// // C Implementation: token.c // // Description: // Token.c is part of a multi purpose quest system built for eldamud and other smaug derived muds. // The token system allows immortals to issue quest tokens to Pc's, who gain practices, Qp and experience // By redeaming them in at a questmaster. // // Author: robert powell <powell123@yahoo.com>, (C) 2005 // // Copyright: This code remains copyright to robert powell of eldhamud, you may use, abuse, redistribute // edit or delete this code to your hearts content. You may not use it for profit. // #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "mud.h" /* Local func tions */ void generate_quest args(( CHAR_DATA *ch, CHAR_DATA *questman )); void quest_update args(( void )); bool qchance args(( int num )); CHAR_DATA *find_quest_mob args(( CHAR_DATA *ch)); OBJ_DATA *find_quest_obj args(( CHAR_DATA *ch)); void quest_list args((CHAR_DATA *ch)); void quest_buy args((CHAR_DATA *questman, CHAR_DATA *ch, sh_int number)); #define OBJ_VNUM_TOKEN 97 #define OBJ_VNUM_GLOBAL_QUEST 91 #define QUEST_OBJQUEST1 99 #define QUEST_OBJQUEST2 100 #define QUEST_OBJQUEST3 101 #define QUEST_OBJQUEST4 102 #define QUEST_OBJQUEST5 103 bool qchance( int num ) { if (number_range(1,65) <= num) return TRUE; else return FALSE; } /* * Quest point bonus costs -- Gareth */ #define HUM_COST 50 #define GLOW_COST 50 #define HP_COST 50 #define MANA_COST 50 #define MOVE_COST 50 #define STR_COST 50 #define INT_COST 50 #define WIS_COST 50 #define DEX_COST 50 #define CON_COST 50 #define CHA_COST 100 #define LCK_COST 100 #define PRAC_COST 5 void do_create_token( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; OBJ_DATA *token; char buf[MAX_INPUT_LENGTH]; char desc[10]; desc[0] = '\0'; argument = one_argument( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char("Syntax: create_token <token type> see value for types.\n\r", ch); send_to_char("Syntax: create_token value\n\r", ch); return; } if (!str_cmp(arg1,"value")) { send_to_char("&g|----------------------------------------------------------| \n\r", ch); send_to_char("| &WToken &g| &bPractices &g| &GQuest Points &g| &PExperience&g&g | &Y Gold &g| \n\r", ch); send_to_char("|----------------------------------------------------------| \n\r", ch); send_to_char("| &WRoleplay&g| &b 1 &g | &G 20 &g | &P 200 &g | &Y 1000 &g | \n\r", ch); send_to_char("| &WGlobal &g| &b 2 &g | &G 100 &g | &P 1000 &g | &Y 4000 &g| \n\r", ch); send_to_char("| &WHelper &g| &b 5 &g | &G 200 &g | &P 2000 &g | &Y8000 &g| \n\r", ch); send_to_char("| &WImmortal&g| &b 10 &g | &G 400 &g | &P 4000 &g| &Y16000 &g| \n\r", ch); send_to_char("| &WNewbie &g| &b 20 &g | &G 600 &g | &P 6000 &g| &Y 32000 &g| \n\r", ch); send_to_char("|----------------------------------------------------------|&D\n\r", ch); send_to_char("See help token for issueing information. \n\r", ch); return; } else if (!str_cmp(arg1,"global")) { token = create_object(get_obj_index(OBJ_VNUM_TOKEN), 0); token->value[0] = 2; // value for practices gained token->value[1] = 100; // value for quest points gained token->value[2] = 1000; // value for experience gained token->value[3] = 4000; // value for gold gained strcpy(desc, "&YGlobal&D" ); } else if (!str_cmp(arg1,"helper")) { token = create_object(get_obj_index(OBJ_VNUM_TOKEN), 0); token->value[0] = 5; // value for practices gained token->value[1] = 200; // value for quest points gained token->value[2] = 2000; // value for experience gained token->value[3] = 8000; // value for gold gained strcpy(desc, "&YHelper&D" ); } else if (!str_cmp(arg1,"immortal")) { token = create_object(get_obj_index(OBJ_VNUM_TOKEN), 0); token->value[0] = 10; // value for practices gained token->value[1] = 400; // value