/*
===========================================================================
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 = ushort.MaxValue;
public class ENpcQuestInstance
{
public readonly uint actorClassId;
public byte questFlagType { set; get; }
public bool isSpawned { set; get; }
public bool isTalkEnabled { set; get; }
public bool isEmoteEnabled { set; get; }
public bool isPushEnabled { set; get; }
public ENpcQuestInstance(uint actorClassId, byte questFlagType, bool isSpawned, bool isTalkEnabled, bool isEmoteEnabled, bool isPushEnabled)
{
this.actorClassId = actorClassId;
this.questFlagType = questFlagType;
this.isSpawned = isSpawned;
this.isTalkEnabled = isTalkEnabled;
this.isEmoteEnabled = isEmoteEnabled;
this.isPushEnabled = isPushEnabled;
}
}
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;
}
}
private Player Owner;
private ushort currentSequence;
private QuestData data = new QuestData();
private Dictionary ActiveENpcs = new Dictionary();
public void AddENpc(uint classId, byte flagType = 0, bool isTalkEnabled = false, bool isEmoteEnabled = false, bool isPushEnabled = false, bool isSpawned = false)
{
if (ActiveENpcs.ContainsKey(classId))
return;
ENpcQuestInstance instance = new ENpcQuestInstance(classId, flagType, isSpawned, isTalkEnabled, isEmoteEnabled, isPushEnabled);
ActiveENpcs.Add(classId, instance);
Owner.playerSession.UpdateQuestNpcInInstance(instance);
}
public void ClearENpcs()
{
foreach (ENpcQuestInstance instance in ActiveENpcs.Values)
Owner.playerSession.UpdateQuestNpcInInstance(instance, true);
ActiveENpcs.Clear();
}
public void UpdateENpc(uint classId, int param, object value)
{
if (!ActiveENpcs.ContainsKey(classId))
return;
}
public ENpcQuestInstance GetENpcInstance(uint classId)
{
if (ActiveENpcs.ContainsKey(classId))
return ActiveENpcs[classId];
return 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, Npc npc)
{
LuaEngine.GetInstance().CallLuaFunction(caller, this, "onNotice", true, npc);
}
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 || ActiveENpcs.ContainsKey(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;
LuaEngine.GetInstance().CallLuaFunction(Owner, this, "onSequence", false, currentSequence);
}
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);
}
public void ClearFlag(int index)
{
if (index >= 0 && index < 32)
data.flags &= (uint)~(1 << index);
}
public void IncCounter(int num)
{
switch (num)
{
case 0:
data.counter1++;
break;
case 1:
data.counter2++;
break;
case 2:
data.counter3++;
break;
case 3:
data.counter4++;
break;
}
}
public void DecCounter(int num)
{
switch (num)
{
case 0:
data.counter1--;
break;
case 1:
data.counter2--;
break;
case 2:
data.counter3--;
break;
case 3:
data.counter4--;
break;
}
}
public void SetCounter(int num, ushort value)
{
switch (num)
{
case 0:
data.counter1 = value;
break;
case 1:
data.counter2 = value;
break;
case 2:
data.counter3 = value;
break;
case 3:
data.counter4 = value;
break;
}
}
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)
{
actorName = 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.actorId)
{
Owner = owner;
actorName = baseQuest.actorName;
className = baseQuest.className;
classPath = baseQuest.classPath;
currentSequence = sequence;
data = new QuestData(flags, counter1, counter2, counter3);
if (currentSequence == SEQ_NOT_STARTED)
LuaEngine.GetInstance().CallLuaFunction(Owner, this, "onStart", false);
else
StartSequence(currentSequence);
}
public uint GetQuestId()
{
return actorId & 0xFFFFF;
}
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());
}
public void DoAbandon()
{
LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "onFinish", false);
Owner.SendGameMessage(Owner, Server.GetWorldManager().GetActor(), 25236, 0x20, (object)GetQuestId());
}
}
}