com.l2jfree.gameserver.model.quest.QuestState.java Source code

Java tutorial

Introduction

Here is the source code for com.l2jfree.gameserver.model.quest.QuestState.java

Source

/*
 * 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 com.l2jfree.gameserver.model.quest;

import java.sql.Connection;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.Map;

import javolution.util.FastMap;

import org.apache.commons.logging.Log;
import org.apache.commons.logging.LogFactory;

import com.l2jfree.Config;
import com.l2jfree.L2DatabaseFactory;
import com.l2jfree.gameserver.cache.HtmCache;
import com.l2jfree.gameserver.gameobjects.L2Creature;
import com.l2jfree.gameserver.gameobjects.L2Npc;
import com.l2jfree.gameserver.gameobjects.L2Player;
import com.l2jfree.gameserver.gameobjects.instance.L2MonsterInstance;
import com.l2jfree.gameserver.gameobjects.itemcontainer.PlayerInventory;
import com.l2jfree.gameserver.instancemanager.GameTimeManager;
import com.l2jfree.gameserver.instancemanager.QuestManager;
import com.l2jfree.gameserver.model.drop.L2DropData;
import com.l2jfree.gameserver.model.items.L2ItemInstance;
import com.l2jfree.gameserver.model.items.templates.L2Item;
import com.l2jfree.gameserver.model.party.L2Party;
import com.l2jfree.gameserver.model.skills.Stats;
import com.l2jfree.gameserver.network.SystemMessageId;
import com.l2jfree.gameserver.network.packets.L2ServerPacket;
import com.l2jfree.gameserver.network.packets.server.ExShowQuestMark;
import com.l2jfree.gameserver.network.packets.server.InventoryUpdate;
import com.l2jfree.gameserver.network.packets.server.PlaySound;
import com.l2jfree.gameserver.network.packets.server.QuestList;
import com.l2jfree.gameserver.network.packets.server.SystemMessage;
import com.l2jfree.gameserver.network.packets.server.TutorialCloseHtml;
import com.l2jfree.gameserver.network.packets.server.TutorialEnableClientEvent;
import com.l2jfree.gameserver.network.packets.server.TutorialShowHtml;
import com.l2jfree.gameserver.network.packets.server.TutorialShowQuestionMark;
import com.l2jfree.tools.random.Rnd;

/**
 * @author Luis Arias
 */
public final class QuestState {
    protected static Log _log = LogFactory.getLog(Quest.class);

    /** Quest associated to the QuestState */
    private final String _questName;

    /** Player who engaged the quest */
    private final L2Player _player;

    /** State of the quest */
    private byte _state;

    /** List of couples (variable for quest,value of the variable for quest) */
    private Map<String, String> _vars;

    /** Boolean flag letting QuestStateManager know to exit quest when cleaning up */
    private boolean _isExitQuestOnCleanUp = false;

    /**
     * Constructor of the QuestState : save the quest in the list of quests of the player.<BR/><BR/>
     * 
     * <U><I>Actions :</U></I><BR/>
     * <LI>Save informations in the object QuestState created (Quest, Player, Completion, State)</LI>
     * <LI>Add the QuestState in the player's list of quests by using setQuestState()</LI>
     * <LI>Add drops gotten by the quest</LI>
     * <BR/>
     * @param quest : quest associated with the QuestState
     * @param player : L2Player pointing out the player
     * @param state : state of the quest
     * @param completed : boolean for completion of the quest
     */
    QuestState(Quest quest, L2Player player, byte state) {
        _questName = quest.getName();
        _player = player;

        // Save the state of the quest for the player in the player's list of quest onwed
        getPlayer().setQuestState(this);

        // set the state of the quest
        _state = state;
    }

    public String getQuestName() {
        return _questName;
    }

    /**
    * Return the quest
    * @return Quest
    */
    public Quest getQuest() {
        return QuestManager.getInstance().getQuest(_questName);
    }

    /**
     * Return the L2Player
     * @return L2Player
     */
    public L2Player getPlayer() {
        return _player;
    }