for quest points gained token->value[2] = 4000; // value for experience gained token->value[3] = 16000; // value for gold gained strcpy(desc, "&YImmortal&D" ); } else if (!str_cmp(arg1,"newbie")) { token = create_object(get_obj_index(OBJ_VNUM_TOKEN), 0); token->value[0] = 20; // value for practices gained token->value[1] = 600; // value for quest points gained token->value[2] = 6000; // value for experience gained token->value[3] = 32000; // value for gold gained strcpy(desc, "&YNewbie&D" ); } else if (!str_cmp(arg1,"roleplay")) { token = create_object(get_obj_index(OBJ_VNUM_TOKEN), 0); token->value[0] = 1; // value for practices gained token->value[1] = 20; // value for quest points gained token->value[2] = 200; // value for experience gained token->value[3] = 1000; // value for gold gained strcpy(desc, "&YRoleplay&D" ); } else { send_to_char("That is not a valid argument, try create_token to see valid arguments\n\r", ch); return; } token->level = 2; token->cost = 0; SET_BIT(token->wear_flags,ITEM_TAKE); sprintf( buf, "quest token %s", desc ); STRFREE( token->name ); token->name = STRALLOC (buf); sprintf( buf, "a %s quest token of Eldha", desc ); STRFREE( token->short_descr ); token->short_descr = STRALLOC ( buf ); sprintf( buf, "A %s Quest Token of Eldha", desc ); STRFREE( token->description ); token->description = STRALLOC ( buf ); act(AT_ACTION, "$n creates a $p.", ch, token, NULL, TO_NOTVICT); act(AT_ACTION, "You create a $p.", ch, token, NULL, TO_CHAR ); obj_to_char( token, ch ); return; } void do_token_redeem( CHAR_DATA *ch, OBJ_DATA *obj) { ch_printf(ch, "You receive %d Practice : %d Questpoints : %d Experience : %d Gold\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]); ch->practice += obj->value[0]; ch->pcdata->quest_curr += obj->value[1]; ch->gold += obj->value[3]; if (ch->level < 100) { ch->exp += obj->value[2]; return; } return; } void update_questobj(CHAR_DATA * ch, OBJ_DATA *obj) { if (xIS_SET(obj->extra_flags, ITEM_QUEST)) { switch (obj->item_type) { case ITEM_WEAPON: obj->level = ch->level; obj->value[0] = 30; obj->value[1] = 16 + ((ch->level / 8) * 5); obj->value[2] = number_fuzzy( 2 * ch->level + (ch->level / 2.5) ); break; case ITEM_ARMOR: obj->level = ch->level; obj->value[0] = number_fuzzy( obj->level / 2 + 2 ); obj->value[3] = 30; break; default: break; } return; } } void update_all_qobjs(CHAR_DATA * ch) { OBJ_DATA *obj; for (obj = ch->first_carrying; obj != NULL; obj = obj->next_content) { if (xIS_SET(obj->extra_flags, ITEM_QUEST)) { send_to_char("Quest object updated.\n\r",ch); update_questobj(ch, obj); if (obj->wear_loc != WEAR_NONE) { de_equip_char(ch); re_equip_char(ch); } } } } void do_quest(CHAR_DATA *ch, char *argument) { CHAR_DATA *questman; OBJ_DATA *obj=NULL, *obj_next; // OBJ_INDEX_DATA *obj1, *obj2, *obj3, *obj4, *obj5; OBJ_INDEX_DATA *questinfoobj; MOB_INDEX_DATA *questinfo; char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); argument = one_argument(argument, arg3); if (!strcmp(arg1, "info")) { if (xIS_SET(ch->act, PLR_QUESTOR)) { if (ch->pcdata->questmob == -1 && ch->pcdata->questgiver->short_descr != NULL) { sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->pcdata->questgiver->short_descr); send_to_char(buf, ch); } else if (ch->pcdata->questobj > 0) { questinfoobj = get_obj_index(ch->pcdata->questobj); if (questinfoobj != NULL) { sprintf(buf, "You are on a quest to recover %s from %s in %s.\n\r",questinfoobj->name, ch->pcdata->questroom, ch->pcdata->questarea); send_to_char(buf, ch); } else send_to_char("You aren't currently on a quest.\n\r",ch); return; } else if (ch->pcdata->questmob > 0) { questinfo = get_mob_index(ch->pcdata->questmob); if (questinfo != NULL) { sprintf(buf, "You are on a quest to slay %s in %s in the area of %s.