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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
@file
Quest-related low-level mechanisms.
You should only need to call the public functions, all that are not static.
Data is loaded on a need-only basis - when a player quest state is queried or modified, data is read.
Also, free_quest() can be called to release memory without preventing quest operations after.
Write is done for each player whenever the state changes, to ensure data integrity.
@todo
- add protocol commands to send notifications instead of using draw_ext_info()
*/
#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
/** Quest status that indicates a quest was completed and may be restarted. */
#define QC_CAN_RESTART -1
/** Information about a quest for a player. */
typedef struct quest_state {
sstring code; /**< Quest internal code. */
int state; /**< State for the player. */
int was_completed; /**< Whether the quest was completed once or not, indepandently of the state. */
int is_complete; /**< Whether the quest is complete in the current playthrough */
int sent_to_client; /**< Whether this state was sent to the client or not. */
struct quest_state *next; /**< Next quest on the list. */
} quest_state;
/** Information about a player. */
typedef struct quest_player {
sstring player_name; /**< Player's name. */
struct quest_state *quests; /**< Quests done or in progress. */
struct quest_player *next; /**< Next player on the list. */
} quest_player;
/** Player quest state. */
static quest_player *player_states = NULL;
/** One condition to automatically move to a quest step. */
typedef struct quest_condition {
sstring quest_code; /**< The quest that triggers the condition */
int minstep; /**< The earliest step in the quest that triggers the condition,
-1 means finished, 0 means not started */
int maxstep; /**< The latest step that triggers the condition, to match,
the stages must be between minstep and maxstep */
struct quest_condition *next; /**< The next condition to check */
} quest_condition;
/** One step of a quest. */
typedef struct quest_step_definition {
int step; /**< Step identifier. */
sstring step_description; /**< Step description to show player. */
int is_completion_step:1; /**< Whether this step completes the quest (1) or not (0) */
struct quest_step_definition *next; /**< Next step. */
quest_condition *conditions; /**< The conditions that must be satisfied to trigger the step */
} quest_step_definition;
/** Definition of an in-game quest. */
typedef struct quest_definition {
sstring quest_code; /**< Quest internal code. */
sstring quest_title; /**< Quest title for player. */
sstring quest_description; /**< Quest longer description. */
int quest_restart; /**< If non zero, can be restarted. */
int face; /**< Face associated with this quest. */
uint32 client_code; /**< The code used to communicate with the client, merely a unique index. */
quest_step_definition *steps; /**< Quest steps. */
struct quest_definition *parent;/**< Parent for this quest, NULL if it is a 'top-level' quest */
struct quest_definition *next; /**< Next quest in the definition list. */
} quest_definition;
static int quests_loaded = 0; /**< Did we already read the 'default.quests' file? */
static quest_definition *quests = NULL; /**< All known quests. */
/**
* Allocate a quest_step_definition, will call fatal() if out of memory.
* @return new structure.
*/
static quest_step_definition *quest_create_step(void) {
quest_step_definition *step = calloc(1, sizeof(quest_step_definition));
if (!step)
fatal(OUT_OF_MEMORY);
return step;
}
/**
* Allocate a quest_condition, will call fatal() if out of memory.
* @return new structure.
*/
static quest_condition *quest_create_condition(void) {
quest_condition *cond = calloc(1, sizeof(quest_condition));
if (!cond)
fatal(OUT_OF_MEMORY);
return cond;
}
/**
* Allocate a quest_definition, will call fatal() if out of memory.
* @return new structure.
*/
static quest_definition *quest_create_definition(void) {
quest_definition *quest = calloc(1, sizeof(quest_definition));
if (!quest)
fatal(OUT_OF_MEMORY);
return quest;
}
/**
* Find a quest from its code. This is called by quest_get and also
* used in the quest loading code
* @param code quest to search.
* @return quest, or NULL if no such quest.
*/
static quest_definition *quest_get_by_code(sstring code) {
quest_definition *quest;
quest = quests;
while (quest) {
if (quest->quest_code == code)
return quest;
quest = quest->next;
}
return NULL;
}
/**
* @defgroup QUESTFILE_xxx Quest file parsing state.
*
* This is the parsing state when loading a file through load_quests_from_file().
*/
/*@{*/
#define QUESTFILE_NEXTQUEST 0 /**< Waiting for next quest definition. */
#define QUESTFILE_QUEST 1 /**< In a quest definition. */
#define QUESTFILE_QUESTDESC 2 /**< In a quest description. */
#define QUESTFILE_STEP 3 /**< In a quest step. */
#define QUESTFILE_STEPDESC 4 /**< In a quest step description. */
#define QUESTFILE_STEPCOND 5 /**< In a quest step conditions. */
/*@}*/
/**
* Loads all of the quests which are found in the given file, any global states
* for quest loading are passed down into this function, but not back up again.
