/* =========================================================================== 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()); } } }