\n\r",questinfo->short_descr, ch->pcdata->questroom, ch->pcdata->questarea); send_to_char(buf, ch); } else send_to_char("You aren't currently on a quest.\n\r",ch); return; } } else send_to_char("You aren't currently on a quest.\n\r",ch); return; } if (!strcmp(arg1, "points")) { sprintf(buf, "You have %d glory.\n\r",ch->pcdata->quest_curr); send_to_char(buf, ch); return; } else if (!strcmp(arg1, "time")) { if (!xIS_SET(ch->act, PLR_QUESTOR)) { send_to_char("You aren't currently on a quest.\n\r",ch); if (ch->pcdata->nextquest > 1) { sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->pcdata->nextquest); send_to_char(buf, ch); } else if (ch->pcdata->nextquest == 1) { sprintf(buf, "There is less than a minute remaining until you can go on another quest.\n\r"); send_to_char(buf, ch); } } else if (ch->pcdata->countdown > 0) { sprintf(buf, "Time left for current quest: %d\n\r",ch->pcdata->countdown); send_to_char(buf, ch); } return; } /* Check for questmaster in room. */ for ( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room ) if (IS_NPC(questman) && xIS_SET(questman->act, ACT_QUESTMASTER)) break; if (!questman) { send_to_char("You can't do that here.\n\r",ch); return; } if ( questman->fighting) { send_to_char("Wait until the fighting stops.\n\r",ch); return; } ch->pcdata->questgiver = questman; if (!strcmp(arg1, "list")) { act(AT_PLAIN,"$n asks $N for a list of quest items.",ch,NULL,questman,TO_ROOM); act(AT_PLAIN,"You ask $N for a list of quest items.",ch,NULL,questman,TO_CHAR); quest_list(ch); return; } if (!strcmp(arg1, "enhancement")) { if ( arg2[0] == '\0' ) { send_to_char( "----------------------------------------------------------------\n\r", ch); send_to_char( "Base Stat increase (+1 wis, con, int, dex, str): 50 qps \n\r", ch); send_to_char( "Base Stat increase (+1 lck, cha): 100 qps \n\r", ch); // send_to_char( "Practice session 5 qps \n\r", ch); send_to_char( "10 Hp, mana or moves 50 qps \n\r", ch); send_to_char( "Make an item glow or hum 50 qps \n\r", ch); send_to_char( "=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\n\r", ch); return; } if ( !str_cmp( arg2, "hum" ) ) { if( ch->pcdata->quest_curr < HUM_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if ( arg3[0] == '\0' ) { send_to_char( "Make what item hum?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg3 ) ) ) { send_to_char( "That item is not in your inventory.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_HUM ) ) { send_to_char( "That item is already humming.\n\r", ch ); return; } ch->pcdata->quest_curr -= HUM_COST; separate_obj( obj ); xSET_BIT( obj->extra_flags, ITEM_HUM ); send_to_char( "Your item begins to hum softly.\n\r", ch ); return; } if ( !str_cmp( arg2, "glow" ) ) { if( ch->pcdata->quest_curr < GLOW_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } // arg1ument = one_arg1ument( arg1ument, arg2 ); if ( arg3[0] == '\0' ) { send_to_char( "Make what item glow?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg3 ) ) ) { send_to_char( "That item is not in your inventory.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_GLOW ) ) { send_to_char( "That item is already glowing.\n\r", ch ); return; } ch->pcdata->quest_curr -= GLOW_COST; separate_obj( obj ); xSET_BIT( obj->extra_flags, ITEM_GLOW ); send_to_char( "Your item begins to glow.\n\r", ch ); return; } if ( !str_cmp( arg2, "hp" ) ) { if( ch->pcdata->quest_curr < HP_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } ch->pcdata->quest_curr -= HP_COST; ch->max_hit+=10; ch->hit+= 10; send_to_char( "You gain a 10 hitpoints!