    /**
     * Return the state of the quest
     * @return State
     */
    public byte getState() {
        return _state;
    }

    /**
     * Return true if quest completed, false otherwise
     * @return boolean
     */
    public boolean isCompleted() {
        return (getState() == State.COMPLETED);
    }

    /**
     * Return true if quest started, false otherwise
     * @return boolean
     */
    public boolean isStarted() {
        return (getState() == State.STARTED);
    }

    /**
     * Return state of the quest after its initialization.<BR><BR>
     * <U><I>Actions :</I></U>
     * <LI>Remove drops from previous state</LI>
     * <LI>Set new state of the quest</LI>
     * <LI>Add drop for new state</LI>
     * <LI>Update information in database</LI>
     * <LI>Send packet QuestList to client</LI>
     * @param state
     * @return object
     */
    public Object setState(byte state) {
        // set new state if it is not already in that state
        if (_state != state) {
            _state = state;
            Quest.updateQuestInDb(this);
            getPlayer().sendPacket(new QuestList(getPlayer()));
        }
        return state;
    }

    /**
     * Add parameter used in quests.
     * @param var : String pointing out the name of the variable for quest
     * @param val : String pointing out the value of the variable for quest
     * @return String (equal to parameter "val")
     */
    String setInternal(String var, String val) {
        if (_vars == null)
            _vars = new FastMap<String, String>();

        if (val == null)
            val = "";

        _vars.put(var, val);
        return val;
    }

    /**
     * Return value of parameter "val" after adding the couple (var,val) in class variable "vars".<BR><BR>
     * <U><I>Actions :</I></U><BR>
     * <LI>Initialize class variable "vars" if is null</LI>
     * <LI>Initialize parameter "val" if is null</LI>
     * <LI>Add/Update couple (var,val) in class variable FastMap "vars"</LI>
     * <LI>If the key represented by "var" exists in FastMap "vars", the couple (var,val) is updated in the database. The key is known as
     * existing if the preceding value of the key (given as result of function put()) is not null.<BR>
     * If the key doesn't exist, the couple is added/created in the database</LI>
     * @param var : String indicating the name of the variable for quest
     * @param val : String indicating the value of the variable for quest
     * @return String (equal to parameter "val")
     */
    public String set(String var, String val) {
        if (_vars == null)
            _vars = new FastMap<String, String>();

        if (val == null)
            val = "";

        // FastMap.put() returns previous value associated with specified key, or null if there was no mapping for key.
        String old = _vars.put(var, val);

        if (old != null)
            Quest.updateQuestVarInDb(this, var, val);
        else
            Quest.createQuestVarInDb(this, var, val);

        if (var.equals(Quest.CONDITION)) {
            try {
                int previousVal = 0;
                try {
                    previousVal = Integer.parseInt(old);
                } catch (Exception ex) {
                    previousVal = 0;
                }
                setCond(Integer.parseInt(val), previousVal);
            } catch (Exception e) {
                _log.info(getPlayer().getName() + ", " + getQuestName() + " cond [" + val
                        + "] is not an integer.  Value stored, but no packet was sent: ", e);
            }
        }
        return val;
    }

    public String set(String var, int val) {
        return set(var, String.valueOf(val));
    }

    /**
     * Internally handles the progression of the quest so that it is ready for sending
     * appropriate packets to the client<BR><BR>
     * <U><I>Actions :</I></U><BR>
     * <LI>Check if the new progress number resets the quest to a previous (smaller) step</LI>
     * <LI>If not, check if quest progress steps have been skipped</LI>
     * <LI>If skipped, prepare the variable completedStateFlags appropriately to be ready for sending to clients</LI>
     * <LI>If no steps were skipped, flags do not need to be prepared...</LI>
     * <LI>If the passed step resets the quest to a previous step, reset such that steps after the parameter are not
     * considered, while skipped steps before the parameter, if any, maintain their info</LI>
     * @param cond : int indicating the step number for the current quest progress (as will be shown to the client)
     * @param old : int indicating the previously noted step
     * 
     * For more info on the variable communicating the progress steps to the client, please see
     * @link com.l2jfree.loginserver.serverpacket.QuestList
     */
    private void setCond(int cond, int old) {
        int completedStateFlags = 0; // initializing...

