quest.cpp 17 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "quest.hpp"
  4. #include <stdlib.h>
  5. #include "../common/cbasetypes.hpp"
  6. #include "../common/malloc.hpp"
  7. #include "../common/nullpo.hpp"
  8. #include "../common/random.hpp"
  9. #include "../common/showmsg.hpp"
  10. #include "../common/socket.hpp"
  11. #include "../common/strlib.hpp"
  12. #include "battle.hpp"
  13. #include "chrif.hpp"
  14. #include "clif.hpp"
  15. #include "intif.hpp"
  16. #include "itemdb.hpp"
  17. #include "log.hpp"
  18. #include "map.hpp"
  19. #include "mob.hpp"
  20. #include "party.hpp"
  21. #include "pc.hpp"
  22. static DBMap *questdb;
  23. static void questdb_free_sub(struct quest_db *quest, bool free);
  24. struct quest_db quest_dummy;
  25. /**
  26. * Searches a quest by ID.
  27. * @param quest_id : ID to lookup
  28. * @return Quest entry (equals to &quest_dummy if the ID is invalid)
  29. */
  30. struct quest_db *quest_search(int quest_id)
  31. {
  32. struct quest_db *quest = (struct quest_db *)idb_get(questdb, quest_id);
  33. if (!quest)
  34. return &quest_dummy;
  35. return quest;
  36. }
  37. /**
  38. * Sends quest info to the player on login.
  39. * @param sd : Player's data
  40. * @return 0 in case of success, nonzero otherwise (i.e. the player has no quests)
  41. */
  42. int quest_pc_login(TBL_PC *sd)
  43. {
  44. #if PACKETVER < 20141022
  45. int i;
  46. #endif
  47. if( sd->avail_quests == 0 )
  48. return 1;
  49. clif_quest_send_list(sd);
  50. #if PACKETVER < 20141022
  51. clif_quest_send_mission(sd);
  52. //@TODO[Haru]: Is this necessary? Does quest_send_mission not take care of this?
  53. for( i = 0; i < sd->avail_quests; i++ )
  54. clif_quest_update_objective(sd, &sd->quest_log[i], 0);
  55. #endif
  56. return 0;
  57. }
  58. /**
  59. * Adds a quest to the player's list.
  60. * New quest will be added as Q_ACTIVE.
  61. * @param sd : Player's data
  62. * @param quest_id : ID of the quest to add.
  63. * @return 0 in case of success, nonzero otherwise
  64. */
  65. int quest_add(TBL_PC *sd, int quest_id)
  66. {
  67. int n;
  68. struct quest_db *qi = quest_search(quest_id);
  69. if( qi == &quest_dummy ) {
  70. ShowError("quest_add: quest %d not found in DB.\n", quest_id);
  71. return -1;
  72. }
  73. if( quest_check(sd, quest_id, HAVEQUEST) >= 0 ) {
  74. ShowError("quest_add: Character %d already has quest %d.\n", sd->status.char_id, quest_id);
  75. return -1;
  76. }
  77. n = sd->avail_quests; //Insertion point
  78. sd->num_quests++;
  79. sd->avail_quests++;
  80. RECREATE(sd->quest_log, struct quest, sd->num_quests);
  81. //The character has some completed quests, make room before them so that they will stay at the end of the array
  82. if( sd->avail_quests != sd->num_quests )
  83. memmove(&sd->quest_log[n + 1], &sd->quest_log[n], sizeof(struct quest) * (sd->num_quests-sd->avail_quests));
  84. memset(&sd->quest_log[n], 0, sizeof(struct quest));
  85. sd->quest_log[n].quest_id = qi->id;
  86. if (qi->time) {
  87. if (qi->time_type == 0)
  88. sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
  89. else { // quest time limit at HH:MM
  90. int time_today;
  91. time_t t;
  92. struct tm * lt;
  93. t = time(NULL);
  94. lt = localtime(&t);
  95. time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
  96. if (time_today < qi->time)
  97. sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time - time_today);
  98. else // next day
  99. sd->quest_log[n].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
  100. }
  101. }
  102. sd->quest_log[n].state = Q_ACTIVE;
  103. sd->save_quest = true;
  104. clif_quest_add(sd, &sd->quest_log[n]);
  105. clif_quest_update_objective(sd, &sd->quest_log[n], 0);
  106. if( save_settings&CHARSAVE_QUEST )
  107. chrif_save(sd, CSAVE_NORMAL);
  108. return 0;
  109. }
  110. /**
  111. * Replaces a quest in a player's list with another one.