\n\r", ch ); return; } if ( !str_cmp( arg2, "mana" ) ) { if( ch->pcdata->quest_curr < MANA_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( IS_VAMPIRE(ch) ) { send_to_char( "Being a Vampire, you have no use for mana.\n\r",ch ); return; } ch->pcdata->quest_curr -= MANA_COST; ch->max_mana+=10; ch->mana+=10; send_to_char( "You gain a 10 points of mana!\n\r", ch ); return; } if ( !str_cmp( arg2, "movement" ) ) { if( ch->pcdata->quest_curr < MOVE_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } ch->pcdata->quest_curr -= MOVE_COST; ch->max_move+=10; ch->move+=10; send_to_char( "You gain 10 movement points!\n\r", ch ); return; } if ( !str_cmp( arg2, "str" ) || !str_cmp( arg2, "strength" ) ) { if( ch->pcdata->quest_curr < STR_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_STR && ch->perm_str > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_STR && ch->perm_str > 19 ) ) { send_to_char( "You are already as strong as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= STR_COST; ch->perm_str++; send_to_char( "You grow stronger!\n\r", ch ); return; } if ( !str_cmp( arg2, "int" ) || !str_cmp( arg2, "intelligence" ) ) { if( ch->pcdata->quest_curr < INT_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_INT && ch->perm_int > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_INT && ch->perm_int > 19 ) ) { send_to_char( "You are already as intelligent as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= INT_COST; ch->perm_int++; send_to_char( "You grow more intelligent!\n\r", ch ); return; } if ( !str_cmp( arg2, "wis" ) || !str_cmp( arg2, "wisdom" ) ) { if( ch->pcdata->quest_curr < WIS_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_WIS && ch->perm_wis > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_WIS && ch->perm_wis > 19 ) ) { send_to_char( "You are already as wise as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= WIS_COST; ch->perm_wis++; send_to_char( "You grow wiser!\n\r", ch ); return; } if ( !str_cmp( arg2, "dex" ) || !str_cmp( arg2, "dexterity" ) ) { if( ch->pcdata->quest_curr < DEX_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_DEX && ch->perm_dex > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_DEX && ch->perm_dex > 19 ) ) { send_to_char( "You are already as dextrous as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= DEX_COST; ch->perm_dex++; send_to_char( "Your dexterity increases!\n\r", ch ); return; } if ( !str_cmp( arg2, "con" ) || !str_cmp( arg2, "constitution" ) ) { if( ch->pcdata->quest_curr < CON_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_CON && ch->perm_con > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_CON && ch->perm_con > 19 ) ) { send_to_char( "Your constitution is as high as it can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= CON_COST; ch->perm_con++; send_to_char( "Your constitution increases!\n\r", ch ); return; } if ( !str_cmp( arg2, "cha" ) || !str_cmp( arg2, "charisma" ) ) { if( ch->pcdata->quest_curr < CHA_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_CHA && ch->perm_cha > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_CHA && ch->perm_cha > 19 ) ) { send_to_char( "You are already as charismatic as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= CHA_COST; ch->perm_cha++; send_to_char( "You grow more charismatic!\n\r", ch ); return; } if ( !str_cmp( arg2, "lck" ) || !str_cmp( arg2, "luck" ) ) { if( ch->pcdata->quest_curr < LCK_COST ) { send_to_char( "You don't have the questpoints.\n\r",ch ); return; } if( ( class_table[ch->class]->attr_prime == APPLY_LCK && ch->perm_lck > 24 ) || ( class_table[ch->class]->attr_prime != APPLY_LCK && ch->perm_lck > 19 ) ) { send_to_char( "You are already as lucky as you can possibly get.\n\r" , ch ); return; } ch->pcdata->quest_curr -= LCK_COST; ch->perm_lck++; send_to_char( "You feel luckier!