        // if there is no change since last setting, there is nothing to do here
        if (cond == old)
            return;

        // cond 0 and 1 do not need completedStateFlags.  Also, if cond > 1, the 1st step must
        // always exist (i.e. it can never be skipped).  So if cond is 2, we can still safely
        // assume no steps have been skipped.
        // Finally, more than 31 steps CANNOT be supported in any way with skipping.
        if (cond < 3 || cond > 31) {
            unset("__compltdStateFlags");
        } else
            completedStateFlags = getInt("__compltdStateFlags");

        // case 1: No steps have been skipped so far...
        if (completedStateFlags == 0) {
            // check if this step also doesn't skip anything.  If so, no further work is needed
            // also, in this case, no work is needed if the state is being reset to a smaller value
            // in those cases, skip forward to informing the client about the change...

            // ELSE, if we just now skipped for the first time...prepare the flags!!!
            if (cond > (old + 1)) {
                // set the most significant bit to 1 (indicates that there exist skipped states)
                // also, ensure that the least significant bit is an 1 (the first step is never skipped, no matter
                // what the cond says)
                completedStateFlags = 0x80000001;

                // since no flag had been skipped until now, the least significant bits must all
                // be set to 1, up until "old" number of bits.
                completedStateFlags |= ((1 << old) - 1);

                // now, just set the bit corresponding to the passed cond to 1 (current step)
                completedStateFlags |= (1 << (cond - 1));
                set("__compltdStateFlags", String.valueOf(completedStateFlags));
            }
        }
        // case 2: There were exist previously skipped steps
        else {
            // if this is a push back to a previous step, clear all completion flags ahead
            if (cond < old) {
                completedStateFlags &= ((1 << cond) - 1); // note, this also unsets the flag indicating that there exist skips

                //now, check if this resulted in no steps being skipped any more
                if (completedStateFlags == ((1 << cond) - 1))
                    unset("__compltdStateFlags");
                else {
                    // set the most significant bit back to 1 again, to correctly indicate that this skips states.
                    // also, ensure that the least significant bit is an 1 (the first step is never skipped, no matter
                    // what the cond says)
                    completedStateFlags |= 0x80000001;
                    set("__compltdStateFlags", String.valueOf(completedStateFlags));
                }
            }
            // if this moves forward, it changes nothing on previously skipped steps...so just mark this
            // state and we are done
            else {
                completedStateFlags |= (1 << (cond - 1));
                set("__compltdStateFlags", String.valueOf(completedStateFlags));
            }
        }

        // send a packet to the client to inform it of the quest progress (step change)
        getPlayer().sendPacket(new QuestList(getPlayer()));

        int questId = getQuest().getQuestIntId();
        if (questId > 0 && questId < 19999 && cond > 0)
            getPlayer().sendPacket(new ExShowQuestMark(questId));
    }

    /**
     * Remove the variable of quest from the list of variables for the quest.<BR><BR>
     * <U><I>Concept : </I></U>
     * Remove the variable of quest represented by "var" from the class variable FastMap "vars" and from the database.
     * @param var : String designating the variable for the quest to be deleted
     * @return String pointing out the previous value associated with the variable "var"
     */
    public String unset(String var) {
        if (_vars == null)
            return null;

