/*
 * 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 net.sf.l2j.gameserver.model.quest;

import java.io.PrintWriter;
import java.io.StringWriter;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.Collection;
import java.util.Map;
import java.util.concurrent.locks.ReentrantReadWriteLock;
import java.util.logging.Level;
import java.util.logging.Logger;

import javolution.util.FastList;
import javolution.util.FastMap;
import net.sf.l2j.Config;
import net.sf.l2j.L2DatabaseFactory;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.cache.HtmCache;
import net.sf.l2j.gameserver.datatables.NpcTable;
import net.sf.l2j.gameserver.instancemanager.QuestManager;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Party;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Spawn;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
import net.sf.l2j.gameserver.scripting.ManagedScript;
import net.sf.l2j.gameserver.scripting.ScriptManager;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;
import net.sf.l2j.util.Rnd;

/**
 * @author Luis Arias
 *
 */
public class Quest extends ManagedScript
{
	protected static final Logger _log = Logger.getLogger(Quest.class.getName());
	
	/** HashMap containing events from String value of the event */
	private static Map<String, Quest> _allEventsS = new FastMap<String, Quest>();
	/** HashMap containing lists of timers from the name of the timer */
	private Map<String, FastList<QuestTimer>> _allEventTimers = new FastMap<String, FastList<QuestTimer>>();
	
	private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock();
	
	private final int _questId;
	private final String _name;
	private final String _descr;
	private final byte _initialState = State.CREATED;
	// 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;
	
	/**
	 * 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 descr : String for the description of the quest
	 */
	public Quest(int questId, String name, String descr)
	{
		_questId = questId;
		_name = name;
		_descr = descr;
		
		if (questId != 0)
		{
			QuestManager.getInstance().addQuest(Quest.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_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  
		
		// 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());
		Quest.createQuestInDb(qs);
		return qs;
	}
	
	/**
	 * Return initial state of the quest
	 * @return State
	 */
	public byte getInitialState()
	{
		return _initialState;
	}
	
	/**
	 * Return name of the quest
	 * @return String
	 */
	public String getName()
	{
		return _name;
	}
	
	/**
	 * Return description of the quest
	 * @return String
	 */
	public String getDescr()
	{
		return _descr;
	}
	
	/**
	 * 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, L2NpcInstance 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 repeatable: indicates if the timer is repeatable or one-time.
	 */
	public void startQuestTimer(String name, long time, L2NpcInstance 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<QuestTimer>();
			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();
				}
			}
		}
		// ignore the startQuestTimer in all other cases (timer is already started)
	}
	
	public QuestTimer getQuestTimer(String name, L2NpcInstance 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, L2NpcInstance 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(L2NpcInstance 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 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(L2NpcInstance 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(L2NpcInstance npc)
	{
		try
		{
			onSpawn(npc);
		}
		catch (Exception e)
		{
			_log.log(Level.WARNING, "", e);
			return true;
		}
		return false;
	}
	
	public final boolean notifyEvent(String event, L2NpcInstance 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 notifyKill(L2NpcInstance npc, L2PcInstance killer, boolean isPet)
	{
		String res = null;
		try
		{
			res = onKill(npc, killer, isPet);
		}
		catch (Exception e)
		{
			return showError(killer, e);
		}
		return showResult(killer, res);
	}
	
	public final boolean notifyTalk(L2NpcInstance 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(L2NpcInstance 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);
		// else tell the player that
		else
			player.sendPacket(ActionFailed.STATIC_PACKET);
		// note: if the default html for this npc needs to be shown, onFirstTalk should 
		// call npc.showChatWindow(player) and then return null.
		return true;
	}
	public class tmpOnSkillSee implements Runnable
	{
		private L2NpcInstance _npc;
		private L2PcInstance _caster;
		private L2Skill _skill;
		private L2Object[] _targets;
		private boolean _isPet;
		
		public tmpOnSkillSee(L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
		{
			_npc = npc;
			_caster = caster;
			_skill = skill;
			_targets = targets;
			_isPet = isPet;
		}
		
