, make room before them so that they will stay at the end of the array if( sd->avail_quests != sd->num_quests ) 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( save_settings&CHARSAVE_QUEST ) 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( save_settings&CHARSAVE_QUEST ) 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( save_settings&CHARSAVE_QUEST ) 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, party; nullpo_ret(bl); nullpo_ret(sd = (struct map_session_data *)bl); party = va_arg(ap,int); mob = va_arg(ap,int); if( !sd->avail_quests ) return 0; if( sd->status.party_id != party ) return 0; quest_update_objective(sd, mob); 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) { 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 && 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). * @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 * @author [Inkfish] */ int quest_update_status(TBL_PC *sd, int quest_id, enum quest_state status) { 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 = status; sd->save_quest = true; if( status < Q_COMPLETE ) { clif_quest_update_status(sd, quest_id, status == Q_ACTIVE); 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( save_settings&CHARSAVE_QUEST ) 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) { const char* dbsubpath[] = { "", DBIMPORT"/", }; int f; for (f = 0; f < ARRAYLENGTH(dbsubpath); f++) { FILE *fp; char line[1024]; int i, count = 0; char *str[20], *p, *np; char filename[256]; struct quest_db entry; sprintf(filename, "%s/%s%s", db_path, dbsubpath[f], "quest_db.txt"); if( (fp = fopen(filename, "r")) == NULL ) { if (f == 0) ShowError("Can't read %s\n", filename); 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, filename); } 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 sd : Character's data * @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. */ void do_init_quest(void) { quest_read_db(); } /** * Finalizes the quest interface before shutdown. */ void do_final_quest(void) { memset(&quest_dummy, 0, sizeof(quest_dummy)); quest_clear_db(); } /** * Reloads the quest database. */ void do_reload_quest(void) { memset(&quest_dummy, 0, sizeof(quest_dummy)); quest_clear_db(); quest_read_db(); //Update quest data for players, to ensure no entries about removed quests are left over. map_foreachpc(&quest_reload_check_sub); }