/** Используется для однодневных квестов */ public void exitCurrentQuest(Quest quest) { Player player = getPlayer(); exitCurrentQuest(true); quest.newQuestState(player, Quest.DELAYED); QuestState qs = player.getQuestState(quest.getClass()); qs.setRestartTime(); }
/** * Remove the variable of quest from the list of variables for the quest.<br> * <br> * <U><I>Concept : </I></U> Remove the variable of quest represented by "var" from the class * variable FastMap "vars" and from the database. * * @param var : String designating the variable for the quest to be deleted * @return String pointing out the previous value associated with the variable "var" */ public String unset(String var) { if (var == null) { return null; } String old = _vars.remove(var); if (old != null) { Quest.deleteQuestVarInDb(this, var); } return old; }
/** * Destroy element used by quest when quest is exited * * @param repeatable * @return QuestState */ public QuestState exitCurrentQuest(boolean repeatable) { Player player = getPlayer(); if (player == null) { return this; } removePlayerOnKillListener(); // Clean drops for (int itemId : _quest.getItems()) { // Get [item from] / [presence of the item in] the inventory of the player ItemInstance item = player.getInventory().getItemByItemId(itemId); if ((item == null) || (itemId == 57)) { continue; } long count = item.getCount(); // If player has the item in inventory, destroy it (if not gold) player.getInventory().destroyItemByItemId(itemId, count); player.getWarehouse().destroyItemByItemId(itemId, count); // TODO [G1ta0] analyze this } // If quest is repeatable, delete quest from list of quest of the player and from database // (quest CAN be created again => repeatable) if (repeatable) { player.removeQuestState(_quest.getName()); Quest.deleteQuestInDb(this); _vars.clear(); } else { // Otherwise, delete variables for quest and update database (quest CANNOT be created // again => not repeatable) for (String var : _vars.keySet()) { if (var != null) { unset(var); } } setState(Quest.COMPLETED); Quest.updateQuestInDb(this); // FIXME: оно вроде не нужно? } if (isCompleted()) { // WorldStatisticsManager.getInstance().updateStat(player, CategoryType.QUESTS_COMPLETED,0, // 1); } player.sendPacket(new QuestList(player)); return this; }
/** * Constructor<?> of the QuestState : save the quest in the list of quests of the player.<br> * <br> * * <p><U><I>Actions :</U></I><br> * <LI>Save informations in the object QuestState created (Quest, Player, Completion, State) * <LI>Add the QuestState in the player's list of quests by using setQuestState() * <LI>Add drops gotten by the quest <br> * * @param quest : quest associated with the QuestState * @param player : L2Player pointing out the player * @param state : state of the quest */ public QuestState(Quest quest, Player player, int state) { _quest = quest; _player = player; // Save the state of the quest for the player in the player's list of quest onwed player.setQuestState(this); // set the state of the quest _state = state; quest.notifyCreate(this); }
/** * <font color=red>Использовать осторожно! Служебная функция!</font><br> * <br> * * <p>Устанавливает переменную и сохраняет в базу, если установлен флаг. Если получен cond * обновляет список квестов игрока (только с флагом). * * @param var : String pointing out the name of the variable for quest * @param val : String pointing out the value of the variable for quest * @param store : Сохраняет в базу и если var это cond обновляет список квестов игрока. * @return String (equal to parameter "val") */ public String set(String var, String val, boolean store) { if (val == null) { val = StringUtils.EMPTY; } _vars.put(var, val); if (store) { Quest.updateQuestVarInDb(this, var, val); } return val; }
/** * Return state of the quest after its initialization.<br> * <br> * <U><I>Actions :</I></U> * <LI>Remove drops from previous state * <LI>Set new state of the quest * <LI>Add drop for new state * <LI>Update information in database * <LI>Send packet QuestList to client * * @param state * @return object */ public Object setState(int state) { Player player = getPlayer(); if (player == null) { return null; } _state = state; if (getQuest().isVisible(player) && isStarted()) { player.sendPacket(new ExShowQuestMark(getQuest().getQuestIntId())); } Quest.updateQuestInDb(this); player.sendPacket(new QuestList(player)); return state; }
public String setCond(int newCond, boolean store) { if (newCond == getCond()) { return String.valueOf(newCond); } int oldCond = getInt(VAR_COND); _cond = newCond; if ((oldCond & 0x80000000) != 0) { // уже используется второй формат if (newCond > 2) // Если этап меньше 3 то возвращаемся к первому варианту. { oldCond &= 0x80000001 | ((1 << newCond) - 1); newCond = oldCond | (1 << (newCond - 1)); } } else { // Второй вариант теперь используется всегда если этап больше 2 if (newCond > 2) { newCond = 0x80000001 | (1 << (newCond - 1)) | ((1 << oldCond) - 1); } } final String sVal = String.valueOf(newCond); final String result = set(VAR_COND, sVal, false); if (store) { Quest.updateQuestVarInDb(this, VAR_COND, sVal); } final Player player = getPlayer(); if (player != null) { player.sendPacket(new QuestList(player)); if ((newCond != 0) && getQuest().isVisible(player) && isStarted()) { player.sendPacket(new ExShowQuestMark(getQuest().getQuestIntId())); } } return result; }
public String getStateName() { return Quest.getStateName(_state); }
public void abortQuest() { _quest.onAbort(this); exitCurrentQuest(true); }