        String old = _vars.remove(var);

        if (old != null)
            Quest.deleteQuestVarInDb(this, var);

        return old;
    }

    /**
     * Insert (or Update) in the database variables that need to stay persistant for this player after a reboot.
     * This function is for storage of values that do not related to a specific quest but are
     * global for all quests.  For example, player's can get only once the adena and XP reward for
     * the first class quests, but they can make more than one first class 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 final void saveGlobalQuestVar(String var, String value) {
        Connection con = null;
        try {
            con = L2DatabaseFactory.getInstance().getConnection(con);
            PreparedStatement statement;
            statement = con
                    .prepareStatement("REPLACE INTO character_quest_global_data (charId,var,value) VALUES (?,?,?)");
            statement.setInt(1, _player.getObjectId());
            statement.setString(2, var);
            statement.setString(3, value);
            statement.executeUpdate();
            statement.close();
        } catch (Exception e) {
            _log.error("could not insert player's global quest variable:", e);
        } finally {
            L2DatabaseFactory.close(con);
        }
    }

    /**
     * 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 getGlobalQuestVar(String var) {
        String result = "";
        Connection con = null;
        try {
            con = L2DatabaseFactory.getInstance().getConnection(con);
            PreparedStatement statement;
            statement = con
                    .prepareStatement("SELECT value FROM character_quest_global_data WHERE charId = ? AND var = ?");
            statement.setInt(1, _player.getObjectId());
            statement.setString(2, var);
            ResultSet rs = statement.executeQuery();
            if (rs.first())
                result = rs.getString(1);
            rs.close();
            statement.close();
        } catch (Exception e) {
            _log.error("could not load player's global quest variable:", e);
        } finally {
            L2DatabaseFactory.close(con);
        }
        return result;
    }

    /**
     * Permanently delete from the database one of the player's global quest variable that was previously saved.
     * @param var : String designating the name of the variable
     */
    public final void deleteGlobalQuestVar(String var) {
        Connection con = null;
        try {
            con = L2DatabaseFactory.getInstance().getConnection(con);
            PreparedStatement statement;
            statement = con
                    .prepareStatement("DELETE FROM character_quest_global_data WHERE charId = ? AND var = ?");
            statement.setInt(1, _player.getObjectId());
            statement.setString(2, var);
            statement.executeUpdate();
            statement.close();
        } catch (Exception e) {
            _log.error("could not delete player's global quest variable:", e);
        } finally {
            L2DatabaseFactory.close(con);
        }
    }

    /**
     * Return the value of the variable of quest represented by "var"
     * @param var : name of the variable of quest
     * @return Object
     */
    public Object get(String var) {
        if (_vars == null)
            return null;

        return _vars.get(var);
    }

    /**
     * Return the value of the variable of quest represented by "var"
     * @param var : String designating the variable for the quest
     * @return int
     */
    public int getInt(String var) {
        int varint = 0;

        try {
            varint = Integer.parseInt(_vars.get(var));
        } catch (Exception e) {
            if (_log.isDebugEnabled())
                _log.info(getPlayer().getName() + ": variable " + var + " isn't an integer: " + varint, e);
            //       if (Config.AUTODELETE_INVALID_QUEST_DATA)
            //      exitQuest(true);
        }

        return varint;
    }

    /**
     * Add player to get notification of characters death
     * @param character : L2Creature of the character to get notification of death
     */
    public void addNotifyOfDeath(L2Creature character) {
        if (character == null || !(character instanceof L2Player))
            return;

        ((L2Player) character).addNotifyQuestOfDeath(this);
    }

    /**
     * Return the quantity of one sort of item hold by the player
     * @param itemId : ID of the item wanted to be count
     * @return int
     */
    public long getQuestItemsCount(int itemId) {
        long count = 0;

        for (L2ItemInstance item : getPlayer().getInventory().getItems())
            if (item.getItemId() == itemId)
                count += item.getCount();

        return count;
    }

    /**
     * Return the level of enchantment on the weapon of the player(Done specifically for weapon SA's)
     * @param itemId : ID of the item to check enchantment
     * @return int
     */
    public int getEnchantLevel(int itemId) {
        L2ItemInstance enchanteditem = getPlayer().getInventory().getItemByItemId(itemId);

        if (enchanteditem == null)
            return 0;

        return enchanteditem.getEnchantLevel();
    }

    /**
     * Give item to the player
     * @param itemId
     * @param count
     */
    public void giveItems(int itemId, long count) {
        giveItems(itemId, count, 0);
    }

    public synchronized void giveItems(int itemId, long count, int enchantlevel) {
        if (count <= 0)
            return;