* @param filename filename to load quests from.
* @return number of quests loaded from file, negative value if there was an error.
*/
static int load_quests_from_file(const char *filename) {
int i, in = QUESTFILE_NEXTQUEST, condition_parsed;
int minstep, maxstep;
char namedquest[MAX_BUF];
quest_definition *quest = NULL;
quest_condition *cond = NULL;
char includefile[MAX_BUF];
sstring questname;
quest_step_definition *step = NULL;
char final[MAX_BUF], read[MAX_BUF];
FILE *file;
StringBuffer *buf;
int loaded_quests =0, found =0;
snprintf(final, sizeof(final), "%s/%s/%s", settings.datadir, settings.mapdir, filename);
file = fopen(final, "r");
if (!file) {
LOG(llevError, "Can't open %s for reading quests", filename);
return -1;
}
while (fgets(read, sizeof(read), file) != NULL) {
if (in == QUESTFILE_STEPCOND) {
if (strcmp(read, "end_setwhen\n") == 0) {
in = QUESTFILE_STEP;
continue;
}
/* we are reading in a list of conditions for the 'setwhen' block for a quest step
* There will be one entry per line, containing the quest, and the steps that it applies to.
* This may be expressed as one of the following
* questcode 20 (the quest questcode must be at step 20)
* questcode <=20 (the quest questcode must not be beyond step 20)
* questcode 10-20 (the quest questcode must be between steps 10 and 20)
* questcode finished (the quest questcode must have been completed)
*/
minstep = 0;
maxstep = 0;
condition_parsed = 0;
namedquest[0]='\0';
if (sscanf(read, "%s %d-%d\n", namedquest, &minstep, &maxstep)!=3) {
if (sscanf(read, "%s <=%d\n", namedquest, &maxstep)== 2) {
minstep=0;
condition_parsed =1;
} else if (sscanf(read, "%s %d\n", namedquest, &minstep)==2) {
maxstep = minstep;
condition_parsed =1;
} else if (strstr(read, "finished")) {
if (sscanf(read, "%s finished\n", namedquest)==1) {
minstep = maxstep = -1;
condition_parsed =1;
}
}
} else
condition_parsed =1;
if (!condition_parsed) {
LOG(llevError, "Invalid line '%s' in setwhen block for quest %s", read, quest->quest_code);
continue;
}
cond = quest_create_condition();
cond->minstep = minstep;
cond->maxstep = maxstep;
cond->quest_code = add_string(namedquest);
cond->next = step->conditions;
step->conditions = cond;
LOG(llevDebug, "condition added for step %d of quest %s, looking for quest %s between steps %d and %d\n",
step->step, quest->quest_code, cond->quest_code, cond->minstep, cond->maxstep);
continue;
}
if (in == QUESTFILE_STEPDESC) {
if (strcmp(read, "end_description\n") == 0) {
char *message;
in = QUESTFILE_STEP;
message = stringbuffer_finish(buf);
buf = NULL;
step->step_description = add_string(message);
free(message);
continue;
}
stringbuffer_append_string(buf, read);
continue;
}
if (in == QUESTFILE_STEP) {
if (strcmp(read, "end_step\n") == 0) {
step = NULL;
in = QUESTFILE_QUEST;
continue;
}
if (strcmp(read, "finishes_quest\n") == 0) {
step->is_completion_step=1;
continue;
}
if (strcmp(read, "description\n") == 0) {
buf = stringbuffer_new();
in = QUESTFILE_STEPDESC;
continue;
}
if (strcmp(read, "setwhen\n") == 0) {
in = QUESTFILE_STEPCOND;
continue;
}
LOG(llevError, "quests: invalid line %s in definition of quest %s in file %s!\n",
read, quest->quest_code, filename);
continue;
}
if (in == QUESTFILE_QUESTDESC) {
if (strcmp(read, "end_description\n") == 0) {
char *message;
in = QUESTFILE_QUEST;
message = stringbuffer_finish(buf);
buf = NULL;
quest->quest_description = add_string(message);
free(message);
continue;
}
stringbuffer_append_string(buf, read);
continue;
}
if (in == QUESTFILE_QUEST) {
if (strcmp(read, "end_quest\n") == 0) {
quest = NULL;
in = QUESTFILE_NEXTQUEST;
continue;
}
if (strcmp(read, "description\n") == 0) {
in = QUESTFILE_QUESTDESC;
buf = stringbuffer_new();
continue;
}
if (strncmp(read, "title ", 6) == 0) {
read[strlen(read) - 1] = '\0';
