/* * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If * not, see <http://www.gnu.org/licenses/>. */ package silentium.gameserver.model.quest; import java.lang.reflect.Array; import java.sql.Connection; import java.sql.PreparedStatement; import java.sql.ResultSet; import java.util.ArrayList; import java.util.Collection; import java.util.List; import java.util.Map; import java.util.concurrent.locks.ReentrantReadWriteLock; import javolution.util.FastList; import javolution.util.FastMap; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import silentium.commons.database.DatabaseFactory; import silentium.commons.utils.Rnd; import silentium.commons.utils.Util; import silentium.gameserver.ThreadPoolManager; import silentium.gameserver.configs.MainConfig; import silentium.gameserver.configs.PlayersConfig; import silentium.gameserver.data.html.HtmCache; import silentium.gameserver.data.html.StaticHtmPath; import silentium.gameserver.instancemanager.QuestManager; import silentium.gameserver.instancemanager.ZoneManager; import silentium.gameserver.model.L2Clan; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Party; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.L2Spawn; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; import silentium.gameserver.model.actor.instance.L2MonsterInstance; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.model.zone.L2ZoneType; import silentium.gameserver.network.clientpackets.Say2; import silentium.gameserver.network.serverpackets.ActionFailed; import silentium.gameserver.network.serverpackets.NpcHtmlMessage; import silentium.gameserver.scripting.ManagedScript; import silentium.gameserver.scripting.ScriptManager; import silentium.gameserver.tables.NpcTable; import silentium.gameserver.templates.chars.L2NpcTemplate; import silentium.gameserver.utils.MinionList; /** * @author Luis Arias */ public class Quest extends ManagedScript { protected static final Logger _log = LoggerFactory.getLogger(Quest.class.getName()); /** * HashMap containing events from String value of the event */ private static Map<String, Quest> _allEventsS = new FastMap<>(); /** * HashMap containing lists of timers from the name of the timer */ private final Map<String, FastList<QuestTimer>> _allEventTimers = new FastMap<String, FastList<QuestTimer>>().shared(); private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock(); private final int _questId; private final String _name; private final String _dname; private final String _path; private final byte _initialState = State.CREATED; protected boolean _onEnterWorld = false; // NOTE: questItemIds will be overridden by child classes. Ideally, it should be // protected instead of public. However, quest scripts written in Jython will // have trouble with protected, as Jython only knows private and public... // In fact, protected will typically be considered private thus breaking the scripts. // Leave this as public as a workaround. public int[] questItemIds = null; boolean altMethodCall = true; private static final String DEFAULT_NO_QUEST_MSG = "<html><body>You are either not on a quest that involves this NPC, or you don't meet this NPC's minimum quest requirements.</body></html>"; private static final String DEFAULT_ALREADY_COMPLETED_MSG = "<html><body>This quest has already been completed.</body></html>"; /** * Return collection view of the values contains in the allEventS * * @return Collection<Quest> */ public static Collection<Quest> findAllEvents() { return _allEventsS.values(); } /** * (Constructor)Add values to class variables and put the quest in HashMaps. * * @param questId * : int pointing out the ID of the quest * @param name * : String corresponding to the name of the quest * @param path * : String for the description of the quest */ public Quest(int questId, String name, String dname, String path) { _questId = questId; _name = name; _dname = dname; _path = path; if (questId != 0) QuestManager.getInstance().addQuest(this); else _allEventsS.put(name, this); init_LoadGlobalData(); } /** * The function init_LoadGlobalData is, by default, called by the constructor of all quests. Children of this class can implement this * function in order to define what variables to load and what structures to save them in. By default, nothing is loaded. */ protected void init_LoadGlobalData() { } /** * The function saveGlobalData is, by default, called at shutdown, for all quests, by the QuestManager. Children of this class can implement * this function in order to convert their structures into <var, value> tuples and make calls to save them to the database, if needed. By * default, nothing is saved. */ public void saveGlobalData() { } public static enum QuestEventType { ON_FIRST_TALK(false), // control the first dialog shown by NPCs when they are clicked (some quests must override the // default npc action) QUEST_START(true), // onTalk action from start npcs ON_TALK(true), // onTalk action from npcs participating in a quest ON_ATTACK(true), // onAttack action triggered when a mob gets attacked by someone ON_ATTACK_ACT(true), // onAttackAct event is triggered when a mob attacks someone ON_KILL(true), // onKill action triggered when a mob gets killed. ON_SPAWN(true), // onSpawn action triggered when an NPC is spawned or respawned. ON_SKILL_SEE(true), // NPC or Mob saw a person casting a skill (regardless what the target is). ON_FACTION_CALL(true), // NPC or Mob saw a person casting a skill (regardless what the target is). ON_AGGRO_RANGE_ENTER(true), // a person came within the Npc/Mob's range ON_SPELL_FINISHED(true), // on spell finished action when npc finish casting skill ON_ENTER_ZONE(true), // on zone enter ON_EXIT_ZONE(true); // on zone exit // control whether this event type is allowed for the same npc template in multiple quests // or if the npc must be registered in at most one quest for the specified event private boolean _allowMultipleRegistration; QuestEventType(boolean allowMultipleRegistration) { _allowMultipleRegistration = allowMultipleRegistration; } public boolean isMultipleRegistrationAllowed() { return _allowMultipleRegistration; } } /** * Return ID of the quest * * @return int */ public int getQuestIntId() { return _questId; } /** * Add a new QuestState to the database and return it. * * @param player * @return QuestState : QuestState created */ public QuestState newQuestState(L2PcInstance player) { QuestState qs = new QuestState(this, player, getInitialState()); return qs; } /** * Return initial state of the quest * * @return State */ public byte getInitialState() { return _initialState; } /** * Return name of the class * * @return String */ public String getName() { return _name; } /** * Return display name of the class * * @return String */ public String getDisplayName() { return _dname; } /** * Return path of the class * * @return String */ public String getScriptPath() { return _path; } /** * Add a timer to the quest, if it doesn't exist already * * @param name * name of the timer (also passed back as "event" in onAdvEvent) * @param time * time in ms for when to fire the timer */ public void startQuestTimer(String name, long time) { startQuestTimer(name, time, null, null, false); } /** * Add a timer to the quest, if it doesn't exist already * * @param name * name of the timer (also passed back as "event" in onAdvEvent) * @param time * time in ms for when to fire the timer * @param npc * npc associated with this timer (can be null) * @param player * player associated with this timer (can be null) */ public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player) { startQuestTimer(name, time, npc, player, false); } /** * Add a timer to the quest, if it doesn't exist already. If the timer is repeatable, it will auto-fire automatically, at a fixed rate, until * explicitly canceled. * * @param name * name of the timer (also passed back as "event" in onAdvEvent) * @param time * time in ms for when to fire the timer * @param npc * npc associated with this timer (can be null) * @param player * player associated with this timer (can be null) * @param repeating * indicates if the timer is repeatable or one-time. */ public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player, boolean repeating) { // Add quest timer if timer doesn't already exist FastList<QuestTimer> timers = getQuestTimers(name); // no timer exists with the same name, at all if (timers == null) { timers = new FastList<>(); timers.add(new QuestTimer(this, name, time, npc, player, repeating)); _allEventTimers.put(name, timers); } // a timer with this name exists, but may not be for the same set of npc and player else { // if there exists a timer with this name, allow the timer only if the [npc, player] set is unique // nulls act as wildcards if (getQuestTimer(name, npc, player) == null) { try { _rwLock.writeLock().lock(); timers.add(new QuestTimer(this, name, time, npc, player, repeating)); } finally { _rwLock.writeLock().unlock(); } } } } public QuestTimer getQuestTimer(String name, L2Npc npc, L2PcInstance player) { FastList<QuestTimer> qt = getQuestTimers(name); if (qt == null || qt.isEmpty()) return null; try { _rwLock.readLock().lock(); for (QuestTimer timer : qt) { if (timer != null) { if (timer.isMatch(this, name, npc, player)) return timer; } } } finally { _rwLock.readLock().unlock(); } return null; } private FastList<QuestTimer> getQuestTimers(String name) { return _allEventTimers.get(name); } public void cancelQuestTimers(String name) { FastList<QuestTimer> timers = getQuestTimers(name); if (timers == null) return; try { _rwLock.writeLock().lock(); for (QuestTimer timer : timers) { if (timer != null) timer.cancel(); } } finally { _rwLock.writeLock().unlock(); } } public void cancelQuestTimer(String name, L2Npc npc, L2PcInstance player) { QuestTimer timer = getQuestTimer(name, npc, player); if (timer != null) timer.cancel(); } public void removeQuestTimer(QuestTimer timer) { if (timer == null) return; FastList<QuestTimer> timers = getQuestTimers(timer.getName()); if (timers == null) return; try { _rwLock.writeLock().lock(); timers.remove(timer); } finally { _rwLock.writeLock().unlock(); } } // these are methods to call from java public final boolean notifyAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet) { String res = null; try { res = onAttack(npc, attacker, damage, isPet); } catch (Exception e) { return showError(attacker, e); } return showResult(attacker, res); } public final boolean notifyAttackAct(L2Npc npc, L2PcInstance victim) { String res = null; try { res = onAttackAct(npc, victim); } catch (Exception e) { return showError(victim, e); } return showResult(victim, res); } public final boolean notifyDeath(L2Character killer, L2Character victim, QuestState qs) { String res = null; try { res = onDeath(killer, victim, qs); } catch (Exception e) { return showError(qs.getPlayer(), e); } return showResult(qs.getPlayer(), res); } public final boolean notifySpellFinished(L2Npc instance, L2PcInstance player, L2Skill skill) { String res = null; try { res = onSpellFinished(instance, player, skill); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public final boolean notifySpawn(L2Npc npc) { try { onSpawn(npc); } catch (Exception e) { _log.warn("Exception on onSpawn() in notifySpawn(): " + e.getMessage(), e); return true; } return false; } public final boolean notifyEvent(String event, L2Npc npc, L2PcInstance player) { String res = null; try { res = onAdvEvent(event, npc, player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public final boolean notifyEnterWorld(L2PcInstance player) { String res = null; try { res = onEnterWorld(player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public final boolean notifyKill(L2Npc npc, L2PcInstance killer, boolean isPet) { String res = null; try { if (altMethodCall) { QuestState st = killer.getQuestState(getName()); if (st != null) res = onKill(npc, st); if (res == null || res.equals("")) res = onKill(npc, killer, isPet); } else res = onKill(npc, killer, isPet); } catch (Exception e) { return showError(killer, e); } return showResult(killer, res); } public final boolean notifyTalk(L2Npc npc, QuestState qs) { String res = null; try { res = onTalk(npc, qs.getPlayer()); } catch (Exception e) { return showError(qs.getPlayer(), e); } qs.getPlayer().setLastQuestNpcObject(npc.getObjectId()); return showResult(qs.getPlayer(), res); } // override the default NPC dialogs when a quest defines this for the given NPC public final boolean notifyFirstTalk(L2Npc npc, L2PcInstance player) { String res = null; try { res = onFirstTalk(npc, player); } catch (Exception e) { return showError(player, e); } // if