        // Add items to player's inventory
        L2ItemInstance item = getPlayer().getInventory().addItem(Quest.QUEST, itemId, count, getPlayer(),
                getPlayer().getTarget());

        if (item == null)
            return;
        if (enchantlevel > 0)
            item.setEnchantLevel(enchantlevel);

        // If item for reward is gold, send message of gold reward to client
        if (itemId == PlayerInventory.ADENA_ID) {
            SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1_ADENA);
            smsg.addItemNumber(count);
            getPlayer().sendPacket(smsg);
        }
        // Otherwise, send message of object reward to client
        else {
            if (count > 1) {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
                smsg.addItemName(item);
                smsg.addItemNumber(count);
                getPlayer().sendPacket(smsg);
            } else {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1);
                smsg.addItemName(item);
                getPlayer().sendPacket(smsg);
            }
        }
        getPlayer().getInventory().updateInventory(item);
    }

    public void giveItems(int itemId, long count, byte attributeId, int attributeLevel) {
        if (count <= 0)
            return;

        // Add items to player's inventory
        L2ItemInstance item = getPlayer().getInventory().addItem(Quest.QUEST, itemId, count, getPlayer(),
                getPlayer().getTarget());

        if (item == null)
            return;

        // set enchant level for item if that item is not adena
        if (attributeId >= 0 && attributeLevel > 0) {
            item.setElementAttr(attributeId, attributeLevel);
            if (item.isEquipped())
                item.updateElementAttrBonus(getPlayer());

            InventoryUpdate iu = new InventoryUpdate();
            iu.addModifiedItem(item);
            getPlayer().sendPacket(iu);
        }

        // If item for reward is gold, send message of gold reward to client
        if (itemId == PlayerInventory.ADENA_ID) {
            SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1_ADENA);
            smsg.addItemNumber(count);
            getPlayer().sendPacket(smsg);
        }
        // Otherwise, send message of object reward to client
        else {
            if (count > 1) {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
                smsg.addItemName(item);
                smsg.addItemNumber(count);
                getPlayer().sendPacket(smsg);
            } else {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1);
                smsg.addItemName(item);
                getPlayer().sendPacket(smsg);
            }
        }
        getPlayer().getInventory().updateInventory(item);
    }

    /**
     * Give reward to the player
     * @param itemId
     * @param count
     */
    public void rewardItems(int itemId, long count) {
        rewardItems(itemId, count, 0);
    }

    public void rewardItems(int itemId, long count, int enchantlevel) {
        if (count <= 0)
            return;

        if (itemId == PlayerInventory.ADENA_ID)
            count = (long) (count * Config.RATE_QUESTS_REWARD_ADENA);
        else if (!Config.COMPENSATE_QUEST_ITEM_REWARDS)
            count = (long) (count * Config.RATE_QUESTS_REWARD_ITEMS);

        // Add items to player's inventory
        L2ItemInstance item = getPlayer().getInventory().addItem(Quest.QUEST, itemId, count, getPlayer(),
                getPlayer().getTarget());
        if (item == null)
            return;
        else if (enchantlevel > 0)
            item.setEnchantLevel(enchantlevel);
        else if (Config.COMPENSATE_QUEST_ITEM_REWARDS && !item.isStackable()
                && item.getItem().getType2() != L2Item.TYPE2_QUEST) {
            long price = item.getReferencePrice();
            if (price > 0)
                getPlayer().addAdena(Quest.QUEST,
                        (long) (price * (count * Config.RATE_QUESTS_REWARD_ITEMS - count)), getPlayer().getTarget(),
                        true);
        }