quest->quest_title = add_string(read + 6);
continue;
}
if (sscanf(read, "step %d\n", &i)) {
step = quest_create_step();
step->step = i;
step->next = quest->steps;
quest->steps = step;
in = QUESTFILE_STEP;
continue;
}
if (sscanf(read, "restart %d\n", &i)) {
quest->quest_restart = i;
continue;
}
if (strncmp(read, "parent ", 7) == 0) {
read[strlen(read) - 1] = '\0';
questname = add_string(read + 7);
if (!quest_get_by_code(questname)) {
LOG(llevError, "Quest %s lists %s, as a parent, but this hasn't been defined\n", quest->quest_code, questname);
} else {
quest->parent = quest_get_by_code(questname);
}
free_string(questname);
continue;
}
if (strncmp(read, "face ", 5) == 0) {
int face;
read[strlen(read) - 1] = '\0';
face = find_face(read + 5, 0);
if (face == 0) {
LOG(llevError, "Quest %s has invalid face %s.\n", quest->quest_code, read + 5);
} else {
quest->face = face;
}
continue;
}
}
if (read[0] == '#')
continue;
if (strncmp(read, "quest ", 6) == 0) {
quest = quest_create_definition();
read[strlen(read) - 1] = '\0';
quest->quest_code = add_string(read + 6);
if (quest_get_by_code(quest->quest_code)) {
LOG(llevError, "Quest %s is listed in file %s, but this quest has already been defined\n", quest->quest_code, filename);
}
/* Set a default face, which will be overwritten if a face is defined. */
quest->face = find_face("quest_generic.111", 0);
quest->next = quests;
if (quests != NULL)
quest->client_code = quests->client_code + 1;
else
quest->client_code = 1;
quests = quest;
in = QUESTFILE_QUEST;
loaded_quests++;
continue;
}
if (sscanf(read, "include %s\n", includefile)) {
char inc_path[HUGE_BUF];
path_combine_and_normalize(filename, includefile, inc_path, sizeof(inc_path));
found = load_quests_from_file(inc_path);
if (found >=0) {
LOG(llevDebug, "loaded %d quests from file %s\n", found, inc_path);
loaded_quests += found;
} else {
LOG(llevError, "Failed to load quests from file %s\n", inc_path);
}
continue;
}
if (strcmp(read, "\n") == 0)
continue;
LOG(llevError, "quest: invalid file format for %s, I don't know what to do with the line %s\n", final, read);
}
fclose(file);
if (in != 0)
LOG(llevError, "quest: quest definition file %s read in, ends with state %d\n", final, in);
return loaded_quests;
}
/** Load all quest definitions. Can be called multiple times, will be ignored. */
static void quest_load_definitions(void) {
int found = 0;
if (quests_loaded)
return;
quests_loaded = 1;
found = load_quests_from_file("world.quests");
if (found >= 0) {
LOG(llevInfo, "%d quests found.\n", found);
} else {
LOG(llevError, "Quest Loading Failed");
}
}
/**
* Get a step for the specified quest.
* @param quest quest to consider.
* @param step step to find.
* @return step, or NULL if no such step in which case a llevError is emitted.
*/
static quest_step_definition *quest_get_step(quest_definition *quest, int step) {
quest_step_definition *qsd = quest->steps;
while (qsd) {
if (qsd->step == step)
return qsd;
qsd = qsd->next;
}
LOG(llevError, "quest %s has no required step %d\n", quest->quest_code, step);
return NULL;
}
/**
* Find a quest from its code.
* @param code quest to search.
* @return quest, , or NULL if no such quest in which case a llevError is emitted.
*/
static quest_definition *quest_get(sstring code) {
quest_definition *quest;
quest_load_definitions();
quest = quest_get_by_code(code);
if (!quest) {
LOG(llevError, "quest %s required but not found!\n", code);
return NULL;
}
return quest;
}
/**
* Return a new quest_state*, calling fatal() if memory shortage.
* @return new value, never NULL.
*/
static quest_state *get_new_quest_state(void) {
quest_state *qs = calloc(1, sizeof(quest_state));
if (qs == NULL)
fatal(OUT_OF_MEMORY);
return qs;
}
/**
* Read quest-data information for a player.
* @param pq player to read data for.