  112. * @param sd : Player's data
  113. * @param qid1 : Current quest to replace
  114. * @param qid2 : New quest to add
  115. * @return 0 in case of success, nonzero otherwise
  116. */
  117. int quest_change(TBL_PC *sd, int qid1, int qid2)
  118. {
  119. int i;
  120. struct quest_db *qi = quest_search(qid2);
  121. if( qi == &quest_dummy ) {
  122. ShowError("quest_change: quest %d not found in DB.\n", qid2);
  123. return -1;
  124. }
  125. if( quest_check(sd, qid2, HAVEQUEST) >= 0 ) {
  126. ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2);
  127. return -1;
  128. }
  129. if( quest_check(sd, qid1, HAVEQUEST) < 0 ) {
  130. ShowError("quest_change: Character %d doesn't have quest %d.\n", sd->status.char_id, qid1);
  131. return -1;
  132. }
  133. ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == qid1);
  134. if( i == sd->avail_quests ) {
  135. ShowError("quest_change: Character %d has completed quest %d.\n", sd->status.char_id, qid1);
  136. return -1;
  137. }
  138. memset(&sd->quest_log[i], 0, sizeof(struct quest));
  139. sd->quest_log[i].quest_id = qi->id;
  140. if (qi->time) {
  141. if (qi->time_type == 0)
  142. sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
  143. else { // quest time limit at HH:MM
  144. int time_today;
  145. time_t t;
  146. struct tm * lt;
  147. t = time(NULL);
  148. lt = localtime(&t);
  149. time_today = (lt->tm_hour) * 3600 + (lt->tm_min) * 60 + (lt->tm_sec);
  150. if (time_today < qi->time)
  151. sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time - time_today);
  152. else // next day
  153. sd->quest_log[i].time = (unsigned int)(time(NULL) + 86400 + qi->time - time_today);
  154. }
  155. }
  156. sd->quest_log[i].state = Q_ACTIVE;
  157. sd->save_quest = true;
  158. clif_quest_delete(sd, qid1);
  159. clif_quest_add(sd, &sd->quest_log[i]);
  160. clif_quest_update_objective(sd, &sd->quest_log[i], 0);
  161. if( save_settings&CHARSAVE_QUEST )
  162. chrif_save(sd, CSAVE_NORMAL);
  163. return 0;
  164. }
  165. /**
  166. * Removes a quest from a player's list
  167. * @param sd : Player's data
  168. * @param quest_id : ID of the quest to remove
  169. * @return 0 in case of success, nonzero otherwise
  170. */
  171. int quest_delete(TBL_PC *sd, int quest_id)
  172. {
  173. int i;
  174. //Search for quest
  175. ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
  176. if( i == sd->num_quests ) {
  177. ShowError("quest_delete: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
  178. return -1;
  179. }
  180. if( sd->quest_log[i].state != Q_COMPLETE )
  181. sd->avail_quests--;
  182. if( i < --sd->num_quests ) //Compact the array
  183. memmove(&sd->quest_log[i], &sd->quest_log[i + 1], sizeof(struct quest) * (sd->num_quests - i));
  184. if( sd->num_quests == 0 ) {
  185. aFree(sd->quest_log);
  186. sd->quest_log = NULL;
  187. } else
  188. RECREATE(sd->quest_log, struct quest, sd->num_quests);
  189. sd->save_quest = true;
  190. clif_quest_delete(sd, quest_id);
  191. if( save_settings&CHARSAVE_QUEST )
  192. chrif_save(sd, CSAVE_NORMAL);
  193. return 0;
  194. }
  195. /**
  196. * Map iterator subroutine to update quest objectives for a party after killing a monster.
