
Align account_id and char_id to uint32 as this is the value they can be in DB. Remove src/test folder, unused Remove useless #include to speedup compilation.
512 lines
12 KiB
C
512 lines
12 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "../common/cbasetypes.h"
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#include "../common/socket.h"
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#include "../common/malloc.h"
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#include "../common/nullpo.h"
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#include "../common/showmsg.h"
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#include "../common/strlib.h"
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#include "map.h"
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#include "pc.h"
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#include "party.h"
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#include "quest.h"
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#include "chrif.h"
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#include <stdlib.h>
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/**
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* Searches a quest by ID.
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* @param quest_id : ID to lookup
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* @return Quest entry (equals to &quest_dummy if the ID is invalid)
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*/
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struct quest_db *quest_db(int quest_id)
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{
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if( quest_id < 0 || quest_id > MAX_QUEST_DB || quest_db_data[quest_id] == NULL )
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return &quest_dummy;
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return quest_db_data[quest_id];
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}
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/**
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* Sends quest info to the player on login.
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* @param sd : Player's data
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* @return 0 in case of success, nonzero otherwise (i.e. the player has no quests)
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*/
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int quest_pc_login(TBL_PC *sd)
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{
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int i;
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if( sd->avail_quests == 0 )
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return 1;
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clif_quest_send_list(sd);
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clif_quest_send_mission(sd);
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//@TODO[Haru]: Is this necessary? Does quest_send_mission not take care of this?
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for( i = 0; i < sd->avail_quests; i++ )
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clif_quest_update_objective(sd, &sd->quest_log[i]);
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return 0;
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}
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/**
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* Adds a quest to the player's list.
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* New quest will be added as Q_ACTIVE.
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* @param sd : Player's data
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* @param quest_id : ID of the quest to add.
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* @return 0 in case of success, nonzero otherwise
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*/
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int quest_add(TBL_PC *sd, int quest_id)
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{
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int n;
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struct quest_db *qi = quest_db(quest_id);
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if( qi == &quest_dummy ) {
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ShowError("quest_add: quest %d not found in DB.\n", quest_id);
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return -1;
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}
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if( quest_check(sd, quest_id, HAVEQUEST) >= 0 ) {
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ShowError("quest_add: Character %d already has quest %d.\n", sd->status.char_id, quest_id);
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return -1;
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}
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n = sd->avail_quests; //Insertion point
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sd->num_quests++;
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sd->avail_quests++;
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RECREATE(sd->quest_log, struct quest, sd->num_quests);
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//The character has some completed quests, make room before them so that they will stay at the end of the array
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if( sd->avail_quests != sd->num_quests )
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memmove(&sd->quest_log[n + 1], &sd->quest_log[n], sizeof(struct quest) * (sd->num_quests-sd->avail_quests));
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memset(&sd->quest_log[n], 0, sizeof(struct quest));
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sd->quest_log[n].quest_id = qi->id;
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if( qi->time )
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sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
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sd->quest_log[n].state = Q_ACTIVE;
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sd->save_quest = true;
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clif_quest_add(sd, &sd->quest_log[n]);
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clif_quest_update_objective(sd, &sd->quest_log[n]);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd,0);
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return 0;
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}
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/**
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* Replaces a quest in a player's list with another one.
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* @param sd : Player's data
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* @param qid1 : Current quest to replace
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* @param qid2 : New quest to add
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* @return 0 in case of success, nonzero otherwise
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*/
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int quest_change(TBL_PC *sd, int qid1, int qid2)
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{
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int i;
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struct quest_db *qi = quest_db(qid2);
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if( qi == &quest_dummy ) {
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ShowError("quest_change: quest %d not found in DB.\n", qid2);
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return -1;
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}
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if( quest_check(sd, qid2, HAVEQUEST) >= 0 ) {
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ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2);
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return -1;
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}
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if( quest_check(sd, qid1, HAVEQUEST) < 0 ) {
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ShowError("quest_change: Character %d doesn't have quest %d.\n", sd->status.char_id, qid1);
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return -1;
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}
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ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == qid1);
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if( i == sd->avail_quests ) {
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ShowError("quest_change: Character %d has completed quest %d.\n", sd->status.char_id, qid1);
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return -1;
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}
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memset(&sd->quest_log[i], 0, sizeof(struct quest));
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sd->quest_log[i].quest_id = qi->id;
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if( qi->time )
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sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
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sd->quest_log[i].state = Q_ACTIVE;
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sd->save_quest = true;
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clif_quest_delete(sd, qid1);
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clif_quest_add(sd, &sd->quest_log[i]);
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clif_quest_update_objective(sd, &sd->quest_log[i]);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd,0);
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return 0;
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}
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/**
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* Removes a quest from a player's list
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* @param sd : Player's data
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* @param quest_id : ID of the quest to remove
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* @return 0 in case of success, nonzero otherwise
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*/
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int quest_delete(TBL_PC *sd, int quest_id)
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{
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int i;
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//Search for quest
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ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
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if( i == sd->num_quests ) {
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ShowError("quest_delete: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
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return -1;
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}
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if( sd->quest_log[i].state != Q_COMPLETE )
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sd->avail_quests--;
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if( i < --sd->num_quests ) //Compact the array
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memmove(&sd->quest_log[i], &sd->quest_log[i + 1], sizeof(struct quest) * (sd->num_quests - i));
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if( sd->num_quests == 0 ) {
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aFree(sd->quest_log);
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sd->quest_log = NULL;
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} else
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RECREATE(sd->quest_log, struct quest, sd->num_quests);
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sd->save_quest = true;
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clif_quest_delete(sd, quest_id);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd,0);
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return 0;
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}
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/**
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* Map iterator subroutine to update quest objectives for a party after killing a monster.