*/
static void quest_read_player_data(quest_player *pq) {
FILE *file;
char final[MAX_BUF], read[MAX_BUF], data[MAX_BUF];
StringBuffer *buf = NULL;
quest_state *qs = NULL, *prev = NULL;
int warned = 0, state;
quest_definition *quest = NULL;
/* needed, so we can check ending steps. */
quest_load_definitions();
snprintf(final, sizeof(final), "%s/%s/%s/%s.quest", settings.localdir, settings.playerdir, pq->player_name, pq->player_name);
file = fopen(final, "r");
if (!file) {
/* no quest yet, no big deal */
return;
}
while (fgets(read, sizeof(read), file) != NULL) {
if (sscanf(read, "quest %s\n", data)) {
qs = get_new_quest_state();
qs->code = add_string(data);
quest = quest_get_by_code(qs->code);
continue;
}
if (!qs) {
if (!warned)
LOG(llevError, "quest: invalid file format for %s\n", final);
warned = 1;
continue;
}
if (sscanf(read, "state %d\n", &state)) {
qs->state = state;
if (quest != NULL && state != -1) {
quest_step_definition *step = quest_get_step(quest, state);
if (step == NULL) {
LOG(llevError, "invalid quest step %d for %s in %s", state, quest->quest_code, final);
}
else if (step->is_completion_step)
qs->is_complete = 1;
}
continue;
}
if (strcmp(read, "end_quest\n") == 0) {
if (quest == NULL) {
LOG(llevDebug, "Unknown quest %s in quest file %s", qs->code, final);
free(qs);
} else {
if (prev == NULL) {
pq->quests = qs;
} else {
prev->next = qs;
}
prev = qs;
}
qs = NULL;
continue;
}
if (sscanf(read, "completed %d\n", &state)) {
qs->was_completed = state ? 1 : 0;
continue;
}
LOG(llevError, "quest: invalid line in %s: %s\n", final, read);
}
if (qs)
LOG(llevError, "quest: missing end_quest in %s\n", final);
if (buf)
free(stringbuffer_finish(buf));
fclose(file);
}
/**
* Write quest-data information for a player.
* @param pq player to write data for.
*/
static void quest_write_player_data(const quest_player *pq) {
FILE *file;
char write[MAX_BUF], final[MAX_BUF];
const quest_state *state;
snprintf(final, sizeof(final), "%s/%s/%s/%s.quest", settings.localdir, settings.playerdir, pq->player_name, pq->player_name);
snprintf(write, sizeof(write), "%s.new", final);
file = fopen(write, "w+");
if (!file) {
LOG(llevError, "quest: couldn't open player quest file %s!", write);
draw_ext_info(NDI_UNIQUE | NDI_ALL_DMS, 0, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE, "File write error on server!");
return;
}
state = pq->quests;
while (state) {
fprintf(file, "quest %s\n", state->code);
fprintf(file, "state %d\n", state->state);
fprintf(file, "completed %d\n", state->was_completed);
fprintf(file, "end_quest\n");
state = state->next;
}
fclose(file);
/** @todo rename/backup, stuff like that */
unlink(final);
rename(write, final);
}
/**
* Get the state of a quest for a player, not creating if not existing yet.
* @param pq player to get state for.
* @param name quest to get state of.
* @return NULL if quest isn't started yet for this player, else quest's state information.
*/
static quest_state *get_state(quest_player *pq, sstring name) {
quest_state *qs = pq->quests;
while (qs) {
if (qs->code == name)
return qs;
qs = qs->next;
}
return NULL;
}
/**
* Get the state of a quest for a player, creating it if not existing yet.
* @param pq player to get state for.
* @param name quest to get state of.
* @return quest's state information, newly created if it wasn't done yet.
*/
static quest_state *get_or_create_state(quest_player *pq, sstring name) {
quest_state *qs = get_state(pq, name);
if (!qs) {
qs = calloc(1, sizeof(quest_state));
if (!qs)
fatal(OUT_OF_MEMORY);
qs->code = add_refcount(name);
if (pq->quests != NULL) {
quest_state *last;
for (last = pq->quests ; last->next != NULL; last = last->next)
;
last->next = qs;
} else {
pq->quests = qs;
}
}
return qs;
}
/**
* Get quest status for a player, not creating it if it doesn't exist.
* @param pl player to get information of.
* @return quest status, NULL if not loaded/found yet.
*/
static quest_player *get_quest(player *pl) {
quest_player *pq = player_states;
while (pq) {
if (pq->player_name == pl->ob->name)
return pq;
pq = pq->next;
}
return NULL;
}
/**
* Get quest status for a player, creating it if it doesn't exist yet.
* Calls fatal() if memory allocation error.
* @param pl player to get information of.
* @return quest status, never NULL.