  197. * @see map_foreachinrange
  198. * @param ap : Argument list, expecting:
  199. * int Party ID
  200. * int Mob ID
  201. */
  202. int quest_update_objective_sub(struct block_list *bl, va_list ap)
  203. {
  204. struct map_session_data *sd;
  205. int mob_id, party_id;
  206. nullpo_ret(bl);
  207. nullpo_ret(sd = (struct map_session_data *)bl);
  208. party_id = va_arg(ap,int);
  209. mob_id = va_arg(ap,int);
  210. if( !sd->avail_quests )
  211. return 0;
  212. if( sd->status.party_id != party_id )
  213. return 0;
  214. quest_update_objective(sd, mob_id);
  215. return 1;
  216. }
  217. /**
  218. * Updates the quest objectives for a character after killing a monster, including the handling of quest-granted drops.
  219. * @param sd : Character's data
  220. * @param mob_id : Monster ID
  221. */
  222. void quest_update_objective(TBL_PC *sd, int mob_id)
  223. {
  224. int i, j;
  225. for( i = 0; i < sd->avail_quests; i++ ) {
  226. struct quest_db *qi = NULL;
  227. if( sd->quest_log[i].state == Q_COMPLETE ) // Skip complete quests
  228. continue;
  229. qi = quest_search(sd->quest_log[i].quest_id);
  230. for( j = 0; j < qi->objectives_count; j++ ) {
  231. if( qi->objectives[j].mob == mob_id && sd->quest_log[i].count[j] < qi->objectives[j].count ) {
  232. sd->quest_log[i].count[j]++;
  233. sd->save_quest = true;
  234. clif_quest_update_objective(sd, &sd->quest_log[i], mob_id);
  235. }
  236. }
  237. // process quest-granted extra drop bonuses
  238. for (j = 0; j < qi->dropitem_count; j++) {
  239. struct quest_dropitem *dropitem = &qi->dropitem[j];
  240. struct item item;
  241. int temp;
  242. if (dropitem->mob_id != 0 && dropitem->mob_id != mob_id)
  243. continue;
  244. // TODO: Should this be affected by server rates?
  245. if (dropitem->rate < 10000 && rnd()%10000 >= dropitem->rate)
  246. continue;
  247. if (!itemdb_exists(dropitem->nameid))
  248. continue;
  249. memset(&item,0,sizeof(item));
  250. item.nameid = dropitem->nameid;
  251. item.identify = itemdb_isidentified(dropitem->nameid);
  252. item.amount = dropitem->count;
  253. //#ifdef BOUND_ITEMS
  254. // item.bound = dropitem->bound;
  255. //#endif
  256. // if (dropitem->isGUID)
  257. // item.unique_id = pc_generate_unique_id(sd);
  258. if ((temp = pc_additem(sd, &item, 1, LOG_TYPE_QUEST)) != 0) // Failed to obtain the item
  259. clif_additem(sd, 0, 0, temp);
  260. // else if (dropitem->isAnnounced || itemdb_exists(dropitem->nameid)->flag.broadcast)
  261. // intif_broadcast_obtain_special_item(sd, dropitem->nameid, dropitem->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
  262. }
  263. }
  264. pc_show_questinfo(sd);
  265. }
  266. /**
  267. * Updates a quest's state.
  268. * Only status of active and inactive quests can be updated. Completed quests can't (for now).