the quest returns text to display, display it. if (res != null && res.length() > 0) return showResult(player, res); player.sendPacket(ActionFailed.STATIC_PACKET); return true; } public final boolean notifyAcquireSkillList(L2Npc npc, L2PcInstance player) { String res = null; try { res = onAcquireSkillList(npc, player); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public final boolean notifyAcquireSkillInfo(L2Npc npc, L2PcInstance player, L2Skill skill) { String res = null; try { res = onAcquireSkillInfo(npc, player, skill); } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public final boolean notifyAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill) { String res = null; try { res = onAcquireSkill(npc, player, skill); if (res == "true") return true; else if (res == "false") return false; } catch (Exception e) { return showError(player, e); } return showResult(player, res); } public class TmpOnSkillSee implements Runnable { private final L2Npc _npc; private final L2PcInstance _caster; private final L2Skill _skill; private final L2Object[] _targets; private final boolean _isPet; public TmpOnSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { _npc = npc; _caster = caster; _skill = skill; _targets = targets; _isPet = isPet; } @Override public void run() { String res = null; try { res = onSkillSee(_npc, _caster, _skill, _targets, _isPet); } catch (Exception e) { showError(_caster, e); } showResult(_caster, res); } } public final boolean notifySkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { ThreadPoolManager.getInstance().executeAi(new TmpOnSkillSee(npc, caster, skill, targets, isPet)); return true; } public final boolean notifyFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isPet) { String res = null; try { res = onFactionCall(npc, caller, attacker, isPet); } catch (Exception e) { return showError(attacker, e); } return showResult(attacker, res); } public class TmpOnAggroEnter implements Runnable { private final L2Npc _npc; private final L2PcInstance _pc; private final boolean _isPet; public TmpOnAggroEnter(L2Npc npc, L2PcInstance pc, boolean isPet) { _npc = npc; _pc = pc; _isPet = isPet; } @Override public void run() { String res = null; try { res = onAggroRangeEnter(_npc, _pc, _isPet); } catch (Exception e) { showError(_pc, e); } showResult(_pc, res); } } public final boolean notifyAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isPet) { ThreadPoolManager.getInstance().executeAi(new TmpOnAggroEnter(npc, player, isPet)); return true; } public final boolean notifyEnterZone(L2Character character, L2ZoneType zone) { L2PcInstance player = character.getActingPlayer(); String res = null; try { res = onEnterZone(character, zone); } catch (Exception e) { if (player != null) return showError(player, e); } if (player != null) return showResult(player, res); return true; } public final boolean notifyExitZone(L2Character character, L2ZoneType zone) { L2PcInstance player = character.getActingPlayer(); String res = null; try { res = onExitZone(character, zone); } catch (Exception e) { if (player != null) return showError(player, e); } if (player != null) return showResult(player, res); return true; } // these are methods that java calls to invoke scripts public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet) { return null; } public String onAttackAct(L2Npc npc, L2PcInstance victim) { return null; } public String onDeath(L2Character killer, L2Character victim, QuestState qs) { if (killer instanceof L2Npc) return onAdvEvent("", (L2Npc) killer, qs.getPlayer()); return onAdvEvent("", null, qs.getPlayer()); } public String onAdvEvent(String event, L2Npc npc, L2PcInstance player) { // if not overridden by a subclass, then default to the returned value of the simpler (and older) onEvent override // if the player has a state, use it as parameter in the next call, else return null if (player != null) { QuestState qs = player.getQuestState(getName()); if (qs != null) return onEvent(event, qs); } return null; } public String onEvent(String event, QuestState qs) { return null; } public String onKill(L2Npc npc, QuestState qs) { return null; } public String onKill(L2Npc npc, L2PcInstance killer, boolean isPet) { return null; } public String onTalk(L2Npc npc, L2PcInstance talker) { return null; } public String onFirstTalk(L2Npc npc, L2PcInstance player) { return null; } public String onAcquireSkillList(L2Npc npc, L2PcInstance player) { return null; } public String onAcquireSkillInfo(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } public String onAcquireSkill(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { return null; } public String onSpellFinished(L2Npc npc, L2PcInstance player, L2Skill skill) { return null; } public String onSpawn(L2Npc npc) { return null; } public String onFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isPet) { return null; } public String onAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isPet) { return null; } public String onEnterWorld(L2PcInstance player) { return null; } public String onEnterZone(L2Character character, L2ZoneType zone) { return null; } public String onExitZone(L2Character character, L2ZoneType zone) { return null; } /** * Show message error to player who has an access level greater than 0 * * @param player * : L2PcInstance * @param t * : Throwable * @return boolean */ public boolean showError(L2PcInstance player, Throwable t) { _log.warn(getScriptFile().getName(), t); if (t.getMessage() == null) t.printStackTrace(); if (player != null && player.getAccessLevel().isGm()) { String res = "<html><body><title>Script error</title>" + Util.getStackTrace(t) + "</body></html>"; return showResult(player, res); } return false; } /** * Show a message to player.<BR> * <BR> * <U><I>Concept : </I></U><BR> * 3 cases are managed according to the value of the parameter "res" :<BR> * <LI><U>"res" ends with string ".html" :</U> an HTML is opened in order to be shown in a dialog box</LI> <LI><U>"res" starts with "<html>" * :</U> the message hold in "res" is shown in a dialog box</LI> <LI><U>otherwise :</U> the message held in "res" is shown in chat box</LI> * * @param player * : the player. * @param res * : String pointing out the message to show at the player * @return boolean */ public boolean showResult(L2PcInstance player, String res) { if (res == null || res.isEmpty() || player == null) return true; if (res.endsWith(".htm") || res.endsWith(".html")) { showHtmlFile(player, res); } else if (res.startsWith("<html>")) { NpcHtmlMessage npcReply = new NpcHtmlMessage(5); npcReply.setHtml(res); npcReply.replace("%playername%", player.getName()); player.sendPacket(npcReply); player.sendPacket(ActionFailed.STATIC_PACKET); } else { player.sendMessage(res); } return false; } /** * Add quests to the L2PCInstance of the player.