		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(L2NpcInstance 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(L2NpcInstance npc, L2NpcInstance 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 L2NpcInstance _npc;
		private L2PcInstance _pc;
		private boolean _isPet;
		
		public tmpOnAggroEnter(L2NpcInstance npc, L2PcInstance pc, boolean isPet)
		{
			_npc = npc;
			_pc = pc;
			_isPet = isPet;
		}
		
		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(L2NpcInstance npc, L2PcInstance player, boolean isPet)
	{
		ThreadPoolManager.getInstance().executeAi(new tmpOnAggroEnter(npc, player, isPet));
		return true;
	}
	
	// these are methods that java calls to invoke scripts
	public String onAttack(L2NpcInstance npc, L2PcInstance attacker, int damage, boolean isPet)
	{
		return null;
	}
	
	public String onDeath(L2Character killer, L2Character victim, QuestState qs)
	{
		if (killer instanceof L2NpcInstance)
			return onAdvEvent("", (L2NpcInstance) killer, qs.getPlayer());
		else
			return onAdvEvent("", null, qs.getPlayer());
	}
	
	public String onAdvEvent(String event, L2NpcInstance 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
		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(L2NpcInstance npc, L2PcInstance killer, boolean isPet)
	{
		return null;
	}
	
	public String onTalk(L2NpcInstance npc, L2PcInstance talker)
	{
		return null;
	}
	
	public String onFirstTalk(L2NpcInstance npc, L2PcInstance player)
	{
		return null;
	}
	
	public String onSkillSee(L2NpcInstance npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
	{
		return null;
	}
	
	public String onSpellFinished(L2NpcInstance npc, L2PcInstance player, L2Skill skill)
	{
		return null;
	}
	
	public String onSpawn(L2NpcInstance npc)
	{
		return null;
	}
	
	public String onFactionCall(L2NpcInstance npc, L2NpcInstance caller, L2PcInstance attacker, boolean isPet)
	{
		return null;
	}
	
	public String onAggroRangeEnter(L2NpcInstance npc, L2PcInstance player, boolean isPet)
	{
		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.log(Level.WARNING, this.getScriptFile().getAbsolutePath(), t);
		if (player.getAccessLevel().isGm())
		{
			StringWriter sw = new StringWriter();
			PrintWriter pw = new PrintWriter(sw);
			t.printStackTrace(pw);
			pw.close();
			String res = "<html><body><title>Script error</title>" + sw.toString() + "</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 qs : QuestState 
	 * @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.equals(""))
			return true;
		if (res.endsWith(".htm"))
		{
			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 final static void playerEnter(L2PcInstance player)
	{
		
		java.sql.Connection con = null;
		try
		{
			// Get list of quests owned by the player from database
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			
			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=?");
			
			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.finer("Unknown quest " + questId + " for player " + player.getName());
					if (Config.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.finer("Lost variable " + var + " in quest " + questId + " for player " + player.getName());
					if (Config.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.log(Level.WARNING, "could not insert char quest:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not insert global quest variable:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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 = "";
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not load global quest variable:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not delete global quest variable:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception e)
			{
			}
		}
	}
	
	/**
	 * Permanently delete from the database all global quest variables that was previously saved for this quest.
	 */
	public final void deleteAllGlobalQuestVars()
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?");
			statement.setString(1, getName());
			statement.executeUpdate();
			statement.close();
		}
		catch (Exception e)
		{
			_log.log(Level.WARNING, "could not delete global quest variables:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?)");
			statement.setInt(1, qs.getPlayer().getObjectId());
			statement.setString(2, qs.getQuestName());
			statement.setString(3, var);
			statement.setString(4, value);
			statement.executeUpdate();
			statement.close();
		}
		catch (Exception e)
		{
			_log.log(Level.WARNING, "could not insert char quest:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not update char quest:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not delete char quest:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception e)
			{
			}
		}
	}
	
