rathena/src/map/quest.c
lighta 8066bdef46 Data alignement
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.
2014-12-19 21:31:04 -05:00

512 lines
12 KiB
C

// 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 <stdlib.h>
/**
* 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);
}