<BR> * <BR> * <U><I>Action : </U></I><BR> * Add state of quests, drops and variables for quests in the HashMap _quest of L2PcInstance * * @param player * : Player who is entering the world */ public static final void playerEnter(L2PcInstance player) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement invalidQuestData = con.prepareStatement("DELETE FROM character_quests WHERE charId=? and name=?"); PreparedStatement invalidQuestDataVar = con.prepareStatement("delete FROM character_quests WHERE charId=? and name=? and var=?"); PreparedStatement statement = con.prepareStatement("SELECT name,value FROM character_quests WHERE charId=? AND var=?"); statement.setInt(1, player.getObjectId()); statement.setString(2, "<state>"); ResultSet rs = statement.executeQuery(); while (rs.next()) { // Get ID of the quest and ID of its state String questId = rs.getString("name"); String statename = rs.getString("value"); // Search quest associated with the ID Quest q = QuestManager.getInstance().getQuest(questId); if (q == null) { _log.warn("Unknown quest " + questId + " for player " + player.getName()); if (MainConfig.AUTODELETE_INVALID_QUEST_DATA) { invalidQuestData.setInt(1, player.getObjectId()); invalidQuestData.setString(2, questId); invalidQuestData.executeUpdate(); } continue; } // Create a new QuestState for the player that will be added to the player's list of quests new QuestState(q, player, State.getStateId(statename)); } rs.close(); invalidQuestData.close(); statement.close(); // Get list of quests owned by the player from the DB in order to add variables used in the quest. statement = con.prepareStatement("SELECT name,var,value FROM character_quests WHERE charId=? AND var<>?"); statement.setInt(1, player.getObjectId()); statement.setString(2, "<state>"); rs = statement.executeQuery(); while (rs.next()) { String questId = rs.getString("name"); String var = rs.getString("var"); String value = rs.getString("value"); // Get the QuestState saved in the loop before QuestState qs = player.getQuestState(questId); if (qs == null) { _log.warn("Lost variable " + var + " in quest " + questId + " for player " + player.getName()); if (MainConfig.AUTODELETE_INVALID_QUEST_DATA) { invalidQuestDataVar.setInt(1, player.getObjectId()); invalidQuestDataVar.setString(2, questId); invalidQuestDataVar.setString(3, var); invalidQuestDataVar.executeUpdate(); } continue; } // Add parameter to the quest qs.setInternal(var, value); } rs.close(); invalidQuestDataVar.close(); statement.close(); } catch (Exception e) { _log.warn("could not insert char quest:", e); } // events for (String name : _allEventsS.keySet()) { player.processQuestEvent(name, "enter"); } } /** * Insert (or Update) in the database variables that need to stay persistant for this quest after a reboot. This function is for storage of * values that do not related to a specific player but are global for all characters. For example, if we need to disable a quest-gatekeeper * until a certain time (as is done with some grand-boss gatekeepers), we can save that time in the DB. * * @param var * : String designating the name of the variable for the quest * @param value * : String designating the value of the variable for the quest */ public final void saveGlobalQuestVar(String var, String value) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("REPLACE INTO quest_global_data (quest_name,var,value) VALUES (?,?,?)"); statement.setString(1, getName()); statement.setString(2, var); statement.setString(3, value); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not insert global quest variable:", e); } } /** * Read from the database a previously saved variable for this quest. Due to performance considerations, this function should best be used * only when the quest is first loaded. Subclasses of this class can define structures into which these loaded values can be saved. However, * on-demand usage of this function throughout the script is not prohibited, only not recommended. Values read from this function were * entered by calls to "saveGlobalQuestVar" * * @param var * : String designating the name of the variable for the quest * @return String : String representing the loaded value for the passed var, or an empty string if the var was invalid */ public final String loadGlobalQuestVar(String var) { String result = ""; try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("SELECT value FROM quest_global_data WHERE quest_name = ? AND var = ?"); statement.setString(1, getName()); statement.setString(2, var); ResultSet rs = statement.executeQuery(); if (rs.first()) result = rs.getString(1); rs.close(); statement.close(); } catch (Exception e) { _log.warn("could not load global quest variable:", e); } return result; } /** * Permanently delete from the database a global quest variable that was previously saved for this quest. * * @param var * : String designating the name of the variable for the quest */ public final void deleteGlobalQuestVar(String var) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ? AND var = ?"); statement.setString(1, getName()); statement.setString(2, var); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not delete global quest variable:", e); } } /** * Permanently delete from the database all global quest variables that was previously saved for this quest. */ public final void deleteAllGlobalQuestVars() { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?"); statement.setString(1, getName()); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not delete global quest variables:", e); } } /** * Insert in the database the quest for the player. * * @param qs * : QuestState pointing out the state of the quest * @param var * : String designating the name of the variable for the quest * @param value * : String designating the value of the variable for the quest */ public static void createQuestVarInDb(QuestState qs, String var, String value) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?) ON DUPLICATE KEY UPDATE value=?"); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); statement.setString(3, var); statement.setString(4, value); statement.setString(5, value); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not insert char quest:", e); } } /** * Update the value of the variable "var" for the quest.