\n\r", ch ); return; } else { send_to_char( "That cannot be enhanced. Read HELP Questfor details.\n\r", ch); return; } } else if (!strcmp(arg1, "buy")) { if (arg2[0] == '\0') { send_to_char("To buy an item, type 'QUEST BUY ITEM <#>'.\n\r",ch); return; } quest_buy(questman, ch, atoi(arg2)); return; } else if (!strcmp(arg1, "request")) { act(AT_PLAIN,"$n asks $N for a quest.", ch, NULL, questman, TO_ROOM); act(AT_PLAIN,"You ask $N for a quest.",ch, NULL, questman, TO_CHAR); if (sysdata.DENY_NEW_PLAYERS == TRUE) { sprintf(buf, "I'm sorry. Please come back after the reboot. I cant give you a quest until then."); do_say(questman, buf); return; } if (xIS_SET(ch->act, PLR_QUESTOR)) { sprintf(buf, "But you're already on a quest!\n\rBetter hurry up and finish it!"); do_say(questman, buf); return; } if (ch->pcdata->nextquest > 0) { sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name); do_say(questman, buf); sprintf(buf, "Please come back in about %d minutes.", ch->pcdata->nextquest); do_say(questman, buf); return; } sprintf(buf, "Very well %s...",ch->name); do_say(questman, buf); generate_quest(ch, questman); if (ch->pcdata->questmob > 0 || ch->pcdata->questobj > 0) { ch->pcdata->countdown = number_range(10,30); xSET_BIT(ch->act, PLR_QUESTOR); sprintf(buf, "You have %d minutes to complete this quest.",ch->pcdata->countdown); do_say(questman, buf); sprintf(buf, "May the gods go with you!"); do_say(questman, buf); } return; } else if (!strcmp(arg1, "refuse")) { act(AT_PLAIN,"$n informs $N $e has refused $s quest.", ch, NULL, questman, TO_ROOM); act(AT_PLAIN,"You inform $N you have refused the quest.",ch, NULL, questman, TO_CHAR); if (ch->pcdata->questgiver != questman) { sprintf(buf, "I never sent you on a quest! Perhaps you're thinking of someone else."); do_say(questman,buf); return; } if (!xIS_SET(ch->act, PLR_QUESTOR)) { ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; sprintf(buf, "You should at least REQUEST a quest before you refuse it!"); do_say(questman,buf); return; } if (xIS_SET(ch->act, PLR_QUESTOR)) { xREMOVE_BIT(ch->act, PLR_QUESTOR); ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 5; sprintf(buf, "Alright fine, i'll put it back in the heap for someone else."); do_say(questman,buf); sprintf(buf, "You can come back in about %d minutes.", ch->pcdata->nextquest); do_say(questman, buf); return; } } else if (!strcmp(arg1, "complete")) { act(AT_PLAIN,"$n informs $N $e has completed $s quest.", ch, NULL, questman, TO_ROOM); act(AT_PLAIN,"You inform $N you have completed $s quest.",ch, NULL, questman, TO_CHAR); if (ch->pcdata->questgiver != questman) { sprintf(buf, "I never sent you on a quest! Perhaps you're thinking of someone else."); do_say(questman,buf); return; } if (xIS_SET(ch->act, PLR_QUESTOR)) { if (ch->pcdata->questmob == -1 && ch->pcdata->countdown > 0) { int reward, pointreward, pracreward; reward = number_range(5000,25000); pointreward = number_range(15,50); if (double_qp == TRUE) { pointreward *= 2; } sprintf(buf, "Congratulations on completing your quest!"); do_say(questman,buf); sprintf(buf,"As a reward, I am giving you %d glory, and %d gold.",pointreward,reward); do_say(questman,buf); sprintf(buf, "&R[&CANNOUNCEMENT&R]&c %s has completed a quest!", ch->name); echo_to_all( AT_IMMORT, buf, ECHOTAR_ALL ); //Yzek if (qchance(15)) { pracreward = number_range(1,5); sprintf(buf, "You gain %d practices!