*/
static quest_player *get_or_create_quest(player *pl) {
quest_player *pq = get_quest(pl);
if (!pq) {
pq = calloc(1, sizeof(quest_player));
if (!pq)
fatal(OUT_OF_MEMORY);
pq->player_name = add_refcount(pl->ob->name);
pq->next = player_states;
player_states = pq;
quest_read_player_data(pq);
}
return pq;
}
/* quest_set_state can call itself through the function update_quests, so it needs to be declared here */
static void quest_set_state(player *pl, sstring quest_code, int state, int started);
/**
* Checks whether the conditions for a given step are met.
* @param condition the linked list of conditions to check.
* @param pl the player to evaluate conditions for.
* @return 1 if the conditions match, 0 if they don't.
*/
static int evaluate_quest_conditions(const quest_condition *condition, player *pl) {
const quest_condition *cond;
int current_step;
if (!condition)
return 0;
cond = condition;
while (cond) {
current_step = quest_get_player_state(pl, cond->quest_code);
if (cond->minstep < 0 && cond->maxstep < 0) {
/* we are checking for the quest to have been completed. */
if (!quest_was_completed(pl, cond->quest_code))
return 0;
} else {
if (current_step < cond->minstep || current_step > cond->maxstep)
return 0;
}
cond = cond->next;
}
return 1;
}
/**
* Look through all of the quests for the given player, and see if any need to be updated.
* @param pl
*/
static void update_quests(player *pl) {
const quest_definition *quest;
const quest_step_definition *step;
/* we are going to check the conditions for every step, and then find the highest
* numbered step for which all conditions match, this will then be updated if that
* is a later stage than the player is at currently.
*/
int new_step, current_step;
quest = quests;
while (quest) {
new_step=0;
step = quest->steps;
while (step) {
if (step->conditions)
if (evaluate_quest_conditions(step->conditions, pl)) {
new_step=new_step<step->step?step->step:new_step;
}
step = step->next;
}
if (new_step > 0) {
current_step = quest_get_player_state(pl, quest->quest_code);
if (new_step > current_step) {
quest_set_state(pl, quest->quest_code, new_step, 0);
}
}
quest = quest->next;
}
}
/**
* Set the state of a quest for a player.
* @param pl player to set the state for.
* @param quest_code quest internal code.
* @param state new state for the quest, must be greater than 0 else forced to 100 and a warning is emitted.
* @param started if 1, quest must have been started first or a warning is emitted, else it doesn't matter.
*/
static void quest_set_state(player *pl, sstring quest_code, int state, int started) {
quest_player *pq = get_or_create_quest(pl);
quest_state *qs = get_or_create_state(pq, quest_code);
quest_definition *quest = quest_get(quest_code);
quest_step_definition *step;
if (!quest) {
LOG(llevError, "quest: asking for set_state of unknown quest %s!\n", quest_code);
return;
}
if (state <= 0) {
LOG(llevDebug, "quest_set_player_state: warning: called with invalid state %d for quest %s, player %s", state, pl->ob->name, quest_code);
state = 100;
}
step = quest_get_step(quest, state);
if (!step) {
LOG(llevError, "quest_set_player_state: couldn't find state definition %d for quest %s, player %s", state, quest_code, pl->ob->name);
return;
}
if (started && qs->state == 0) {
LOG(llevDebug, "quest_set_player_state: warning: called for player %s not having started quest %s\n", pl->ob->name, quest_code);
}
qs->state = state;
if (step->is_completion_step) {
/* don't send an update note if the quest was already completed, this is just to show the outcome afterwards. */
if (!qs->is_complete)
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Quest %s completed.", quest->quest_title);
qs->was_completed = 1;
if (quest->quest_restart)
qs->state = QC_CAN_RESTART;
else
qs->is_complete =1;
} else {
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "New objective for the quest '%s':", quest->quest_title);
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, step->step_description);
}
if (pl->socket.notifications > 0) {
SockList sl;
SockList_Init(&sl);
if (qs->sent_to_client) {
SockList_AddString(&sl, "updquest ");
} else {
SockList_AddString(&sl, "addquest ");
}
SockList_AddInt(&sl, quest->client_code);
if (qs->sent_to_client == 0) {
SockList_AddLen16Data(&sl, quest->quest_title, strlen(quest->quest_title));
if (quest->face && !(pl->socket.faces_sent[quest->face]&NS_FACESENT_FACE))
esrv_send_face(&pl->socket, quest->face, 0);
SockList_AddInt(&sl, quest->face);
SockList_AddChar(&sl, quest->quest_restart ? 1 : 0);
SockList_AddInt(&sl, quest->parent ? quest->parent->client_code : 0);
}
SockList_AddChar(&sl, (step == NULL || step->is_completion_step) ? 1 : 0);
if (step != NULL)
SockList_AddLen16Data(&sl, step->step_description, strlen(step->step_description));
else
SockList_AddShort(&sl, 0);
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
qs->sent_to_client = 1;
}
if (pl->has_directory)
quest_write_player_data(pq);
update_quests(pl);
LOG(llevDebug, "quest_set_player_state %s %s %d\n", pl->ob->name, quest_code, state);
}
/**
* Utility function to display a quest list. Will show a header before the list if not empty.