<BR> * <BR> * <U><I>Actions :</I></U><BR> * The selection of the right record is made with : <LI>charId = qs.getPlayer().getObjectID()</LI> <LI>name = qs.getQuest().getName()</LI> * <LI>var = var</LI> <BR> * <BR> * The modification made is : <LI>value = parameter value</LI> * * @param qs * : Quest State * @param var * : String designating the name of the variable for quest * @param value * : String designating the value of the variable for quest */ public static void updateQuestVarInDb(QuestState qs, String var, String value) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("UPDATE character_quests SET value=? WHERE charId=? AND name=? AND var = ?"); statement.setString(1, value); statement.setInt(2, qs.getPlayer().getObjectId()); statement.setString(3, qs.getQuestName()); statement.setString(4, var); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not update char quest:", e); } } /** * Delete a variable of player's quest from the database. * * @param qs * : object QuestState pointing out the player's quest * @param var * : String designating the variable characterizing the quest */ public static void deleteQuestVarInDb(QuestState qs, String var) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=? AND var=?"); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); statement.setString(3, var); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not delete char quest:", e); } } /** * Delete the player's quest from database. * * @param qs * : QuestState pointing out the player's quest */ public static void deleteQuestInDb(QuestState qs) { try (Connection con = DatabaseFactory.getConnection()) { PreparedStatement statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=?"); statement.setInt(1, qs.getPlayer().getObjectId()); statement.setString(2, qs.getQuestName()); statement.executeUpdate(); statement.close(); } catch (Exception e) { _log.warn("could not delete char quest:", e); } } /** * Create a record in database for quest.<BR> * <BR> * <U><I>Actions :</I></U><BR> * Use fucntion createQuestVarInDb() with following parameters :<BR> * <LI>QuestState : parameter sq that puts in fields of database : * <UL type="square"> * <LI>charId : ID of the player</LI> * <LI>name : name of the quest</LI> * </UL> * </LI> <LI>var : string "<state>" as the name of the variable for the quest</LI> <LI>val : string corresponding at the ID of the * state (in fact, initial state)</LI> * * @param qs * : QuestState */ public static void createQuestInDb(QuestState qs) { createQuestVarInDb(qs, "<state>", State.getStateName(qs.getState())); } /** * Update informations regarding quest in database.<BR> * <U><I>Actions :</I></U><BR> * <LI>Get ID state of the quest recorded in object qs</LI> <LI>Test if quest is completed. If true, add a star (*) before the ID state</LI> * <LI>Save in database the ID state (with or without the star) for the variable called "<state>" of the quest</LI> * * @param qs * : QuestState */ public static void updateQuestInDb(QuestState qs) { String val = State.getStateName(qs.getState()); updateQuestVarInDb(qs, "<state>", val); } /** * @return default html page "You are either not on a quest that involves this NPC.." */ public static String getNoQuestMsg() { final String result = HtmCache.getInstance().getHtm(StaticHtmPath.NpcHtmPath + "noquest.htm"); if (result != null && result.length() > 0) return result; return DEFAULT_NO_QUEST_MSG; } /** * @return default html page "This quest has already been completed." */ public static String getAlreadyCompletedMsg() { final String result = HtmCache.getInstance().getHtm(StaticHtmPath.NpcHtmPath + "alreadycompleted.htm"); if (result != null && result.length() > 0) return result; return DEFAULT_ALREADY_COMPLETED_MSG; } /** * Add this quest to the list of quests that the passed mob will respond to for the specified Event type.<BR> * <BR> * * @param npcId * : id of the NPC to register * @param eventType * : type of event being registered * @return L2NpcTemplate : Npc Template corresponding to the npcId, or null if the id is invalid */ public L2NpcTemplate addEventId(int npcId, QuestEventType eventType) { try { L2NpcTemplate t = NpcTable.getInstance().getTemplate(npcId); if (t != null) { t.addQuestEvent(eventType, this); } return t; } catch (Exception e) { _log.warn("Exception on addEventId(): " + e.getMessage(), e); return null; } } /** * Add the quest to the NPC's startQuest * * @param npcIds * A serie of ids. * @return L2NpcTemplate : Start NPC */ public L2NpcTemplate[] addStartNpc(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.QUEST_START); return value; } public L2NpcTemplate addStartNpc(int npcId) { return addEventId(npcId, QuestEventType.QUEST_START); } /** * Add the quest to the NPC's first-talk (default action dialog) * * @param npcIds * A serie of ids. * @return L2NpcTemplate : Start NPC */ public L2NpcTemplate[] addFirstTalkId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_FIRST_TALK); return value; } public L2NpcTemplate addFirstTalkId(int npcId) { return addEventId(npcId, QuestEventType.ON_FIRST_TALK); } /** * Add this quest to the list of quests that the passed mob will respond to for Attack Events.<BR> * <BR> * * @param npcIds * A serie of ids. * @return int : attackId */ public L2NpcTemplate[] addAttackId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_ATTACK); return value; } public L2NpcTemplate addAttackId(int attackId) { return addEventId(attackId, QuestEventType.ON_ATTACK); } /** * Add this quest to the list of quests that the passed mob will respond to for AttackAct Events.<BR> * <BR> * * @param npcIds * A serie of ids. * @return int : attackId */ public L2NpcTemplate[] addAttackActId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_ATTACK_ACT); return value; } public L2NpcTemplate addAttackActId(int attackId) { return addEventId(attackId, QuestEventType.ON_ATTACK_ACT); } /** * Add this quest to the list of quests that the passed mob will respond to for Kill Events.