        // If item for reward is gold, send message of gold reward to client
        if (itemId == PlayerInventory.ADENA_ID) {
            SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1_ADENA);
            smsg.addItemNumber(count);
            getPlayer().sendPacket(smsg);
        }
        // Otherwise, send message of object reward to client
        else {
            if (count > 1) {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
                smsg.addItemName(item);
                smsg.addItemNumber(count);
                getPlayer().sendPacket(smsg);
            } else {
                SystemMessage smsg = new SystemMessage(SystemMessageId.EARNED_S1);
                smsg.addItemName(item);
                getPlayer().sendPacket(smsg);
            }
        }
        getPlayer().getInventory().updateInventory(item);
    }

    /**
     * Drop Quest item using Config.RATE_DROP_QUEST
     * @param itemId Item Identifier of the item to be dropped
     * @param count Quantity of items to be dropped
     * @param neededCount Quantity of items needed for quest
     * @param dropChance Base chance of drop, same as in droplist
     * @param sound indicating whether to play sound
     * @return whether player has requested number of items
     */
    public boolean dropQuestItems(int itemId, long count, long neededCount, int dropChance, boolean sound) {
        return dropQuestItems(itemId, count, neededCount, dropChance, sound, true);
    }

    public boolean dropQuestItems(int itemId, long count, long neededCount, int dropChance, boolean sound,
            boolean party) {
        return dropQuestItems(itemId, count, count, neededCount, dropChance, sound, party);
    }

    public boolean dropQuestItems(int itemId, long minCount, long maxCount, long neededCount, int dropChance,
            boolean sound) {
        return dropQuestItems(itemId, minCount, maxCount, neededCount, dropChance, sound, true);
    }

    public boolean dropQuestItems(int itemId, long minCount, long maxCount, long neededCount, int dropChance,
            boolean sound, boolean party) {
        dropChance *= Config.RATE_DROP_QUEST;
        if (party) {
            L2Party p = getPlayer().getParty();
            if (p != null)
                dropChance /= getPlayer().getParty().getMemberCount();
        }

        long currentCount = getQuestItemsCount(itemId);
        if (currentCount >= neededCount)
            return true;

        long itemCount = 0;
        int random = Rnd.get(L2DropData.MAX_CHANCE);

        while (random < dropChance) {
            // Get the item quantity dropped
            if (minCount < maxCount)
                itemCount += Rnd.get(minCount, maxCount);
            else if (minCount == maxCount)
                itemCount += minCount;
            else
                itemCount++;

            // Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE
            dropChance -= L2DropData.MAX_CHANCE;
        }

        if (itemCount > 0) {
            // if over neededCount, just fill the gap
            if (neededCount > 0 && currentCount + itemCount > neededCount)
                itemCount = neededCount - currentCount;

            // Inventory slot check
            if (!getPlayer().getInventory().validateCapacityByItemId(itemId))
                return false;

            // Give the item to Player
            getPlayer().addItem(Quest.QUEST, itemId, itemCount, getPlayer().getTarget(), true);

            if (sound)
                sendPacket((currentCount + itemCount < neededCount) ? Quest.SND_ITEM_GET : Quest.SND_MIDDLE);
        }

        return (neededCount > 0 && currentCount + itemCount >= neededCount);
    }

    //TODO: More radar functions need to be added when the radar class is complete.
    // BEGIN STUFF THAT WILL PROBABLY BE CHANGED
    public void addRadar(int x, int y, int z) {
        getPlayer().getRadar().addMarker(x, y, z);
    }

    public void removeRadar(int x, int y, int z) {
        getPlayer().getRadar().removeMarker(x, y, z);
    }

    public void clearRadar() {
        getPlayer().getRadar().removeAllMarkers();
    }

    // END STUFF THAT WILL PROBABLY BE CHANGED

    /**
     * Remove items from player's inventory when talking to NPC in order to have rewards.<BR><BR>
     * <U><I>Actions :</I></U>
     * <LI>Destroy quantity of items wanted</LI>
     * <LI>Send new inventory list to player</LI>
     * @param itemId : Identifier of the item
     * @param count : Quantity of items to destroy
     */
    public void takeItems(int itemId, long count) {
        // Get object item from player's inventory list
        L2ItemInstance item = getPlayer().getInventory().getItemByItemId(itemId);
        if (item == null || count == 0)
            return;