	/**
	 * Delete the player's quest from database.
	 * @param qs : QuestState pointing out the player's quest
	 */
	public static void deleteQuestInDb(QuestState qs)
	{
		java.sql.Connection con = null;
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			PreparedStatement statement;
			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.log(Level.WARNING, "could not delete char quest:", e);
		}
		finally
		{
			try
			{
				con.close();
			}
			catch (Exception 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 "&lt;state&gt;" 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 "&lt;state&gt;" of the quest</LI>
	 * @param qs : QuestState
	 */
	public static void updateQuestInDb(QuestState qs)
	{
		String val = State.getStateName(qs.getState());
		updateQuestVarInDb(qs, "<state>", val);
	}
	
	/**
	 * 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)
		{
			e.printStackTrace();
			return null;
		}
	}
	
	/**
	 * Add the quest to the NPC's startQuest
	 * @param npcId
	 * @return L2NpcTemplate : Start NPC
	 */
	public L2NpcTemplate addStartNpc(int npcId)
	{
		return addEventId(npcId, Quest.QuestEventType.QUEST_START);
	}
	
	/**
	 * Add the quest to the NPC's first-talk (default action dialog)
	 * @param npcId
	 * @return L2NpcTemplate : Start NPC
	 */
	public L2NpcTemplate addFirstTalkId(int npcId)
	{
		return addEventId(npcId, Quest.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 attackId
	 * @return int : attackId
	 */
	public L2NpcTemplate addAttackId(int attackId)
	{
		return addEventId(attackId, Quest.QuestEventType.ON_ATTACK);
	}
	
	/**
	 * Add this quest to the list of quests that the passed mob will respond to for Kill Events.<BR><BR>
	 * @param killId
	 * @return int : killId
	 */
	public L2NpcTemplate addKillId(int killId)
	{
		return addEventId(killId, Quest.QuestEventType.ON_KILL);
	}
	
	/**
	 * Add this quest to the list of quests that the passed npc will respond to for Talk Events.<BR><BR>
	 * @param talkId : ID of the NPC
	 * @return int : ID of the NPC
	 */
	public L2NpcTemplate addTalkId(int talkId)
	{
		return addEventId(talkId, Quest.QuestEventType.ON_TALK);
	}
	
	/**
	 * Add this quest to the list of quests that the passed npc will respond to for Spawn Events.<BR><BR>
	 * @param talkId : ID of the NPC
	 * @return int : ID of the NPC
	 */
	public L2NpcTemplate addSpawnId(int npcId)
	{
		return addEventId(npcId, Quest.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 talkId : ID of the NPC
	 * @return int : ID of the NPC
	 */
	public L2NpcTemplate addSkillSeeId(int npcId)
	{
		return addEventId(npcId, Quest.QuestEventType.ON_SKILL_SEE);
	}

	public L2NpcTemplate addSpellFinishedId(int npcId)
	{
		return addEventId(npcId, Quest.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 talkId : ID of the NPC
	 * @return int : ID of the NPC
	 */
	public L2NpcTemplate addFactionCallId(int npcId)
	{
		return addEventId(npcId, Quest.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 talkId : ID of the NPC
	 * @return int : ID of the NPC
	 */
	public L2NpcTemplate addAggroRangeEnterId(int npcId)
	{
		return addEventId(npcId, Quest.QuestEventType.ON_AGGRO_RANGE_ENTER);
	}
	
	// returns a random party member's L2PcInstance for the passed player's party
	// returns the passed player if he has no party.
	public L2PcInstance getRandomPartyMember(L2PcInstance player)
	{
		// NPE prevention.  If the player is null, there is nothing to return
		if (player == null)
			return null;
		if ((player.getParty() == null) || (player.getParty().getPartyMembers().size() == 0))
			return player;
		L2Party party = player.getParty();
		return party.getPartyMembers().get(Rnd.get(party.getPartyMembers().size()));
	}
	
	/**
	 * Auxilary 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 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, String value)
	{
		return getRandomPartyMember(player, "cond", value);
	}
	