<BR> * <BR> * * @param killIds * A serie of ids. * @return int : killId */ public L2NpcTemplate[] addKillId(int... killIds) { L2NpcTemplate[] value = new L2NpcTemplate[killIds.length]; int i = 0; for (int killId : killIds) value[i++] = addEventId(killId, QuestEventType.ON_KILL); return value; } public L2NpcTemplate addKillId(int killId) { return addEventId(killId, QuestEventType.ON_KILL); } /** * Add this quest to the list of quests that the passed npc will respond to for Talk Events.<BR> * <BR> * * @param talkIds * : A serie of ids. * @return int : ID of the NPC */ public L2NpcTemplate[] addTalkId(int... talkIds) { L2NpcTemplate[] value = new L2NpcTemplate[talkIds.length]; int i = 0; for (int talkId : talkIds) value[i++] = addEventId(talkId, QuestEventType.ON_TALK); return value; } public L2NpcTemplate addTalkId(int talkId) { return addEventId(talkId, QuestEventType.ON_TALK); } /** * Add this quest to the list of quests that the passed npc will respond to for Spawn Events.<BR> * <BR> * * @param npcIds * : A serie of ids. * @return int : ID of the NPC */ public L2NpcTemplate[] addSpawnId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_SPAWN); return value; } public L2NpcTemplate addSpawnId(int npcId) { return addEventId(npcId, QuestEventType.ON_SPAWN); } /** * Add this quest to the list of quests that the passed npc will respond to for Skill-See Events.<BR> * <BR> * * @param npcIds * : A serie of ids. * @return int : ID of the NPC */ public L2NpcTemplate[] addSkillSeeId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_SKILL_SEE); return value; } public L2NpcTemplate addSkillSeeId(int npcId) { return addEventId(npcId, QuestEventType.ON_SKILL_SEE); } public L2NpcTemplate[] addSpellFinishedId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_SPELL_FINISHED); return value; } public L2NpcTemplate addSpellFinishedId(int npcId) { return addEventId(npcId, QuestEventType.ON_SPELL_FINISHED); } /** * Add this quest to the list of quests that the passed npc will respond to for Faction Call Events.<BR> * <BR> * * @param npcIds * : A serie of ids. * @return int : ID of the NPC */ public L2NpcTemplate[] addFactionCallId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_FACTION_CALL); return value; } public L2NpcTemplate addFactionCallId(int npcId) { return addEventId(npcId, QuestEventType.ON_FACTION_CALL); } /** * Add this quest to the list of quests that the passed npc will respond to for Character See Events.<BR> * <BR> * * @param npcIds * : A serie of ids. * @return int : ID of the NPC */ public L2NpcTemplate[] addAggroRangeEnterId(int... npcIds) { L2NpcTemplate[] value = new L2NpcTemplate[npcIds.length]; int i = 0; for (int npcId : npcIds) value[i++] = addEventId(npcId, QuestEventType.ON_AGGRO_RANGE_ENTER); return value; } public L2NpcTemplate addAggroRangeEnterId(int npcId) { return addEventId(npcId, QuestEventType.ON_AGGRO_RANGE_ENTER); } public L2ZoneType[] addEnterZoneId(int... zoneIds) { L2ZoneType[] value = new L2ZoneType[zoneIds.length]; int i = 0; for (int zoneId : zoneIds) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) zone.addQuestEvent(QuestEventType.ON_ENTER_ZONE, this); value[i++] = zone; } catch (Exception e) { _log.warn("Exception on addEnterZoneId(): " + e.getMessage(), e); continue; } } return value; } public L2ZoneType addEnterZoneId(int zoneId) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) zone.addQuestEvent(QuestEventType.ON_ENTER_ZONE, this); return zone; } catch (Exception e) { _log.warn("Exception on addEnterZoneId(): " + e.getMessage(), e); return null; } } public L2ZoneType[] addExitZoneId(int... zoneIds) { L2ZoneType[] value = new L2ZoneType[zoneIds.length]; int i = 0; for (int zoneId : zoneIds) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) zone.addQuestEvent(QuestEventType.ON_EXIT_ZONE, this); value[i++] = zone; } catch (Exception e) { _log.warn("Exception on addEnterZoneId(): " + e.getMessage(), e); continue; } } return value; } public L2ZoneType addExitZoneId(int zoneId) { try { L2ZoneType zone = ZoneManager.getInstance().getZoneById(zoneId); if (zone != null) zone.addQuestEvent(QuestEventType.ON_EXIT_ZONE, this); return zone; } catch (Exception e) { _log.warn("Exception on addExitZoneId(): " + e.getMessage(), e); return null; } } /** * @param player * : The player to make checks on. * @return A random party member or the passed player if he has no party. */ public L2PcInstance getRandomPartyMember(L2PcInstance player) { // No valid player instance is passed, there is nothing to check. if (player == null) return null; // No party, return player. if (!player.isInParty()) return player; // Player's party. final L2Party party = player.getParty(); // Random party member. return party.getPartyMembers().get(Rnd.get(party.getMemberCount())); } /** * Auxiliary function for party quests. Checks the player's condition. Player member must be within 1500 distance from the npc. If npc is * null, 1500 distance condition from the player itself is applied. * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param var * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @param value * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @return boolean : True if player matches the specified condition. If the var is null, true is returned (i.e. no condition is applied). */ public boolean checkPlayerCondition(L2PcInstance player, L2Npc npc, String var, String value) { // No valid player instance is passed, there is nothing to check. if (player == null) return false; // Check player's quest conditions. QuestState st = player.getQuestState(getName()); if (st == null) return false; // Condition exists? if (st.get(var) == null) return false; // Condition has correct value? if (!