  269. * @param sd : Character's data
  270. * @param quest_id : Quest ID to update
  271. * @param qs : New quest state
  272. * @return 0 in case of success, nonzero otherwise
  273. * @author [Inkfish]
  274. */
  275. int quest_update_status(TBL_PC *sd, int quest_id, enum quest_state status)
  276. {
  277. int i;
  278. ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == quest_id);
  279. if( i == sd->avail_quests ) {
  280. ShowError("quest_update_status: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
  281. return -1;
  282. }
  283. sd->quest_log[i].state = status;
  284. sd->save_quest = true;
  285. if( status < Q_COMPLETE ) {
  286. clif_quest_update_status(sd, quest_id, status == Q_ACTIVE ? true : false);
  287. return 0;
  288. }
  289. // The quest is complete, so it needs to be moved to the completed quests block at the end of the array.
  290. if( i < (--sd->avail_quests) ) {
  291. struct quest tmp_quest;
  292. memcpy(&tmp_quest, &sd->quest_log[i], sizeof(struct quest));
  293. memcpy(&sd->quest_log[i], &sd->quest_log[sd->avail_quests], sizeof(struct quest));
  294. memcpy(&sd->quest_log[sd->avail_quests], &tmp_quest, sizeof(struct quest));
  295. }
  296. clif_quest_delete(sd, quest_id);
  297. if( save_settings&CHARSAVE_QUEST )
  298. chrif_save(sd, CSAVE_NORMAL);
  299. return 0;
  300. }
  301. /**
  302. * Queries quest information for a character.
  303. * @param sd : Character's data
  304. * @param quest_id : Quest ID
  305. * @param type : Check type
  306. * @return -1 if the quest was not found, otherwise it depends on the type:
  307. * HAVEQUEST: The quest's state
  308. * PLAYTIME: 2 if the quest's timeout has expired
  309. * 1 if the quest was completed
  310. * 0 otherwise
  311. * HUNTING: 2 if the quest has not been marked as completed yet, and its objectives have been fulfilled
  312. * 1 if the quest's timeout has expired
  313. * 0 otherwise
  314. */
  315. int quest_check(TBL_PC *sd, int quest_id, enum quest_check_type type)
  316. {
  317. int i;
  318. ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
  319. if( i == sd->num_quests )
  320. return -1;
  321. switch( type ) {
  322. case HAVEQUEST:
  323. if (sd->quest_log[i].state == Q_INACTIVE) // Player has the quest but it's in the inactive state; send it as Q_ACTIVE.
  324. return 1;
  325. return sd->quest_log[i].state;
  326. case PLAYTIME:
  327. return (sd->quest_log[i].time < (unsigned int)time(NULL) ? 2 : sd->quest_log[i].state == Q_COMPLETE ? 1 : 0);
  328. case HUNTING:
  329. if( sd->quest_log[i].state == Q_INACTIVE || sd->quest_log[i].state == Q_ACTIVE ) {
  330. int j;
  331. struct quest_db *qi = quest_search(sd->quest_log[i].quest_id);
  332. ARR_FIND(0, qi->objectives_count, j, sd->quest_log[i].count[j] < qi->objectives[j].count);
  333. if( j == qi->objectives_count )
  334. return 2;
  335. if( sd->quest_log[i].time < (unsigned int)time(NULL) )
  336. return 1;
  337. }
  338. return 0;
  339. default:
  340. ShowError("quest_check_quest: Unknown parameter %d",type);
  341. break;
  342. }
  343. return -1;
  344. }
  345. /**
  346. * Loads quests from the quest db.txt
  347. * @return Number of loaded quests, or -1 if the file couldn't be read.