        // Tests on count value in order not to have negative value
        if (count < 0 || count > item.getCount())
            count = item.getCount();

        // Destroy the quantity of items wanted
        if (itemId == PlayerInventory.ADENA_ID)
            getPlayer().reduceAdena(Quest.QUEST, count, getPlayer(), true);
        else {
            if (item.isEquipped()) {
                L2ItemInstance[] unequiped = getPlayer().getInventory()
                        .unEquipItemInBodySlotAndRecord(item.getItem().getBodyPart());
                InventoryUpdate iu = new InventoryUpdate();
                for (L2ItemInstance itm : unequiped)
                    iu.addModifiedItem(itm);
                getPlayer().sendPacket(iu);
                getPlayer().broadcastUserInfo();
            }
            getPlayer().destroyItemByItemId(Quest.QUEST, itemId, count, getPlayer(), true);
        }
    }

    /**
     * Send a packet in order to play sound at client terminal
     * @param sound
     */
    public void playSound(String sound) {
        sendPacket(new PlaySound(0, sound));
    }

    /**
     * Send a packet in order to play sound at client terminal
     * @param sound
     */
    public void sendPacket(L2ServerPacket packet) {
        getPlayer().sendPacket(packet);
    }

    /**
     * Add XP and SP as quest reward
     * @param exp
     * @param sp
     */
    public void addExpAndSp(int exp, int sp) {
        getPlayer().addExpAndSp(
                (int) getPlayer().calcStat(Stats.EXPSP_RATE, exp * Config.RATE_QUESTS_REWARD_EXPSP, null, null),
                (int) getPlayer().calcStat(Stats.EXPSP_RATE, sp * Config.RATE_QUESTS_REWARD_EXPSP, null, null));
    }

    /**
     * Return random value
     * @param max : max value for randomisation
     * @return int
     */
    public int getRandom(int max) {
        return Rnd.get(max);
    }

    /**
     * Return number of ticks from GameTimeController
     * @return int
     */
    public int getItemEquipped(int loc) {
        return getPlayer().getInventory().getPaperdollItemId(loc);
    }

    /**
     * Return the number of ticks from the GameTimeController
     * @return int
     */
    public int getGameTicks() {
        return GameTimeManager.getGameTicks();
    }

    /**
     * Return true if quest is to exited on clean up by QuestStateManager
     * @return boolean
     */
    public final boolean isExitQuestOnCleanUp() {
        return _isExitQuestOnCleanUp;
    }

    /**
     * Return the QuestTimer object with the specified name
     * @return QuestTimer<BR> Return null if name does not exist
     */
    public void setIsExitQuestOnCleanUp(boolean isExitQuestOnCleanUp) {
        _isExitQuestOnCleanUp = isExitQuestOnCleanUp;
    }

    /**
     * Start a timer for quest.<BR><BR>
     * @param name<BR> The name of the timer. Will also be the value for event of onEvent
     * @param time<BR> The milisecond value the timer will elapse
     */
    public void startQuestTimer(String name, long time) {
        getQuest().startQuestTimer(name, time, null, getPlayer(), false);
    }

    public void startQuestTimer(String name, long time, L2Npc npc) {
        getQuest().startQuestTimer(name, time, npc, getPlayer(), false);
    }

    public void startRepeatingQuestTimer(String name, long time) {
        getQuest().startQuestTimer(name, time, null, getPlayer(), true);
    }

    public void startRepeatingQuestTimer(String name, long time, L2Npc npc) {
        getQuest().startQuestTimer(name, time, npc, getPlayer(), true);
    }

    /**
     * Return the QuestTimer object with the specified name
     * @return QuestTimer<BR> Return null if name does not exist
     */
    public final QuestTimer getQuestTimer(String name) {
        return getQuest().getQuestTimer(name, null, getPlayer());
    }