* @param pl player to display list of quests.
* @param pq quests to display.
* @param showall if 0, only shows quests in progress and a summary of completed quests, else shows all quests.
*/
static void quest_display(player *pl, quest_player *pq, int showall) {
quest_state *state;
quest_definition *quest;
const char *restart;
int completed_count = 0, restart_count = 0, total_count = 0, current_count = 0;
state = pq->quests;
while (state) {
quest = quest_get(state->code);
if (quest->parent == NULL) {
total_count++;
/* count up the number of completed quests first */
if (state->state == QC_CAN_RESTART) {
restart_count++;
completed_count++;
} else if(state->is_complete) {
completed_count++;
}
}
state = state->next;
}
if (completed_count > 0) {
if (!showall) {
if (restart_count > 0)
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"You have completed %d quests, of which %d may be restarted", completed_count, restart_count);
else
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"You have completed %d quests", completed_count);
current_count = completed_count;
} else {
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"You have completed the following quests:");
state = pq->quests;
while (state) {
quest = quest_get(state->code);
if (quest->parent == NULL) {
if (state->state == QC_CAN_RESTART || state->is_complete) {
restart = state->state == QC_CAN_RESTART?" (can be replayed)":"";
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"(%3d) %s%s", ++current_count, quest->quest_title, restart);
}
}
state = state->next;
}
}
}
if (total_count > completed_count) {
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"You have started the following quests:");
state = pq->quests;
while (state) {
quest = quest_get(state->code);
if (quest->parent == NULL) {
if (state->state != QC_CAN_RESTART && state->is_complete==0) {
quest = quest_get(state->code);
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"(%3d) %s", ++current_count, quest->quest_title);
}
}
state = state->next;
}
}
}
/**
* Display current and completed player quests.
* @param pl player to display for.
* @param showall - whether to show all of the quests in full, just summary information for the completed ones
*/
static void quest_list(player *pl, int showall) {
quest_player *pq;
/* ensure we load data if not loaded yet */
pq = get_or_create_quest(pl);
if (!pq->quests) {
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "You didn't start any quest.");
return;
}
quest_display(pl, pq, showall);
}
/**
* Quest command help.
* @param pl player to display help for.
*/
static void quest_help(player *pl) {
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Quest commands:");
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, " - list: displays quests you are currently attempting add 'all' to show completed quests also");
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, " - info: displays information about the specified (by number) quest");
}
/**
* returns the quest state which corresponds to a certain number for the given player.
* @param pl player asking for details.
* @param number quest number.
* @return quest state corresponding to the number provided, NULL if there is no such quest state.
*/
static quest_state *get_quest_by_number(player *pl, int number) {
quest_state *state;
quest_player *pq = get_or_create_quest(pl);
int questnum = 0;
if (number <= 0 || !pq) {
return NULL;
}
/* count through completed quests first */
state = pq->quests;
while (state) {
/* count up the number of completed quests first */
if (!(quest_get(state->code)->parent) && (state->state == QC_CAN_RESTART || state->is_complete))
if (++questnum == number) return state;
state = state->next;
}
/* then active ones */
state = pq->quests;
while (state) {
/* count up the number of completed quests first */
if (!(quest_get(state->code)->parent) && state->state != QC_CAN_RESTART && state->is_complete ==0)
if (++questnum == number) return state;
state = state->next;
}
/* Ok, we didn't find our quest, return NULL*/
return NULL;
}
/**
* Give details about a quest.
* @param pl player to give quest details to.
