/* =========================================================================== Copyright (C) 2015-2019 Project Meteor Dev Team This file is part of Project Meteor Server. Project Meteor Server is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Project Meteor Server is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with Project Meteor Server. If not, see . =========================================================================== */ using Meteor.Map.lua; using Newtonsoft.Json; using System; using System.Collections.Generic; namespace Meteor.Map.Actors { class Quest : Actor { public const ushort SEQ_NOT_STARTED = 65535; public const ushort SEQ_COMPLETED = 65534; private struct QuestData { public UInt32 flags; public UInt16 counter1; public UInt16 counter2; public UInt16 counter3; public UInt16 counter4; public QuestData(uint flags, ushort counter1, ushort counter2, ushort counter3) : this() { this.flags = flags; this.counter1 = counter1; this.counter2 = counter2; this.counter3 = counter3; } } // This is only set on instance quests (non static) private Player Owner; private ushort currentSequence; private QuestState QuestState; private QuestData Data; private bool dataDirty = false; public void SetENpc(uint classId, byte flagType = 0, bool isTalkEnabled = true, bool isPushEnabled = false, bool isEmoteEnabled = false, bool isSpawned = false) { if (QuestState != null) QuestState.AddENpc(classId, flagType, isTalkEnabled, isPushEnabled, isEmoteEnabled, isSpawned); } public void UpdateENPCs() { if (dataDirty) { if (QuestState != null) QuestState.UpdateState(); dataDirty = false; } } public QuestState GetQuestState() { return QuestState; } public bool IsInstance() { return Owner != null; } public void OnTalk(Player caller, Npc npc) { LuaEngine.GetInstance().CallLuaFunction(caller, this, "onTalk", true, npc); } public void OnEmote(Player caller, Npc npc, Command command) { LuaEngine.GetInstance().CallLuaFunction(caller, this, "onEmote", true, npc, command); } public void OnPush(Player caller, Npc npc) { LuaEngine.GetInstance().CallLuaFunction(caller, this, "onPush", true, npc); } public void OnNotice(Player caller) { LuaEngine.GetInstance().CallLuaFunction(caller, this, "onNotice", true); } public void OnNpcLS(Player caller, uint npcLSId) { LuaEngine.GetInstance().CallLuaFunction(caller, this, "onNpcLS", true, npcLSId); } public bool IsQuestENPC(Player caller, Npc npc) { List returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(caller, this, "IsQuestENPC", true, npc, this); bool scriptReturned = returned != null && returned.Count != 0 && returned[0].typeID == 3; return scriptReturned || QuestState.HasENpc(npc.GetActorClassId()); } public object[] GetJournalInformation() { List returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "getJournalInformation", true); if (returned != null && returned.Count != 0) return LuaUtils.CreateLuaParamObjectList(returned); else return new object[0]; } public object[] GetJournalMapMarkerList() { List returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "getJournalMapMarkerList", true); if (returned != null && returned.Count != 0) return LuaUtils.CreateLuaParamObjectList(returned); else return new object[0]; } public ushort GetSequence() { return currentSequence; } public void StartSequence(ushort sequence) { if (sequence == SEQ_NOT_STARTED) return; // Send the message that the journal has been updated if (currentSequence != SEQ_NOT_STARTED) Owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId()); currentSequence = sequence; dataDirty = true; UpdateENPCs(); } public void ClearData() { Data.flags = Data.counter1 = Data.counter2 = Data.counter3 = Data.counter4 = 0; } public void SetFlag(int index) { if (index >= 0 && index < 32) { Data.flags |= (uint)(1 << index); dataDirty = true; } } public void ClearFlag(int index) { if (index >= 0 && index < 32) { Data.flags &= (uint)~(1 << index); dataDirty = true; } } public void IncCounter(int num) { dataDirty = true; switch (num) { case 0: Data.counter1++; return; case 1: Data.counter2++; return; case 2: Data.counter3++; return; case 3: Data.counter4++; return; } dataDirty = false; } public void DecCounter(int num) { dataDirty = true; switch (num) { case 0: Data.counter1--; return; case 1: Data.counter2--; return; case 2: Data.counter3--; return; case 3: Data.counter4--; return; } dataDirty = false; } public void SetCounter(int num, ushort value) { dataDirty = true; switch (num) { case 0: Data.counter1 = value; return; case 1: Data.counter2 = value; return; case 2: Data.counter3 = value; return; case 3: Data.counter4 = value; return; } dataDirty = false; } public bool GetFlag(int index) { if (index >= 0 && index < 32) return (Data.flags & (uint) (1 << index)) != 0; return false; } public uint GetFlags() { return Data.flags; } public ushort GetCounter(int num) { switch (num) { case 0: return Data.counter1; case 1: return Data.counter2; case 2: return Data.counter3; case 3: return Data.counter4; } return 0; } public void SaveData() { Database.SaveQuest(Owner, this); } public Quest(uint actorID, string name) : base(actorID) { Name = name; } public Quest(Player owner, Quest baseQuest): this(owner, baseQuest, SEQ_NOT_STARTED, 0, 0, 0, 0) {} public Quest(Player owner, Quest baseQuest, ushort sequence, uint flags, ushort counter1, ushort counter2, ushort counter3) : base(baseQuest.Id) { Owner = owner; Name = baseQuest.Name; className = baseQuest.className; classPath = baseQuest.classPath; currentSequence = sequence; QuestState = new QuestState(owner, this); Data = new QuestData(flags, counter1, counter2, counter3); } public uint GetQuestId() { return Id & 0xFFFFF; } public void DoAccept() { if (currentSequence == SEQ_NOT_STARTED) LuaEngine.GetInstance().CallLuaFunction(Owner, this, "onStart", false); else StartSequence(currentSequence); } public void DoComplete() { LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "onFinish", true); Owner.SendDataPacket("attention", Server.GetWorldManager().GetActor(), "", 25225, (object)GetQuestId()); Owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25225, 0x20, (object)GetQuestId()); currentSequence = SEQ_COMPLETED; } public void DoAbandon() { LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "onFinish", false); Owner.SendGameMessage(Owner, Server.GetWorldManager().GetActor(), 25236, 0x20, (object)GetQuestId()); currentSequence = SEQ_NOT_STARTED; } public override bool Equals(object obj) { if (obj is Quest quest) return quest.Id == this.Id; return false; } } }