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/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* 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 com.l2jserver.gameserver.model.quest;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
/**
* Abstract event class.
* @author JIV
*/
public abstract class Event extends Quest
{
public Event(String name, String descr)
{
super(-1, name, descr);
}
public abstract boolean eventStart(L2PcInstance eventMaker);
public abstract boolean eventStop();
public abstract boolean eventBypass(L2PcInstance activeChar, String bypass);
}

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/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* 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 com.l2jserver.gameserver.model.quest;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
public class QuestTimer
{
protected static final Logger _log = Logger.getLogger(QuestTimer.class.getName());
public class ScheduleTimerTask implements Runnable
{
@Override
public void run()
{
if (!getIsActive())
{
return;
}
try
{
if (!getIsRepeating())
{
cancelAndRemove();
}
getQuest().notifyEvent(getName(), getNpc(), getPlayer());
}
catch (Exception e)
{
_log.log(Level.SEVERE, "", e);
}
}
}
private boolean _isActive = true;
private final String _name;
private final Quest _quest;
private final L2Npc _npc;
private final L2PcInstance _player;
private final boolean _isRepeating;
private ScheduledFuture<?> _schedular;
public QuestTimer(Quest quest, String name, long time, L2Npc npc, L2PcInstance player, boolean repeating)
{
_name = name;
_quest = quest;
_player = player;
_npc = npc;
_isRepeating = repeating;
if (repeating)
{
_schedular = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new ScheduleTimerTask(), time, time); // Prepare auto end task
}
else
{
_schedular = ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleTimerTask(), time); // Prepare auto end task
}
}
public QuestTimer(Quest quest, String name, long time, L2Npc npc, L2PcInstance player)
{
this(quest, name, time, npc, player, false);
}
public QuestTimer(QuestState qs, String name, long time)
{
this(qs.getQuest(), name, time, null, qs.getPlayer(), false);
}
/**
* Cancel this quest timer.
*/
public void cancel()
{
_isActive = false;
if (_schedular != null)
{
_schedular.cancel(false);
}
}
/**
* Cancel this quest timer and remove it from the associated quest.
*/
public void cancelAndRemove()
{
cancel();
_quest.removeQuestTimer(this);
}
/**
* Compares if this timer matches with the key attributes passed.
* @param quest the quest to which the timer is attached
* @param name the name of the timer
* @param npc the NPC attached to the desired timer (null if no NPC attached)
* @param player the player attached to the desired timer (null if no player attached)
* @return
*/
public boolean isMatch(Quest quest, String name, L2Npc npc, L2PcInstance player)
{
if ((quest == null) || (name == null))
{
return false;
}
if ((quest != _quest) || !name.equalsIgnoreCase(getName()))
{
return false;
}
return ((npc == _npc) && (player == _player));
}
public final boolean getIsActive()
{
return _isActive;
}
public final boolean getIsRepeating()
{
return _isRepeating;
}
public final Quest getQuest()
{
return _quest;
}
public final String getName()
{
return _name;
}
public final L2Npc getNpc()
{
return _npc;
}
public final L2PcInstance getPlayer()
{
return _player;
}
@Override
public final String toString()
{
return _name;
}
}

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/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* 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 com.l2jserver.gameserver.model.quest;
/**
* This class merely enumerates the three necessary states for all quests:<br>
* <ul>
* <li>CREATED: a quest state is created but the quest is not yet accepted.</li>
* <li>STARTED: the player has accepted the quest. Quest is currently in progress</li>
* <li>COMPLETED: the quest has been completed.</li>
* </ul>
* In addition, this class defines two functions for lookup and inverse lookup of the state given a name.<br>
* This is useful only for saving the state values into the database with a more readable form and then being able to read the string back and remap them to their correct states.<br>
* All quests have these and only these states.
* @author Luis Arias; version 2 by Fulminus
*/
public class State
{
public static final byte CREATED = 0;
public static final byte STARTED = 1;
public static final byte COMPLETED = 2;
/**
* Get the quest state's string representation from its byte value.
* @param state the byte value of the state
* @return the String representation of the quest state (default: Start)
*/
public static String getStateName(byte state)
{
switch (state)
{
case 1:
return "Started";
case 2:
return "Completed";
default:
return "Start";
}
}
/**
* Get the quest state's byte value from its string representation.
* @param statename the String representation of the state
* @return the byte value of the quest state (default: 0)
*/
public static byte getStateId(String statename)
{
switch (statename)
{
case "Started":
return 1;
case "Completed":
return 2;
default:
return 0;
}
}
}