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* @see map_foreachinrange
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* @param ap : Argument list, expecting:
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* int Party ID
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* int Mob ID
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*/
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int quest_update_objective_sub(struct block_list *bl, va_list ap)
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{
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struct map_session_data *sd;
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int mob, party;
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nullpo_ret(bl);
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nullpo_ret(sd = (struct map_session_data *)bl);
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party = va_arg(ap,int);
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mob = va_arg(ap,int);
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if( !sd->avail_quests )
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return 0;
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if( sd->status.party_id != party )
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return 0;
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quest_update_objective(sd, mob);
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return 1;
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}
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/**
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* Updates the quest objectives for a character after killing a monster.
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* @param sd : Character's data
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* @param mob_id : Monster ID
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*/
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void quest_update_objective(TBL_PC *sd, int mob)
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{
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int i, j;
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for( i = 0; i < sd->avail_quests; i++ ) {
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struct quest_db *qi = NULL;
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if( sd->quest_log[i].state != Q_ACTIVE ) // Skip inactive quests
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continue;
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qi = quest_db(sd->quest_log[i].quest_id);
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for( j = 0; j < qi->num_objectives; j++ ) {
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if( qi->mob[j] == mob && sd->quest_log[i].count[j] < qi->count[j] ) {
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sd->quest_log[i].count[j]++;
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sd->save_quest = true;
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clif_quest_update_objective(sd, &sd->quest_log[i]);
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}
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}
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}
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}
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/**
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* Updates a quest's state.
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* Only status of active and inactive quests can be updated. Completed quests can't (for now).
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* @param sd : Character's data
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* @param quest_id : Quest ID to update
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* @param qs : New quest state
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* @return 0 in case of success, nonzero otherwise
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* @author [Inkfish]
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*/
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int quest_update_status(TBL_PC *sd, int quest_id, enum quest_state status)
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{
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int i;
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ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == quest_id);
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if( i == sd->avail_quests ) {
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ShowError("quest_update_status: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
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return -1;
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}
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sd->quest_log[i].state = status;
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sd->save_quest = true;
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if( status < Q_COMPLETE ) {
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clif_quest_update_status(sd, quest_id, status == Q_ACTIVE);
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return 0;
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}
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// The quest is complete, so it needs to be moved to the completed quests block at the end of the array.
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if( i < (--sd->avail_quests) ) {
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struct quest tmp_quest;
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memcpy(&tmp_quest, &sd->quest_log[i], sizeof(struct quest));
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memcpy(&sd->quest_log[i], &sd->quest_log[sd->avail_quests], sizeof(struct quest));
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memcpy(&sd->quest_log[sd->avail_quests], &tmp_quest, sizeof(struct quest));
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}
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clif_quest_delete(sd, quest_id);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd,0);
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return 0;
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}
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/**
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* Queries quest information for a character.
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* @param sd : Character's data
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* @param quest_id : Quest ID
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* @param type : Check type
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* @return -1 if the quest was not found, otherwise it depends on the type:
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* HAVEQUEST: The quest's state
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* PLAYTIME: 2 if the quest's timeout has expired
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* 1 if the quest was completed
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* 0 otherwise
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* HUNTING: 2 if the quest has not been marked as completed yet, and its objectives have been fulfilled
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* 1 if the quest's timeout has expired
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* 0 otherwise
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*/
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int quest_check(TBL_PC *sd, int quest_id, enum quest_check_type type)
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{
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int i;
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ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
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if( i == sd->num_quests )
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return -1;
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switch( type ) {
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case HAVEQUEST:
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return sd->quest_log[i].state;
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case PLAYTIME:
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return (sd->quest_log[i].time < (unsigned int)time(NULL) ? 2 : sd->quest_log[i].state == Q_COMPLETE ? 1 : 0);
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case HUNTING:
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if( sd->quest_log[i].state == Q_INACTIVE || sd->quest_log[i].state == Q_ACTIVE ) {
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int j;
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struct quest_db *qi = quest_db(sd->quest_log[i].quest_id);
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ARR_FIND(0, MAX_QUEST_OBJECTIVES, j, sd->quest_log[i].count[j] < qi->count[j]);
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if( j == MAX_QUEST_OBJECTIVES )
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return 2;
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if( sd->quest_log[i].time < (unsigned int)time(NULL) )
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return 1;
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}
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return 0;
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default:
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ShowError("quest_check_quest: Unknown parameter %d",type);
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break;
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}
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return -1;
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}
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/**
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* Loads quests from the quest db.
