
* Alphabetically sorted includes. * Updated copyright and license text to match across all files. * Removed pragma once define in header files in lieu of ifdef guards.
673 lines
17 KiB
C++
673 lines
17 KiB
C++
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "quest.hpp"
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#include <stdlib.h>
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#include "../common/cbasetypes.hpp"
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#include "../common/malloc.hpp"
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#include "../common/nullpo.hpp"
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#include "../common/random.hpp"
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#include "../common/showmsg.hpp"
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#include "../common/socket.hpp"
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#include "../common/strlib.hpp"
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#include "battle.hpp"
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#include "chrif.hpp"
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#include "clif.hpp"
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#include "intif.hpp"
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#include "itemdb.hpp"
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#include "log.hpp"
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#include "map.hpp"
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#include "mob.hpp"
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#include "party.hpp"
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#include "pc.hpp"
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static DBMap *questdb;
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static void questdb_free_sub(struct quest_db *quest, bool free);
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struct quest_db quest_dummy;
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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_search(int quest_id)
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{
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struct quest_db *quest = (struct quest_db *)idb_get(questdb, quest_id);
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if (!quest)
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return &quest_dummy;
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return quest;
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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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#if PACKETVER < 20141022
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int i;
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#endif
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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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#if PACKETVER < 20141022
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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], 0);
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#endif
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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_search(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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if (qi->time_type == 0)
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sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
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else { // quest time limit at HH:MM
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int time_today;
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time_t t;
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struct tm * lt;
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t = time(NULL);
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lt = localtime(&t);
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time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
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if (time_today < qi->time)
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sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time - time_today);
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else // next day
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sd->quest_log[n].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
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}
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}
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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], 0);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd, CSAVE_NORMAL);
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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_search(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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if (qi->time_type == 0)
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sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
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else { // quest time limit at HH:MM
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int time_today;
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time_t t;
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struct tm * lt;
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t = time(NULL);
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lt = localtime(&t);
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time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
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if (time_today < qi->time)
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sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time - time_today);
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else // next day
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sd->quest_log[i].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
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}
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}
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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], 0);
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if( save_settings&CHARSAVE_QUEST )
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chrif_save(sd, CSAVE_NORMAL);
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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, CSAVE_NORMAL);
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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_id, party_id;
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nullpo_ret(bl);
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nullpo_ret(sd = (struct map_session_data *)bl);
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party_id = va_arg(ap,int);
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mob_id = 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_id )
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return 0;
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quest_update_objective(sd, mob_id);
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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, including the handling of quest-granted drops.
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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_id)
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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_COMPLETE ) // Skip complete quests
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continue;
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qi = quest_search(sd->quest_log[i].quest_id);
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for( j = 0; j < qi->objectives_count; j++ ) {
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if( qi->objectives[j].mob == mob_id && sd->quest_log[i].count[j] < qi->objectives[j].count ) {
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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], mob_id);
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}
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}
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// process quest-granted extra drop bonuses
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for (j = 0; j < qi->dropitem_count; j++) {
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struct quest_dropitem *dropitem = &qi->dropitem[j];
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struct item item;
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int temp;
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if (dropitem->mob_id != 0 && dropitem->mob_id != mob_id)
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continue;
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// TODO: Should this be affected by server rates?
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if (dropitem->rate < 10000 && rnd()%10000 >= dropitem->rate)
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continue;
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if (!itemdb_exists(dropitem->nameid))
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continue;
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memset(&item,0,sizeof(item));
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item.nameid = dropitem->nameid;
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item.identify = itemdb_isidentified(dropitem->nameid);
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item.amount = dropitem->count;
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//#ifdef BOUND_ITEMS
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// item.bound = dropitem->bound;
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//#endif
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// if (dropitem->isGUID)
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// item.unique_id = pc_generate_unique_id(sd);
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if ((temp = pc_additem(sd, &item, 1, LOG_TYPE_QUEST)) != 0) // Failed to obtain the item
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clif_additem(sd, 0, 0, temp);
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// else if (dropitem->isAnnounced || itemdb_exists(dropitem->nameid)->flag.broadcast)
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// intif_broadcast_obtain_special_item(sd, dropitem->nameid, dropitem->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
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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 ? true : false);
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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, CSAVE_NORMAL);
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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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if (sd->quest_log[i].state == Q_INACTIVE) // Player has the quest but it's in the inactive state; send it as Q_ACTIVE.
