/** * 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; }
/** * 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; }