rathena/src/map/quest.cpp
Aleos 11b42569fc
Synchronized source file headers (#3212)
* 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.
2018-06-20 18:08:30 -04:00

673 lines
17 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "quest.hpp"
#include <stdlib.h>
#include "../common/cbasetypes.hpp"
#include "../common/malloc.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/socket.hpp"
#include "../common/strlib.hpp"
#include "battle.hpp"
#include "chrif.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "log.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "party.hpp"
#include "pc.hpp"
static DBMap *questdb;
static void questdb_free_sub(struct quest_db *quest, bool free);
struct quest_db quest_dummy;
/**
* 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_search(int quest_id)
{
struct quest_db *quest = (struct quest_db *)idb_get(questdb, quest_id);
if (!quest)
return &quest_dummy;
return quest;
}
/**
* 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)
{
#if PACKETVER < 20141022
int i;
#endif
if( sd->avail_quests == 0 )
return 1;
clif_quest_send_list(sd);
#if PACKETVER < 20141022
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], 0);
#endif
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_search(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) {
if (qi->time_type == 0)
sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
else { // quest time limit at HH:MM
int time_today;
time_t t;
struct tm * lt;
t = time(NULL);
lt = localtime(&t);
time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
if (time_today < qi->time)
sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time - time_today);
else // next day
sd->quest_log[n].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
}
}
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], 0);
if( save_settings&CHARSAVE_QUEST )
chrif_save(sd, CSAVE_NORMAL);
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_search(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) {
if (qi->time_type == 0)
sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
else { // quest time limit at HH:MM
int time_today;
time_t t;
struct tm * lt;
t = time(NULL);
lt = localtime(&t);
time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
if (time_today < qi->time)
sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time - time_today);
else // next day
sd->quest_log[i].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
}
}
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], 0);
if( save_settings&CHARSAVE_QUEST )
chrif_save(sd, CSAVE_NORMAL);
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, CSAVE_NORMAL);
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_id, party_id;
nullpo_ret(bl);
nullpo_ret(sd = (struct map_session_data *)bl);
party_id = va_arg(ap,int);
mob_id = va_arg(ap,int);
if( !sd->avail_quests )
return 0;
if( sd->status.party_id != party_id )
return 0;
quest_update_objective(sd, mob_id);
return 1;
}
/**
* Updates the quest objectives for a character after killing a monster, including the handling of quest-granted drops.
* @param sd : Character's data
* @param mob_id : Monster ID
*/
void quest_update_objective(TBL_PC *sd, int mob_id)
{
int i, j;
for( i = 0; i < sd->avail_quests; i++ ) {
struct quest_db *qi = NULL;
if( sd->quest_log[i].state == Q_COMPLETE ) // Skip complete quests
continue;
qi = quest_search(sd->quest_log[i].quest_id);
for( j = 0; j < qi->objectives_count; j++ ) {
if( qi->objectives[j].mob == mob_id && sd->quest_log[i].count[j] < qi->objectives[j].count ) {
sd->quest_log[i].count[j]++;
sd->save_quest = true;
clif_quest_update_objective(sd, &sd->quest_log[i], mob_id);
}
}
// process quest-granted extra drop bonuses
for (j = 0; j < qi->dropitem_count; j++) {
struct quest_dropitem *dropitem = &qi->dropitem[j];
struct item item;
int temp;
if (dropitem->mob_id != 0 && dropitem->mob_id != mob_id)
continue;
// TODO: Should this be affected by server rates?
if (dropitem->rate < 10000 && rnd()%10000 >= dropitem->rate)
continue;
if (!itemdb_exists(dropitem->nameid))
continue;
memset(&item,0,sizeof(item));
item.nameid = dropitem->nameid;
item.identify = itemdb_isidentified(dropitem->nameid);
item.amount = dropitem->count;
//#ifdef BOUND_ITEMS
// item.bound = dropitem->bound;
//#endif
// if (dropitem->isGUID)
// item.unique_id = pc_generate_unique_id(sd);
if ((temp = pc_additem(sd, &item, 1, LOG_TYPE_QUEST)) != 0) // Failed to obtain the item
clif_additem(sd, 0, 0, temp);
// else if (dropitem->isAnnounced || itemdb_exists(dropitem->nameid)->flag.broadcast)
// intif_broadcast_obtain_special_item(sd, dropitem->nameid, dropitem->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
}
}
}
/**
* 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 ? true : false);
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, CSAVE_NORMAL);
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:
if (sd->quest_log[i].state == Q_INACTIVE) // Player has the quest but it's in the inactive state; send it as Q_ACTIVE.
return 1;
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_search(sd->quest_log[i].quest_id);
ARR_FIND(0, qi->objectives_count, j, sd->quest_log[i].count[j] < qi->objectives[j].count);
if( j == qi->objectives_count )
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.txt
* @return Number of loaded quests, or -1 if the file couldn't be read.
*/
void quest_read_txtdb(void)
{
const char* dbsubpath[] = {
DBPATH,
DBIMPORT"/",
};
uint8 f;
for (f = 0; f < ARRAYLENGTH(dbsubpath); f++) {
FILE *fp;
char line[1024];
uint32 ln = 0, count = 0;
char filename[256];
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;
}
while(fgets(line, sizeof(line), fp)) {
struct quest_db *quest = NULL;
char *str[19], *p;
int quest_id = 0;
uint8 i;
++ln;
if (line[0] == '\0' || (line[0] == '/' && line[1] == '/'))
continue;
p = trim(line);
if (*p == '\0')
continue; // empty line
memset(str, 0, sizeof(str));
for(i = 0, p = line; i < 18 && p; i++) {
str[i] = p;
p = strchr(p,',');
if (p)
*p++ = 0;
}
if (str[0] == NULL)
continue;
if (i < 18) {
ShowError("quest_read_txtdb: Insufficient columns in '%s' line %d (%d of %d)\n", filename, ln, i, 18);
continue;
}
quest_id = atoi(str[0]);
if (quest_id < 0 || quest_id >= INT_MAX) {
ShowError("quest_read_txtdb: Invalid quest ID '%d' in '%s' line '%s' (min: 0, max: %d.)\n", quest_id, filename,ln, INT_MAX);
continue;
}
if (!(quest = (struct quest_db *)idb_get(questdb, quest_id)))
CREATE(quest, struct quest_db, 1);
else {
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 (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);
}