  348. */
  349. void quest_read_txtdb(void)
  350. {
  351. const char* dbsubpath[] = {
  352. DBPATH,
  353. DBIMPORT"/",
  354. };
  355. uint8 f;
  356. for (f = 0; f < ARRAYLENGTH(dbsubpath); f++) {
  357. FILE *fp;
  358. char line[1024];
  359. uint32 ln = 0, count = 0;
  360. char filename[256];
  361. sprintf(filename, "%s/%s%s", db_path, dbsubpath[f], "quest_db.txt");
  362. if ((fp = fopen(filename, "r")) == NULL) {
  363. if (f == 0)
  364. ShowError("Can't read %s\n", filename);
  365. return;
  366. }
  367. while(fgets(line, sizeof(line), fp)) {
  368. struct quest_db *quest = NULL;
  369. char *str[19], *p;
  370. int quest_id = 0;
  371. uint8 i;
  372. ++ln;
  373. if (line[0] == '\0' || (line[0] == '/' && line[1] == '/'))
  374. continue;
  375. p = trim(line);
  376. if (*p == '\0')
  377. continue; // empty line
  378. memset(str, 0, sizeof(str));
  379. for(i = 0, p = line; i < 18 && p; i++) {
  380. str[i] = p;
  381. p = strchr(p,',');
  382. if (p)
  383. *p++ = 0;
  384. }
  385. if (str[0] == NULL)
  386. continue;
  387. if (i < 18) {
  388. ShowError("quest_read_txtdb: Insufficient columns in '%s' line %d (%d of %d)\n", filename, ln, i, 18);
  389. continue;
  390. }
  391. quest_id = atoi(str[0]);
  392. if (quest_id < 0 || quest_id >= INT_MAX) {
  393. ShowError("quest_read_txtdb: Invalid quest ID '%d' in '%s' line '%d' (min: 0, max: %d.)\n", quest_id, filename, ln, INT_MAX);
  394. continue;
  395. }
  396. if (!(quest = (struct quest_db *)idb_get(questdb, quest_id)))
  397. CREATE(quest, struct quest_db, 1);
  398. else {
  399. if (quest->objectives) {
  400. aFree(quest->objectives);
  401. quest->objectives = NULL;
  402. quest->objectives_count = 0;
  403. }
  404. if (quest->dropitem) {
  405. aFree(quest->dropitem);
  406. quest->dropitem = NULL;
  407. quest->dropitem_count = 0;
  408. }
  409. }
  410. if (strchr(str[1],':') == NULL) {
  411. quest->time = atoi(str[1]);
  412. quest->time_type = 0;
  413. }
  414. else {
  415. unsigned char hour, min;
  416. hour = atoi(str[1]);
  417. str[1] = strchr(str[1],':');
  418. *str[1] ++= 0;
  419. min = atoi(str[1]);
  420. quest->time = hour * 3600 + min * 60;
  421. quest->time_type = 1;
  422. }
  423. for(i = 0; i < MAX_QUEST_OBJECTIVES; i++) {
  424. uint16 mob_id = (uint16)atoi(str[2 * i + 2]);
  425. if (!mob_id)
  426. continue;
  427. if (mob_db(mob_id) == NULL) {
  428. ShowWarning("quest_read_txtdb: Invalid monster as objective '%d' in line %d.\n", mob_id, ln);
  429. continue;
  430. }
  431. RECREATE(quest->objectives, struct quest_objective, quest->objectives_count+1);
  432. quest->objectives[quest->objectives_count].mob = mob_id;
  433. quest->objectives[quest->objectives_count].count = (uint16)atoi(str[2 * i + 3]);
  434. quest->objectives_count++;
  435. }
  436. for(i = 0; i < MAX_QUEST_DROPS; i++) {
  437. uint16 mob_id = (uint16)atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 2)]), nameid = (uint16)atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 3)]);
  438. if (!nameid)
  439. continue;
  440. if (!itemdb_exists(nameid) || (mob_id && mob_db(mob_id) == NULL)) {
  441. ShowWarning("quest_read_txtdb: Invalid item reward '%d' (mob %d, optional) in line %d.\n", nameid, mob_id, ln);
  442. continue;
  443. }
  444. RECREATE(quest->dropitem, struct quest_dropitem, quest->dropitem_count+1);
  445. quest->dropitem[quest->dropitem_count].mob_id = mob_id;
  446. quest->dropitem[quest->dropitem_count].nameid = nameid;
  447. quest->dropitem[quest->dropitem_count].count = 1;
  448. quest->dropitem[quest->dropitem_count].rate = atoi(str[3 * i + (2 * MAX_QUEST_OBJECTIVES + 4)]);
  449. quest->dropitem_count++;
  450. }
  451. //StringBuf_Init(&entry.name);
  452. //StringBuf_Printf(&entry.name, "%s", str[17]);
  453. if (!quest->id) {
  454. quest->id = quest_id;
  455. idb_put(questdb, quest->id, quest);
  456. }
  457. count++;
  458. }
  459. fclose(fp);
  460. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, filename);
  461. }
  462. }
  463. /**
  464. * Loads Quest DB
  465. */
  466. static void quest_read_db(void)
  467. {
  468. quest_read_txtdb();
  469. }
  470. /**
  471. * Map iterator to ensures a player has no invalid quest log entries.