(st.get(var)).equalsIgnoreCase(value)) return false; // Player is in range? return player.isInsideRadius(npc == null ? player : npc, PlayersConfig.ALT_PARTY_RANGE, true, false); } /** * Auxiliary function for party quests. Note: This function is only here because of how commonly it may be used by quest developers. For any * variations on this function, the quest script can always handle things on its own * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param var * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @param value * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @return List<L2PcInstance> : List of party members that matches the specified condition, empty list if none matches. If the var is null, * empty list is returned (i.e. no condition is applied). The party member must be within 1500 distance from the npc. If npc is null, * 1500 distance condition from the player itself is applied. */ public List<L2PcInstance> getPartyMembers(L2PcInstance player, L2Npc npc, String var, String value) { // No valid player instance is passed, there is nothing to check. if (player == null) return null; // Player is not in a party, there is nothing to check. if (!player.isInParty()) return null; // Output list. List<L2PcInstance> candidates = new ArrayList<>(); // Filter candidates from player's party. for (L2PcInstance partyMember : player.getParty().getPartyMembers()) { if (partyMember == null) continue; // Check party members' quest condition. if (checkPlayerCondition(player, npc, var, value)) candidates.add(partyMember); } // Check candidates, if empty, nothing to return. if (candidates.isEmpty()) return null; return candidates; } /** * Auxiliary function for party quests. Note: This function is only here because of how commonly it may be used by quest developers. For any * variations on this function, the quest script can always handle things on its own * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param var * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @param value * : a tuple specifying a quest condition that must be satisfied for a party member to be considered. * @return L2PcInstance : L2PcInstance for a random party member that matches the specified condition, or null if no match. If the var is * null, null is returned (i.e. no condition is applied). The party member must be within 1500 distance from the npc. If npc is null, * 1500 distance condition from the player itself is applied. */ public L2PcInstance getRandomPartyMember(L2PcInstance player, L2Npc npc, String var, String value) { // No valid player instance is passed, there is nothing to check. if (player == null) return null; // Player in party. if (player.isInParty()) { // Get all candidates fulfilling the condition. final List<L2PcInstance> candidates = getPartyMembers(player, npc, var, value); // No candidate, return. if (candidates == null) return null; // Return random candidate. return candidates.get(Rnd.get(candidates.size())); } // Player alone. if (checkPlayerCondition(player, npc, var, value)) return player; return null; } /** * Auxiliary function for party quests. Note: This function is only here because of how commonly it may be used by quest developers. For any * variations on this function, the quest script can always handle things on its own * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param value * : the value of the "cond" variable that must be matched * @return L2PcInstance : L2PcInstance for a random party member that matches the specified condition, or null if no match. */ public L2PcInstance getRandomPartyMember(L2PcInstance player, L2Npc npc, String value) { return getRandomPartyMember(player, npc, "cond", value); } /** * Auxiliary function for party quests. Checks the player's condition. Player member must be within 1500 distance from the npc. If npc is * null, 1500 distance condition from the player itself is applied. * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param state * : the state in which the party member's QuestState must be in order to be considered. * @return boolean : True if player matches the specified conditions. */ public boolean checkPlayerState(L2PcInstance player, L2Npc npc, byte state) { // No valid player instance is passed, there is nothing to check. if (player == null) return false; // Check player's quest conditions. QuestState st = player.getQuestState(getName()); if (st == null) return false; // State correct? if (st.getState() != state) return false; // Player is in range? return player.isInsideRadius(npc == null ? player : npc, PlayersConfig.ALT_PARTY_RANGE, true, false); } /** * Auxiliary function for party quests. Note: This function is only here because of how commonly it may be used by quest developers. For any * variations on this function, the quest script can always handle things on its own * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a L2Npc to compare distance * @param state * : the state in which the party member's QuestState must be in order to be considered. * @return List<L2PcInstance> : List of party members that matches the specified condition, or null if no match. If the var is null, any * random party member is returned (i.e. no condition is applied). */ public List<L2PcInstance> getPartyMembersState(L2PcInstance player, L2Npc npc, byte state) { // No valid player instance is passed, there is nothing to check. if (player == null) return null; // Player is not in a party, there is nothing to check. if (!player.isInParty()) return null; // Output list. List<L2PcInstance> candidates = new ArrayList<>(); // Filter candidates from player's party. for (L2PcInstance partyMember : player.getParty().getPartyMembers()) { if (partyMember == null) continue; // Check party members' quest state. if (checkPlayerState(player, npc, state)) candidates.add(partyMember); } // Check candidates, if empty, nothing to return. if (candidates.isEmpty()) return null; return candidates; } /** * Auxiliary function for party quests. Note: This function is only here because of how commonly it may be used by quest developers. For any * variations on this function, the quest script can always handle things on its own * * @param player * : the instance of a player whose party is to be searched * @param npc * : the instance of a monster to compare distance * @param state * : the state in which the party member's QuestState must be in order to be considered. * @return L2PcInstance: L2PcInstance for a random party member that matches the specified condition, or null if no match. If the var is * null, any random party member is returned (i.e. no condition is applied). */ public L2PcInstance getRandomPartyMemberState(L2PcInstance player, L2Npc npc, byte state) { // No valid player instance is passed, there is nothing to