    /**
     * Add spawn for player instance
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId) {
        return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, 0);
    }

    public L2Npc addSpawn(int npcId, int despawnDelay) {
        return addSpawn(npcId, getPlayer().getX(), getPlayer().getY(), getPlayer().getZ(), 0, false, despawnDelay);
    }

    public L2Npc addSpawn(int npcId, int x, int y, int z) {
        return addSpawn(npcId, x, y, z, 0, false, 0);
    }

    /**
     * Add spawn for player instance
     * Will despawn after the spawn length expires
     * Uses player's coords and heading.
     * Adds a little randomization in the x y coords
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId, L2Creature cha) {
        return addSpawn(npcId, cha, true, 0);
    }

    public L2Npc addSpawn(int npcId, L2Creature cha, int despawnDelay) {
        return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), true, despawnDelay);
    }

    /**
     * Add spawn for player instance
     * Will despawn after the spawn length expires
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId, int x, int y, int z, int despawnDelay) {
        return addSpawn(npcId, x, y, z, 0, false, despawnDelay);
    }

    /**
     * Add spawn for player instance
     * Inherits coords and heading from specified L2Creature instance.
     * It could be either the player, or any killed/attacked mob
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId, L2Creature cha, boolean randomOffset, int despawnDelay) {
        return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), randomOffset, despawnDelay);
    }

    /**
     * Add spawn for player instance
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay) {
        return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, false, 0);
    }

    public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay,
            boolean isSummonSpawn) {
        return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn, 0);
    }

    /**
     * Add spawn for player instance
     * Return object id of newly spawned npc
     */
    public L2Npc addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay,
            boolean isSummonSpawn, int instanceId) {
        return getQuest().addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn, instanceId);
    }

    public String showHtmlFile(String fileName) {
        return getQuest().showHtmlFile(getPlayer(), fileName);
    }

    /**
     * Destroy element used by quest when quest is exited
     * @param repeatable
     * @return QuestState
     */
    public QuestState exitQuest(boolean repeatable) {
        // remove this quest from the notifyDeath list of this character if its on this list
        _player.removeNotifyQuestOfDeath(this);

        if (isCompleted())
            return this;

        // Say quest is completed
        setState(State.COMPLETED);

        // Clean registered quest items
        int[] itemIdList = getQuest().getRegisteredItemIds();
        if (itemIdList != null) {
            for (int finalElement : itemIdList)
                takeItems(finalElement, -1);
        }

        // If quest is repeatable, delete quest from list of quest of the player and from database (quest CAN be created again => repeatable)
        if (repeatable) {
            getPlayer().delQuestState(getQuestName());
            Quest.deleteQuestInDb(this);

            _vars = null;
        } else {
            // Otherwise, delete variables for quest and update database (quest CANNOT be created again => not repeatable)
            if (_vars != null) {
                for (String var : _vars.keySet())
                    unset(var);
            }

            Quest.updateQuestInDb(this);
        }

        return this;
    }

    public void showQuestionMark(int number) {
        getPlayer().sendPacket(new TutorialShowQuestionMark(number));
    }

    public void playTutorialVoice(String voice) {
        getPlayer().sendPacket(new PlaySound(2, voice));
    }

    public void showTutorialHTML(String html) {
        String text = HtmCache.getInstance().getHtm("data/scripts/quests/255_Tutorial/" + html);
        if (text == null) {
            _log.warn("Missing html page data/scripts/quests/255_Tutorial/" + html);
            text = "<html><body>File data/scripts/quests/255_Tutorial/" + html
                    + " not found or file is empty.</body></html>";
        }
        getPlayer().sendPacket(new TutorialShowHtml(text));
    }

    public void closeTutorialHtml() {
        getPlayer().sendPacket(new TutorialCloseHtml());
    }

    public void onTutorialClientEvent(int number) {
        getPlayer().sendPacket(new TutorialEnableClientEvent(number));
    }

    public void dropItem(L2MonsterInstance npc, L2Player player, int itemId, int count) {
        npc.dropItem(player, itemId, count);
    }
}