  472. * Any entries that are no longer in the db are removed.
  473. * @see map_foreachpc
  474. * @param sd : Character's data
  475. * @param ap : Ignored
  476. */
  477. int quest_reload_check_sub(struct map_session_data *sd, va_list ap)
  478. {
  479. int i, j;
  480. nullpo_ret(sd);
  481. j = 0;
  482. for( i = 0; i < sd->num_quests; i++ ) {
  483. struct quest_db *qi = quest_search(sd->quest_log[i].quest_id);
  484. if( qi == &quest_dummy ) { //Remove no longer existing entries
  485. if( sd->quest_log[i].state != Q_COMPLETE ) //And inform the client if necessary
  486. clif_quest_delete(sd, sd->quest_log[i].quest_id);
  487. continue;
  488. }
  489. if( i != j ) {
  490. //Move entries if there's a gap to fill
  491. memcpy(&sd->quest_log[j], &sd->quest_log[i], sizeof(struct quest));
  492. }
  493. j++;
  494. }
  495. sd->num_quests = j;
  496. ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].state == Q_COMPLETE);
  497. sd->avail_quests = i;
  498. return 1;
  499. }
  500. /**
  501. * Clear quest single entry
  502. * @param quest
  503. * @param free Will free quest from memory
  504. **/
  505. static void questdb_free_sub(struct quest_db *quest, bool free)
  506. {
  507. if (quest->objectives) {
  508. aFree(quest->objectives);
  509. quest->objectives = NULL;
  510. quest->objectives_count = 0;
  511. }
  512. if (quest->dropitem) {
  513. aFree(quest->dropitem);
  514. quest->dropitem = NULL;
  515. quest->dropitem_count = 0;
  516. }
  517. if (&quest->name)
  518. StringBuf_Destroy(&quest->name);
  519. if (free)
  520. aFree(quest);
  521. }
  522. /**
  523. * Clears the quest database for shutdown or reload.
  524. */
  525. static int questdb_free(DBKey key, DBData *data, va_list ap)
  526. {
  527. struct quest_db *quest = (struct quest_db *)db_data2ptr(data);
  528. if (!quest)
  529. return 0;
  530. questdb_free_sub(quest, true);
  531. return 1;
  532. }
  533. /**
  534. * Initializes the quest interface.
  535. */
  536. void do_init_quest(void)
  537. {
  538. questdb = idb_alloc(DB_OPT_BASE);
  539. quest_read_db();
  540. }
  541. /**
  542. * Finalizes the quest interface before shutdown.
  543. */
  544. void do_final_quest(void)
  545. {
  546. memset(&quest_dummy, 0, sizeof(quest_dummy));
  547. questdb->destroy(questdb, questdb_free);
  548. }
  549. /**
  550. * Reloads the quest database.
  551. */
  552. void do_reload_quest(void)
  553. {
  554. memset(&quest_dummy, 0, sizeof(quest_dummy));
  555. questdb->clear(questdb, questdb_free);
  556. quest_read_db();
  557. //Update quest data for players, to ensure no entries about removed quests are left over.
  558. map_foreachpc(&quest_reload_check_sub);
  559. }