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* @return Number of loaded quests, or -1 if the file couldn't be read.
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*/
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int quest_read_db(void)
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{
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const char* dbsubpath[] = {
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"",
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DBIMPORT"/",
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};
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int f;
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for (f = 0; f < ARRAYLENGTH(dbsubpath); f++) {
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FILE *fp;
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char line[1024];
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int i, count = 0;
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char *str[20], *p, *np;
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char filename[256];
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struct quest_db entry;
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sprintf(filename, "%s/%s%s", db_path, dbsubpath[f], "quest_db.txt");
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if( (fp = fopen(filename, "r")) == NULL ) {
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if (f == 0)
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ShowError("Can't read %s\n", filename);
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return -1;
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}
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while( fgets(line, sizeof(line), fp) ) {
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if( line[0] == '/' && line[1] == '/' )
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continue;
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memset(str, 0, sizeof(str));
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for( i = 0, p = line; i < 8; i++ ) {
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if( (np = strchr(p, ',')) != NULL ) {
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str[i] = p;
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*np = 0;
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p = np + 1;
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} else if( str[0] == NULL )
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break;
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else {
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ShowError("quest_read_db: Insufficient columns in line %s\n", line);
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continue;
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}
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}
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if( str[0] == NULL )
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continue;
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memset(&entry, 0, sizeof(entry));
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entry.id = atoi(str[0]);
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if( entry.id < 0 || entry.id >= MAX_QUEST_DB ) {
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ShowError("quest_read_db: Invalid quest ID '%d' in line '%s' (min: 0, max: %d.)\n", entry.id, line, MAX_QUEST_DB);
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continue;
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}
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entry.time = atoi(str[1]);
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for( i = 0; i < MAX_QUEST_OBJECTIVES; i++ ) {
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entry.mob[i] = atoi(str[2 * i + 2]);
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entry.count[i] = atoi(str[2 * i + 3]);
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if( !entry.mob[i] || !entry.count[i] )
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break;
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}
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entry.num_objectives = i;
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if( quest_db_data[entry.id] == NULL )
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quest_db_data[entry.id] = aMalloc(sizeof(struct quest_db));
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memcpy(quest_db_data[entry.id], &entry, sizeof(struct quest_db));
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count++;
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}
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fclose(fp);
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ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filename);
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}
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return 0;
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}
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/**
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* Map iterator to ensures a player has no invalid quest log entries.
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* Any entries that are no longer in the db are removed.
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* @see map_foreachpc
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* @param sd : Character's data
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* @param ap : Ignored
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*/
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int quest_reload_check_sub(struct map_session_data *sd, va_list ap)
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{
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int i, j;
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nullpo_ret(sd);
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j = 0;
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for( i = 0; i < sd->num_quests; i++ ) {
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struct quest_db *qi = quest_db(sd->quest_log[i].quest_id);
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if( qi == &quest_dummy ) { //Remove no longer existing entries
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if( sd->quest_log[i].state != Q_COMPLETE ) //And inform the client if necessary
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clif_quest_delete(sd, sd->quest_log[i].quest_id);
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continue;
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}
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if( i != j ) {
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//Move entries if there's a gap to fill
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memcpy(&sd->quest_log[j], &sd->quest_log[i], sizeof(struct quest));
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}
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j++;
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}
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sd->num_quests = j;
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ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].state == Q_COMPLETE);
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sd->avail_quests = i;
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return 1;
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}
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/**
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* Clears the quest database for shutdown or reload.
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*/
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void quest_clear_db(void)
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{
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int i;
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for( i = 0; i < MAX_QUEST_DB; i++ ) {
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if( quest_db_data[i] ) {
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aFree(quest_db_data[i]);
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quest_db_data[i] = NULL;
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}
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}
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}
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/**
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* Initializes the quest interface.
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*/
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void do_init_quest(void)
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{
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quest_read_db();
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}
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/**
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* Finalizes the quest interface before shutdown.
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*/
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void do_final_quest(void)
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{
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memset(&quest_dummy, 0, sizeof(quest_dummy));
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quest_clear_db();
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}
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/**
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* Reloads the quest database.
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*/
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void do_reload_quest(void)
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{
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memset(&quest_dummy, 0, sizeof(quest_dummy));
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quest_clear_db();
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quest_read_db();
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//Update quest data for players, to ensure no entries about removed quests are left over.
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map_foreachpc(&quest_reload_check_sub);
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}
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