\n\r",pracreward); send_to_char(buf, ch); ch->practice += pracreward; } xREMOVE_BIT(ch->act, PLR_QUESTOR); ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 5; // yzek... was 30 ch->gold += reward; ch->pcdata->quest_curr += pointreward; return; } else if (ch->pcdata->questobj > 0 && ch->pcdata->countdown > 0) { bool obj_found = FALSE; for (obj = ch->first_carrying; obj != NULL; obj=obj_next) { obj_next = obj->next_content; if (obj != NULL && obj->pIndexData->vnum == ch->pcdata->questobj) { obj_found = TRUE; break; } } if (obj_found == TRUE) { int reward, pointreward, pracreward; reward = number_range(5000,25000); pointreward = number_range(17,60); if (double_qp == TRUE) { pointreward *= 2; } act(AT_PLAIN,"You hand $p to $N.",ch, obj, questman, TO_CHAR); act(AT_PLAIN,"$n hands $p to $N.",ch, obj, questman, TO_ROOM); sprintf(buf, "Congratulations on completing your quest!"); do_say(questman,buf); sprintf(buf,"As a reward, I am giving you %d glory, and %d gold.",pointreward,reward); do_say(questman,buf); sprintf(buf, "&R[&CANNOUNCEMENT&R]&c %s has completed a quest!", ch->name); echo_to_all( AT_IMMORT, buf, ECHOTAR_ALL ); //Yzek if (qchance(40)) { pracreward = number_range(1,9); sprintf(buf, "You gain %d practices!\n\r",pracreward); send_to_char(buf, ch); ch->practice += pracreward; } xREMOVE_BIT(ch->act, PLR_QUESTOR); ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 5; //Yzek ... was 30 ch->gold += reward; ch->pcdata->quest_curr += pointreward; extract_obj(obj); return; } else { sprintf(buf, "You haven't completed the quest yet, but there is still time!"); do_say(questman, buf); return; } return; } else if ((ch->pcdata->questmob > 0 || ch->pcdata->questobj > 0) && ch->pcdata->countdown > 0) { sprintf(buf, "You haven't completed the quest yet, but there is still time!"); do_say(questman, buf); return; } } if (ch->pcdata->nextquest > 0) sprintf(buf,"But you didn't complete your quest in time!"); else sprintf(buf, "You have to REQUEST a quest first, %s.",ch->name); do_say(questman, buf); return; } send_to_char("QUEST commands: POINTS INFO TIME REQUEST REFUSE COMPLETE LIST BUY ENHANCEMENT.\n\r",ch); send_to_char("For more information, type 'HELP QUEST'.\n\r",ch); return; } void generate_quest(CHAR_DATA *ch, CHAR_DATA *questman) { CHAR_DATA *victim=NULL; ROOM_INDEX_DATA *room; OBJ_DATA *questitem; char buf[MAX_STRING_LENGTH]; /* 40 % chance it will send the player on a 'recover any item' quest. */ if (qchance(40)) { victim = find_quest_mob(ch); if ( ( room = find_location( ch, victim->name ) ) == NULL ) { sprintf(buf, "I'm sorry, but I don't have any quests for you at this time."); do_say(questman, buf); sprintf(buf, "Try again later."); do_say(questman, buf); ch->pcdata->nextquest = 1; return; } int objvnum = 0; switch(number_range(0,4)) { case 0: objvnum = QUEST_OBJQUEST1; break; case 1: objvnum = QUEST_OBJQUEST2; break; case 2: objvnum = QUEST_OBJQUEST3; break; case 3: objvnum = QUEST_OBJQUEST4; break; case 4: objvnum = QUEST_OBJQUEST5; break; } questitem = create_object( get_obj_index(objvnum), ch->level ); obj_to_room(questitem, room, NULL); ch->pcdata->questobj = questitem->pIndexData->vnum; sprintf(buf, "Vile pilferers have stolen %s from the treasury!",questitem->short_descr); do_say(questman, buf); do_say(questman, "My court wizardess, with her magic mirror, has pinpointed its location."); /* I changed my area names so that they have just the name of the area and none of the level stuff. You may want to comment these next two lines. - Vassago */ sprintf(buf, "Look in the general area of %s for %s!",room->area->name, room->name); ch->pcdata->questroom = room->area->name; ch->pcdata->questarea = room->name; do_say(questman, buf); return; } /* Quest to kill a mob */ else if (qchance(70)) { victim = find_quest_mob(ch); if (!victim) { sprintf(buf, "I'm sorry, but I don't have any quests for you at this time."); do_say(questman, buf); sprintf(buf, "Try again later."); do_say(questman, buf); ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 1; return; } room = victim->in_room; switch(number_range(0,1)) { case 0: sprintf(buf, "%s has reneged upon a contract with me.",victim->short_descr); do_say(questman, buf); do_say(questman,"The penalty for this is death, and you are to deliver the sentence."); break; case 1: do_say(questman,"I have a contract to carry out an assassination."); sprintf(buf, "You are to eliminate %s.",victim->short_descr); do_say(questman, buf); break; } if (room->name != NULL) { sprintf(buf, "Seek %s out somewhere in the vicinity of %s!",victim->short_descr,room->name); do_say(questman, buf); sprintf(buf, "That location is in the general area of %s.",room->area->name); ch->pcdata->questroom = room->name; ch->pcdata->questarea = room->area->name; do_say(questman, buf); } ch->pcdata->questmob = victim->pIndexData->vnum; return; } else { questitem = find_quest_obj( ch); victim = questitem->carried_by; if (!victim || !questitem) { sprintf(buf, "I'm sorry, but I don't have any quests for you at this time."); do_say(questman, buf); sprintf(buf, "Try again later."); do_say(questman, buf); ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 5; return; } room = victim->in_room; STRFREE( questitem->creator ); questitem->creator = STRALLOC( ch->name ); ch->pcdata->questobj = questitem->pIndexData->vnum; sprintf(buf, "I've been contracted to acquire %s.",questitem->short_descr); do_say(questman, buf); do_say(questman, "Using my resources I've located the present location of this item."); sprintf(buf, "Look in the general area of %s for %s being carried by %s, in %s.",room->area->name, questitem->short_descr, victim->short_descr, room->name); ch->pcdata->questroom = room->name; ch->pcdata->questarea = room->area->name; do_say(questman, buf); return; } return; } /* Called from update_handler() by pulse_area */ void quest_update(void) { CHAR_DATA *ch, *ch_next; for ( ch = first_char; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (IS_NPC(ch)) continue; if (ch->pcdata->nextquest > 0) { ch->pcdata->nextquest--; if (ch->pcdata->nextquest == 0) { send_to_char("You may now quest again.\n\r",ch); return; } } else if (xIS_SET(ch->act,PLR_QUESTOR)) { if (--ch->pcdata->countdown <= 0) { char buf [MAX_STRING_LENGTH]; ch->pcdata->nextquest = 5; sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->pcdata->nextquest); send_to_char(buf, ch); xREMOVE_BIT(ch->act, PLR_QUESTOR); if(ch->pcdata->questroom) STRFREE(ch->pcdata->questroom); if(ch->pcdata->questarea) STRFREE(ch->pcdata->questarea); ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; } if (ch->pcdata->countdown > 0 && ch->pcdata->countdown < 3) { send_to_char("Better hurry, you're almost out of time for your quest!\n\r",ch); return; } } } return; } void do_qptstat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_INDEX_DATA *questinfoobj; MOB_INDEX_DATA *questinfo; char buf [MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Qptstat whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Mobiles cannot quest.\n\r", ch ); return; } if (!xIS_SET(victim->act, PLR_QUESTOR)) { sprintf(buf, "%s is not on a quest and may quest again in %d.\n\r",victim->name, victim->pcdata->nextquest ); send_to_char(buf, ch); return; } sprintf(buf, "%s has %d minutes left for their quest.\n\r",victim->name, victim->pcdata->countdown ); send_to_char(buf, ch); questinfoobj = get_obj_index(victim->pcdata->questobj); if (questinfoobj != NULL) { sprintf(buf, "%s is on a quest to find %s.\n\rObject Vnum: %d\n\rFound in %s in %s.\n\r",victim->name, questinfoobj->short_descr, questinfoobj->vnum, victim->pcdata->questroom, victim->pcdata->questarea ); send_to_char(buf, ch); } questinfo = get_mob_index(victim->pcdata->questmob); if (questinfo != NULL) { sprintf(buf, "%s is on a quest to slay %s.