* @param qs quest_state to give details about
* @param level The level of recursion for the quest info that's being provided
*/
static void quest_info(player *pl, quest_state *qs, int level) {
quest_definition *quest, *child;
quest_state *state;
quest_player *pq = get_or_create_quest(pl);
quest_step_definition *step;
const char *prefix;
if (!qs) {
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Invalid quest number");
return;
}
quest = quest_get(qs->code);
if (!quest) {
/* already warned by quest_get */
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Quest: (internal error)");
return;
}
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Quest: %s", quest->quest_title);
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Description: %s", quest->quest_description);
step = quest_get_step(quest, qs->state);
if (qs->state == QC_CAN_RESTART || qs->is_complete) {
const char *restart = "";
if (quest->quest_restart)
restart = " (can be replayed)";
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "This quest has been completed%s.", restart);
}
prefix = "";
if (qs->state != QC_CAN_RESTART) {
/* ie, if we are in progress or completed for a non-restartable quest */
if (!step) {
/* already warned by quest_get_step */
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, " \nOutcome: (invalid quest)");
return;
}
if (level > 0) {
prefix = " * ";
} else if (qs->is_complete)
prefix = "Outcome";
else
prefix = "Current Status";
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, " \n%s: %s", prefix, step->step_description);
}
/* ok, now check all of the player's other quests for any children, and print those in order */
state = pq->quests;
while (state) {
child = quest_get(state->code);
if (child->parent == quest)
quest_info(pl, state, level+1);
state = state->next;
}
return;
}
/**
* Free quests structures.
* @param pq what to free.
*/
static void free_state(quest_player *pq) {
quest_state *qs = pq->quests, *next;
while (qs) {
next = qs->next;
free_string(qs->code);
free(qs);
qs = next;
}
pq->quests = NULL;
}
/* public functions */
/**
* Get the quest state for a player.
* @param pl player.
* @param quest_code internal quest code.
* @return QC_COMPLETED if finished and quest can't be replayed, 0 if not started or finished and can be replayed, else quest-specific value.
*/
int quest_get_player_state(player *pl, sstring quest_code) {
quest_player *q = get_or_create_quest(pl);
quest_state *s = get_state(q, quest_code);
quest_definition *quest = quest_get(quest_code);
if (!s)
return 0;
if (s->state == QC_CAN_RESTART && quest && quest->quest_restart)
return 0;
return s->state;
}
/**
* Start a quest for a player. Will notify the player.
* @param pl player.
* @param quest_code internal quest code.
* @param state initial quest state, must be greater than 0 else forced to 100 and warning emitted.
*/
void quest_start(player *pl, sstring quest_code, int state) {
quest_player *pq;
quest_state *q;
quest_definition *quest;
quest = quest_get(quest_code);
if (!quest) {
LOG(llevError, "quest_start: requested unknown quest %s\n", quest_code);
return;
}
pq = get_or_create_quest(pl);
q = get_or_create_state(pq, quest_code);
if (state <= 0) {
state = 100;
LOG(llevDebug, "quest_start: negative state %d for %s quest %s\n", state, pl->ob->name, quest_code);
}
/* if completed already, assume the player can redo it */
if (q->state > 0) {
LOG(llevDebug, "quest_start: warning: player %s has already started quest %s\n", pl->ob->name, quest_code);
}
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "New quest started: %s", quest->quest_title);
quest_set_state(pl, quest_code, state, 0);
/* saving state will be done in quest_set_state(). */
}
/**
* Set the state of a quest for a player.
* @param pl player to set the state for.
* @param quest_code quest internal code.
* @param state new state for the quest, must be greater than 0 else forced to 100 and a warning is emitted.
*/
void quest_set_player_state(player *pl, sstring quest_code, int state) {
quest_set_state(pl, quest_code, state, 1);
}
/**
* Check if a quest was completed once for a player, without taking account the current state.
* @param pl who to check for.
* @param quest_code quest internal code.
* @return 1 if the quest was already completed at least once, 0 else.
*/
int quest_was_completed(player *pl, sstring quest_code) {
quest_player *qp = get_or_create_quest(pl);
quest_state *state = get_state(qp, quest_code);
return (state && state->was_completed);
}
/**
* Command handler for 'quest'.
* @param op player asking for information, warning emitted if not a player.
* @param params extra parameters for command.
*/
void command_quest(object *op, const char *params) {
if (!op->contr) {
LOG(llevError, "command_quest called for a non player!\n");
return;
}
if (!params || *params == '\0') {
quest_help(op->contr);
return;
}
if (strcmp(params, "list all") == 0) {
quest_list(op->contr, 1);
return;
}
if (strcmp(params, "list") == 0) {
quest_list(op->contr, 0);
return;
}
if (strncmp(params, "info ", 5) == 0) {
int number = atoi(params+5);
quest_info(op->contr, get_quest_by_number(op->contr, number), 0);
return;
}
quest_help(op->contr);
}
/**
* Dump all defined quests on the logfile. Will call itself recursively.
* @param parent only quests with a parent of this value will be displayed.
* Use NULL to display top-level quests.
* @param level number of '-' to display before the quest's name.