check. if (player == null) return null; // Player is in party. if (player.isInParty()) { // Get all candidates fulfilling the condition. final List<L2PcInstance> candidates = getPartyMembersState(player, npc, state); // No candidate, return. if (candidates == null) return null; // Return random candidate. return candidates.get(Rnd.get(candidates.size())); } // Player is alone. if (checkPlayerState(player, npc, state)) return player; return null; } /** * Retrieves the clan leader quest state. * * @param player * the player to test * @param radius * the radius to test * @return the QuestState of the leader, or null if not found */ public QuestState getClanLeaderQuestState(L2PcInstance player, int radius) { QuestState qS = null; // If player is the leader, retrieves directly the qS and bypass others checks if (player.isClanLeader()) qS = player.getQuestState(getName()); else { // Verify if the player got a clan L2Clan clan = player.getClan(); if (clan != null) { // Verify if the leader is online L2PcInstance leader = clan.getLeader().getPlayerInstance(); if (leader != null) { // Verify if the player is on the radius of the leader ; if true, send leader's qS. if (player.isInsideRadius(leader, radius, true, false)) qS = leader.getQuestState(getName()); } } } return qS; } /** * Show HTML file to client * * @param player * : the receiver. * @param fileName * : the filename to send. * @return String : message sent to client. */ public String showHtmlFile(L2PcInstance player, String fileName) { boolean questwindow = true; if (fileName.endsWith(".html")) questwindow = false; int questId = getQuestIntId(); // Create handler to file linked to the quest String content = getHtm(player, fileName); if (player.getTarget() != null) content = content.replaceAll("%objectId%", String.valueOf(player.getTarget().getObjectId())); // Send message to client if message not empty if (content != null) { if (questwindow && questId > 0 && questId < 20000 && questId != 999) { NpcHtmlMessage npcReply = new NpcHtmlMessage(5); npcReply.setHtml(content); npcReply.replace("%playername%", player.getName()); player.sendPacket(npcReply); } else { NpcHtmlMessage npcReply = new NpcHtmlMessage(5); npcReply.setHtml(content); npcReply.replace("%playername%", player.getName()); player.sendPacket(npcReply); } player.sendPacket(ActionFailed.STATIC_PACKET); } return content; } /** * Return HTML file contents * * @param fileName * @return */ public String getHtm(L2PcInstance player, String fileName) { String path = StaticHtmPath.ScriptsHtmPath + getScriptPath().toLowerCase() + "/" + getName() + "/" + fileName; // Show htmpath in chat (only for gm) if (player.isGM()) player.sendChatMessage(0, Say2.ALL, "HTML", path); return HtmCache.getInstance().getHtm(path); } /** * Add a temporary (quest) spawn on the location of a character. * * @param npcId * the NPC template to spawn. * @param cha * the position where to spawn it. * @return instance of the newly spawned npc. */ public L2Npc addSpawn(int npcId, L2Character cha) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, false); } /** * Add a temporary (quest) spawn on the location of a character. * * @param npcId * the NPC template to spawn. * @param cha * the position where to spawn it. * @param isSummonSpawn * if true, spawn with animation (if any exists). * @return instance of the newly spawned npc with summon animation. */ public L2Npc addSpawn(int npcId, L2Character cha, boolean isSummonSpawn) { return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, isSummonSpawn); } public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffSet, long despawnDelay) { return addSpawn(npcId, x, y, z, heading, randomOffSet, despawnDelay, false); } public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, long despawnDelay, boolean isSummonSpawn) { L2Npc result = null; try { L2NpcTemplate template = NpcTable.getInstance().getTemplate(npcId); if (template != null) { // Sometimes, even if the quest script specifies some xyz (for example npc.getX() etc) by the time the code // reaches here, xyz have become 0! Also, a questdev might have purposely set xy to 0,0...however, // the spawn code is coded such that if x=y=0, it looks into location for the spawn loc! This will NOT work // with quest spawns! For both of the above cases, we need a fail-safe spawn. For this, we use the // default spawn location, which is at the player's loc. if ((x == 0) && (y == 0)) { _log.warn("Failed to adjust bad locks for quest spawn! Spawn aborted!"); return null; } if (randomOffset) { int offset; offset = Rnd.get(2); // Get the direction of the offset if (offset == 0) { offset = -1; } // make offset negative offset *= Rnd.get(50, 100); x += offset; offset = Rnd.get(2); // Get the direction of the offset if (offset == 0) { offset = -1; } // make offset negative offset *= Rnd.get(50, 100); y += offset; } L2Spawn spawn = new L2Spawn(template); spawn.setHeading(heading); spawn.setLocx(x); spawn.setLocy(y); spawn.setLocz(z + 20); spawn.stopRespawn(); result = spawn.doSpawn(isSummonSpawn); if (despawnDelay > 0) result.scheduleDespawn(despawnDelay); return result; } } catch (Exception e1) { _log.warn("Could not spawn Npc " + npcId); } return null; } public L2Npc addMinion(L2MonsterInstance master, int minionId) { return MinionList.spawnMinion(master, minionId); } public int[] getRegisteredItemIds() { return questItemIds; } @Override public String getScriptName() { return getName(); } @Override public void setActive(boolean status) { // TODO implement me } @Override public ScriptManager<?> getScriptManager() { return QuestManager.getInstance(); } public void setOnEnterWorld(boolean val) { _onEnterWorld = val; } public boolean getOnEnterWorld() { return _onEnterWorld; } public static final boolean contains(final Object array, final Object value) { return arrayIndexOf(array, value) != -1; } public static final int arrayIndexOf(final Object array, final Object value) { final int length = Array.getLength(array); if (value == null) { for (int i = 0; i < length; i++) { if (Array.get(array, i) == null) return i; } } else { for (int i = 0; i < length; i++) { final Object o = Array.get(array, i); if (value == o || value.equals(o)) return i; } } return -1; } public void setAltMethodCall(boolean altMethodCall) { this.altMethodCall = altMethodCall; } }