	/**
	 * Auxilary 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 var/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, any random party 
	 * 				member is returned (i.e. no condition is applied).
	 * 				The party member must be within 1500 distance from the target of the reference
	 * 				player, or if no target exists, 1500 distance from the player itself.
	 */
	public L2PcInstance getRandomPartyMember(L2PcInstance player, String var, String value)
	{
		// if no valid player instance is passed, there is nothing to check...
		if (player == null)
			return null;
		
		// for null var condition, return any random party member.
		if (var == null)
			return getRandomPartyMember(player);
		
		// normal cases...if the player is not in a party, check the player's state
		QuestState temp = null;
		L2Party party = player.getParty();
		// if this player is not in a party, just check if this player instance matches the conditions itself
		if ((party == null) || (party.getPartyMembers().size() == 0))
		{
			temp = player.getQuestState(getName());
			if ((temp != null) && (temp.get(var) != null) && ((String) temp.get(var)).equalsIgnoreCase(value))
				return player; // match
				
			return null; // no match
		}
		
		// if the player is in a party, gather a list of all matching party members (possibly 
		// including this player) 
		FastList<L2PcInstance> candidates = new FastList<L2PcInstance>();
		
		// get the target for enforcing distance limitations.
		L2Object target = player.getTarget();
		if (target == null)
			target = player;
		
		for (L2PcInstance partyMember : party.getPartyMembers())
		{
			temp = partyMember.getQuestState(getName());
			if ((temp != null) && (temp.get(var) != null) && ((String) temp.get(var)).equalsIgnoreCase(value) && partyMember.isInsideRadius(target, 1500, true, false))
				candidates.add(partyMember);
		}
		// if there was no match, return null...
		if (candidates.size() == 0)
			return null;
		
		// if a match was found from the party, return one of them at random.
		return candidates.get(Rnd.get(candidates.size()));
	}
	
	/**
	 * Auxilary 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 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, byte state)
	{
		// if no valid player instance is passed, there is nothing to check...
		if (player == null)
			return null;
		
		// normal cases...if the player is not in a partym check the player's state
		QuestState temp = null;
		L2Party party = player.getParty();
		// if this player is not in a party, just check if this player instance matches the conditions itself
		if ((party == null) || (party.getPartyMembers().size() == 0))
		{
			temp = player.getQuestState(getName());
			if ((temp != null) && (temp.getState() == state))
				return player; // match
				
			return null; // no match
		}
		
		// if the player is in a party, gather a list of all matching party members (possibly 
		// including this player) 
		FastList<L2PcInstance> candidates = new FastList<L2PcInstance>();
		
		// get the target for enforcing distance limitations.
		L2Object target = player.getTarget();
		if (target == null)
			target = player;
		
		for (L2PcInstance partyMember : party.getPartyMembers())
		{
			temp = partyMember.getQuestState(getName());
			if ((temp != null) && (temp.getState() == state) && partyMember.isInsideRadius(target, 1500, true, false))
				candidates.add(partyMember);
		}
		// if there was no match, return null...
		if (candidates.size() == 0)
			return null;
		
		// if a match was found from the party, return one of them at random.
		return candidates.get(Rnd.get(candidates.size()));
	}
	
	/**
	 * Show HTML file to client
	 * @param fileName
	 * @return String : message sent to client 
	 */
	public String showHtmlFile(L2PcInstance player, String fileName)
	{
		String questId = getName();
		
		//Create handler to file linked to the quest
		String directory = getDescr().toLowerCase();
		String content = HtmCache.getInstance().getHtm("data/scripts/" + directory + "/" + questId + "/" + fileName);
		
		if (content == null)
			content = HtmCache.getInstance().getHtmForce("data/scripts/quests/" + questId + "/" + fileName);
		
		if (player != null && player.getTarget() != null)
			content = content.replaceAll("%objectId%", String.valueOf(player.getTarget().getObjectId()));
		