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return 1;
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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_search(sd->quest_log[i].quest_id);
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ARR_FIND(0, qi->objectives_count, j, sd->quest_log[i].count[j] < qi->objectives[j].count);
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if( j == qi->objectives_count )
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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.txt
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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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void quest_read_txtdb(void)
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{
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const char* dbsubpath[] = {
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DBPATH,
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DBIMPORT"/",
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};
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uint8 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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uint32 ln = 0, count = 0;
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char filename[256];
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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;
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}
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while(fgets(line, sizeof(line), fp)) {
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struct quest_db *quest = NULL;
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char *str[19], *p;
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int quest_id = 0;
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uint8 i;
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++ln;
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if (line[0] == '\0' || (line[0] == '/' && line[1] == '/'))
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continue;
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p = trim(line);
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if (*p == '\0')
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continue; // empty line
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memset(str, 0, sizeof(str));
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for(i = 0, p = line; i < 18 && p; i++) {
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str[i] = p;
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p = strchr(p,',');
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if (p)
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*p++ = 0;
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}
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if (str[0] == NULL)
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continue;
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if (i < 18) {
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ShowError("quest_read_txtdb: Insufficient columns in '%s' line %d (%d of %d)\n", filename, ln, i, 18);
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continue;
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}
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quest_id = atoi(str[0]);
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if (quest_id < 0 || quest_id >= INT_MAX) {
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ShowError("quest_read_txtdb: Invalid quest ID '%d' in '%s' line '%s' (min: 0, max: %d.)\n", quest_id, filename,ln, INT_MAX);
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continue;
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}
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if (!(quest = (struct quest_db *)idb_get(questdb, quest_id)))
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CREATE(quest, struct quest_db, 1);
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else {
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if (quest->objectives) {
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aFree(quest->objectives);
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quest->objectives = NULL;
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quest->objectives_count = 0;
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}
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if (quest->dropitem) {
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aFree(quest->dropitem);
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quest->dropitem = NULL;
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quest->dropitem_count = 0;
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|
}
|
|
}
|
|
|
|
if (strchr(str[1],':') == NULL) {
|
|
quest->time = atoi(str[1]);
|
|
quest->time_type = 0;
|
|
}
|
|
else {
|
|
unsigned char hour, min;
|
|
|
|
hour = atoi(str[1]);
|
|
str[1] = strchr(str[1],':');
|
|
*str[1] ++= 0;
|
|
min = atoi(str[1]);
|
|
|
|
quest->time = hour * 3600 + min * 60;
|
|
quest->time_type = 1;
|
|
}
|
|
|
|
for(i = 0; i < MAX_QUEST_OBJECTIVES; i++) {
|
|
uint16 mob_id = (uint16)atoi(str[2 * i + 2]);
|
|
|
|
if (!mob_id)
|
|
continue;
|
|
if (mob_db(mob_id) == NULL) {
|
|
ShowWarning("quest_read_txtdb: Invalid monster as objective '%d' in line %d.\n", mob_id, ln);
|
|
continue;
|
|
}
|
|
RECREATE(quest->objectives, struct quest_objective, quest->objectives_count+1);
|
|
quest->objectives[quest->objectives_count].mob = mob_id;
|
|
quest->objectives[quest->objectives_count].count = (uint16)atoi(str[2 * i + 3]);
|
|
quest->objectives_count++;
|
|
}
|
|
|
|
for(i = 0; i < MAX_QUEST_DROPS; i++) {
|
|
uint16 mob_id = (uint16)atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 2)]), nameid = (uint16)atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 3)]);
|
|
|
|
if (!nameid)
|
|
continue;
|
|
if (!itemdb_exists(nameid) || (mob_id && mob_db(mob_id) == NULL)) {
|
|
ShowWarning("quest_read_txtdb: Invalid item reward '%d' (mob %d, optional) in line %d.\n", nameid, mob_id, ln);
|
|
continue;
|
|
}
|
|
RECREATE(quest->dropitem, struct quest_dropitem, quest->dropitem_count+1);
|
|
quest->dropitem[quest->dropitem_count].mob_id = mob_id;
|
|
quest->dropitem[quest->dropitem_count].nameid = nameid;
|
|
quest->dropitem[quest->dropitem_count].count = 1;
|
|
quest->dropitem[quest->dropitem_count].rate = atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 4)]);
|
|
quest->dropitem_count++;
|
|
}
|
|
|
|
//StringBuf_Init(&entry.name);
|
|
//StringBuf_Printf(&entry.name, "%s", str[17]);
|
|
|
|
if (!quest->id) {
|
|
quest->id = quest_id;
|
|
idb_put(questdb, quest->id, quest);
|
|
}
|
|
count++;
|
|
}
|
|
|
|
fclose(fp);
|
|
ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, filename);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Loads Quest DB
|
|
*/
|
|
static void quest_read_db(void)
|
|
{
|
|
quest_read_txtdb();
|
|
}
|
|
|
|
/**
|
|
* 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_search(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;
|
|
}
|
|
|
|
/**
|
|
* Clear quest single entry
|
|
* @param quest
|
|
* @param free Will free quest from memory
|
|
**/
|
|
static void questdb_free_sub(struct quest_db *quest, bool free)
|
|
{
|
|
if (quest->objectives) {
|
|
aFree(quest->objectives);
|
|
quest->objectives = NULL;
|
|
quest->objectives_count = 0;
|
|
}
|
|
if (quest->dropitem) {
|
|
aFree(quest->dropitem);
|
|
quest->dropitem = NULL;
|
|
quest->dropitem_count = 0;
|
|
}
|
|
if (&quest->name)
|
|
StringBuf_Destroy(&quest->name);
|
|
if (free)
|
|
aFree(quest);
|
|
}
|
|
|
|
/**
|
|
* Clears the quest database for shutdown or reload.
|
|
*/
|
|
static int questdb_free(DBKey key, DBData *data, va_list ap)
|
|
{
|
|
struct quest_db *quest = (struct quest_db *)db_data2ptr(data);
|
|
|
|
if (!quest)
|
|
return 0;
|
|
|
|
questdb_free_sub(quest, true);
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Initializes the quest interface.
|
|
*/
|
|
void do_init_quest(void)
|
|
{
|
|
questdb = idb_alloc(DB_OPT_BASE);
|
|
quest_read_db();
|
|
}
|
|
|
|
/**
|
|
* Finalizes the quest interface before shutdown.
|
|
*/
|
|
void do_final_quest(void)
|
|
{
|
|
memset(&quest_dummy, 0, sizeof(quest_dummy));
|
|
questdb->destroy(questdb, questdb_free);
|
|
}
|
|
|
|
/**
|
|
* Reloads the quest database.
|
|
*/
|
|
void do_reload_quest(void)
|
|
{
|
|
memset(&quest_dummy, 0, sizeof(quest_dummy));
|
|
questdb->clear(questdb, questdb_free);
|
|
|
|
quest_read_db();
|
|
|
|
//Update quest data for players, to ensure no entries about removed quests are left over.
|
|
map_foreachpc(&quest_reload_check_sub);
|
|
}
|