*/
static void output_quests(quest_definition *parent, int level) {
quest_definition *quest;
quest_step_definition *step;
char prefix[MAX_BUF];
int questcount = 0, stepcount, i;
/* we only need to set the prefix once,
* all quests that are printed in this call will be at the same level */
prefix[0]='\0';
for (i=0; i<level; i++) {
strncat(prefix, "-", MAX_BUF - 1);
}
prefix[MAX_BUF - 1] = '\0';
quest = quests;
while (quest) {
if (quest->parent == parent) {
questcount++;
stepcount=0;
step = quest->steps;
while (step) {
stepcount++;
step= step->next;
}
fprintf(logfile, "%s%s - %s - %d steps (%srestartable)\n", prefix, quest->quest_code, quest->quest_title, stepcount, quest->quest_restart?"":"not ");
output_quests(quest, level+1);
}
quest = quest->next;
}
}
/**
* Dump all of the quests, then calls exit() - useful in terms of debugging to make sure that
* quests are set up and recognised correctly.
*/
void dump_quests(void) {
quest_load_definitions();
output_quests(NULL, 0);
exit(0);
}
/**
* Free all quest status structures. It is all right to call quest functions again after that.
*/
void free_quest(void) {
quest_player *pq = player_states, *next;
while (pq) {
next = pq->next;
free_state(pq);
free_string(pq->player_name);
free(pq);
pq = next;
}
player_states = NULL;
}
/**
* Free all quest definitions and steps.
* Can be called multiple times.
* Used by DMs through the 'purge_quests' command.
*/
void free_quest_definitions(void) {
quest_definition *quest = quests, *next_quest;
quest_step_definition *step, *next_step;
quest_condition *condition, *next_condition;
while (quest != NULL) {
next_quest = quest->next;
free_string(quest->quest_code);
if (quest->quest_description != NULL)
free_string(quest->quest_description);
if (quest->quest_title != NULL)
free_string(quest->quest_title);
step = quest->steps;
while (step != NULL) {
next_step = step->next;
free_string(step->step_description);
condition = step->conditions;
while (condition != NULL) {
next_condition = condition->next;
free_string(condition->quest_code);
free(condition);
condition = next_condition;
}
free(step);
step = next_step;
}
free(quest);
quest = next_quest;
}
quests = NULL;
quests_loaded = 0;
}
/**
* Send the current quest states for the specified player, if the client
* supports those notifications.
* @param pl who to send quests for.
*/
void quest_send_initial_states(player *pl) {
quest_player *states = NULL;
quest_state *state = NULL;
SockList sl;
size_t size;
quest_definition *quest;
quest_step_definition *step;
if (pl->socket.notifications < 1)
return;
/* ensure quest definitions are loaded */
quest_load_definitions();
states = get_or_create_quest(pl);
SockList_Init(&sl);
SockList_AddString(&sl, "addquest ");
for (state = states->quests; state != NULL; state = state->next) {
quest = quest_get_by_code(state->code);
if (state->state == -1)
step = NULL;
else
step = quest_get_step(quest, state->state);
size = 2 + (2 + strlen(quest->quest_title)) + 4 + 1 + (2 + (step != NULL ? strlen(step->step_description) : 0));
if (SockList_Avail(&sl) < size) {
Send_With_Handling(&pl->socket, &sl);
SockList_Reset(&sl);
SockList_AddString(&sl, "addquest ");
}
SockList_AddInt(&sl, quest->client_code);
SockList_AddLen16Data(&sl, quest->quest_title, strlen(quest->quest_title));
if (quest->face && !(pl->socket.faces_sent[quest->face]&NS_FACESENT_FACE))
esrv_send_face(&pl->socket, quest->face, 0);
SockList_AddInt(&sl, quest->face);
SockList_AddChar(&sl, quest->quest_restart ? 1 : 0);
SockList_AddInt(&sl, quest->parent ? quest->parent->client_code : 0);
SockList_AddChar(&sl, (step == NULL || step->is_completion_step) ? 1 : 0);
if (step != NULL)
SockList_AddLen16Data(&sl, step->step_description, strlen(step->step_description));
else
SockList_AddShort(&sl, 0);
state->sent_to_client = 1;
}
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
}
/**
* Ensure the quest state is correctly saved for a player.
* This function should only be called once, when the player's save directory
* is created. All other quest functions save the state automatically, but save
* can only happen when the player directory exists.
* @param pl who to save quests for.
*/
void quest_first_player_save(player *pl) {
quest_player *qp = get_quest(pl);
if (qp != NULL && qp->quests != NULL) {
quest_write_player_data(qp);
}
}
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