		//Send message to client if message not empty     
		if (content != null)
		{
			NpcHtmlMessage npcReply = new NpcHtmlMessage(5);
			npcReply.setHtml(content);
			npcReply.replace("%playername%", player.getName());
			player.sendPacket(npcReply);
			player.sendPacket(ActionFailed.STATIC_PACKET);
		}
		
		return content;
	}
	
	// =========================================================
	//  QUEST SPAWNS
	// =========================================================
	
	public class DeSpawnScheduleTimerTask implements Runnable
	{
		L2NpcInstance _npc = null;
		
		public DeSpawnScheduleTimerTask(L2NpcInstance npc)
		{
			_npc = npc;
		}
		
		public void run()
		{
			_npc.onDecay();
		}
	}
	
	// Method - Public
	/**
	 * Add a temporary (quest) spawn
	 * Return instance of newly spawned npc
	 */
	public L2NpcInstance addSpawn(int npcId, L2Character cha)
	{
		return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, false);
	}
	
	/**
	 * Add a temporary (quest) spawn
	 * Return instance of newly spawned npc
	 * with summon animation
	 */
	public L2NpcInstance addSpawn(int npcId, L2Character cha, boolean isSummonSpawn)
	{
		return addSpawn(npcId, cha.getX(), cha.getY(), cha.getZ(), cha.getHeading(), false, 0, isSummonSpawn);
	}
	
	public L2NpcInstance addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffSet, int despawnDelay)
	{
		return addSpawn(npcId, x, y, z, heading, randomOffSet, despawnDelay, false);
	}
	
	public L2NpcInstance addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn)
	{
		return addSpawn(npcId, x, y, z, heading, randomOffset, despawnDelay, isSummonSpawn, 0);
	}
	
	public L2NpcInstance addSpawn(int npcId, int x, int y, int z, int heading, boolean randomOffset, int despawnDelay, boolean isSummonSpawn, int instanceId)
	{
		L2NpcInstance 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.log(Level.SEVERE, "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.setInstanceId(instanceId);
				spawn.setHeading(heading);
				spawn.setLocx(x);
				spawn.setLocy(y);
				spawn.setLocz(z + 20);
				spawn.stopRespawn();
				result = spawn.spawnOne(isSummonSpawn);
				
				if (despawnDelay > 0)
					ThreadPoolManager.getInstance().scheduleGeneral(new DeSpawnScheduleTimerTask(result), despawnDelay);
				
				return result;
			}
		}
		catch (Exception e1)
		{
			_log.warning("Could not spawn Npc " + npcId);
		}
		
		return null;
	}
	
	public int[] getRegisteredItemIds()
	{
		return questItemIds;
	}
	
	/**
	 * @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptName()
	 */
	@Override
	public String getScriptName()
	{
		return this.getName();
	}
	
	/**
	 * @see net.sf.l2j.gameserver.scripting.ManagedScript#setActive(boolean)
	 */
	@Override
	public void setActive(boolean status)
	{
		// TODO implement me
	}
	
	/**
	 * @see net.sf.l2j.gameserver.scripting.ManagedScript#reload()
	 */
	@Override
	public boolean reload()
	{
		unload();
		return super.reload();
	}
	
	/**
	 * @see net.sf.l2j.gameserver.scripting.ManagedScript#unload()
	 */
	@Override
	public boolean unload()
	{
		this.saveGlobalData();
		// cancel all pending timers before reloading.
		// if timers ought to be restarted, the quest can take care of it
		// with its code (example: save global data indicating what timer must 
		// be restarted).
		for (FastList<QuestTimer> timers : _allEventTimers.values())
			for (QuestTimer timer : timers)
				timer.cancel();
		_allEventTimers.clear();
		return QuestManager.getInstance().removeQuest(this);
	}
	
	/**
	 * @see net.sf.l2j.gameserver.scripting.ManagedScript#getScriptManager()
	 */
	@Override
	public ScriptManager<?> getScriptManager()
	{
		return QuestManager.getInstance();
	}
}