\n\rMobile Vnum: %d\n\rFound in %s in %s.\n\r",victim->name, questinfo->short_descr, questinfo->vnum, victim->pcdata->questroom, victim->pcdata->questarea ); send_to_char(buf, ch); } return; } /* setquest <victim> <mob|obj> <vnum> <location name> */ void do_questset( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int vnum; bool object=TRUE; set_char_color( AT_IMMORT, ch ); if ( IS_NPC(ch) ) { send_to_char( "Cannot questset as an NPC.\n\r", ch ); return; } if ( get_trust( ch ) < LEVEL_IMMORTAL ) { send_to_char( "Huh?\n\r", ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); vnum = atoi( arg3 ); if ( arg[0] == '\0' || arg2[0] == '\0' || vnum <= 0) { send_to_char( "Syntax: questset <character> <mob|obj> <vnum> <quest location>\n\r", ch ); send_to_char( "Vnum must be an existing mobile vnum.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "There is no such player currently playing.\n\r", ch ); return; } if ( IS_NPC( victim ) ) { send_to_char( "Quests cannot be given to or taken from a mob.\n\r", ch ); return; } set_char_color( AT_IMMORT, victim ); if ( nifty_is_name_prefix( arg2, "mob" ) ) object = FALSE; else if ( nifty_is_name_prefix( arg2, "obj" ) ) object = TRUE; else { do_questset( ch, "" ); return; } if ( object ) { if (obj_by_vnum(vnum) == NULL) { send_to_char( "There is no such object.\n\r", ch ); return; } if (obj_by_vnum(vnum)->carried_by) { victim->pcdata->questarea = STRALLOC(obj_by_vnum(vnum)->carried_by->in_room->area->name); victim->pcdata->questroom = STRALLOC(obj_by_vnum(vnum)->carried_by->in_room->name); } if (obj_by_vnum(vnum)->in_room) { victim->pcdata->questarea = STRALLOC(obj_by_vnum(vnum)->in_room->area->name); victim->pcdata->questroom = STRALLOC(obj_by_vnum(vnum)->in_room->name); } victim->pcdata->questmob = 0; victim->pcdata->questobj = vnum; ch_printf( ch, "You've assigned %s a quest to find %s in %s in the area of %s\n\r", victim->name, obj_by_vnum(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea ); ch_printf( victim, "You've been assigned a quest to find %s in %s in the area of %s\n\r", obj_by_vnum(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea ); } else { if (get_mob(vnum) == NULL) { send_to_char( "There is no such mobile.\n\r", ch ); return; } victim->pcdata->questarea = STRALLOC(get_mob(vnum)->in_room->area->name); victim->pcdata->questroom = STRALLOC(get_mob(vnum)->in_room->name); victim->pcdata->questobj = 0; victim->pcdata->questmob = vnum; ch_printf( ch, "You've assigned %s a quest to slay %s, in %s in the area of %s\n\r", victim->name, get_mob(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea ); ch_printf( victim, "You've been assigned a quest to slay %s in %s in the area of %s\n\r", get_mob(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea ); } xSET_BIT(victim->act, PLR_QUESTOR); victim->pcdata->nextquest = 0; victim->pcdata->countdown = 15; return; } CHAR_DATA *find_quest_mob( CHAR_DATA *ch) { CHAR_DATA *victim=NULL; int counter, mob_vnum, level_diff; for (counter = 0; counter < 2000; counter ++) { mob_vnum = number_range(5000, 60000); /* Raise 32000 to your highest mobile vnum */ if ( (victim = get_mob(mob_vnum) ) != NULL ) { level_diff = victim->level - ch->level; if (((level_diff < questmaster->level_range && level_diff > -questmaster->level_range) || (ch->level > 30 && ch->level < 40 && victim->level > 30 && victim->level < 50) || (ch->level > 40 && victim->level > 40)) && victim->pIndexData->pShop == NULL && victim->pIndexData->rShop == NULL && !xIS_SET( victim->act, ACT_PRACTICE) && !xIS_SET(victim->in_room->room_flags, ROOM_SAFE) && in_hard_range(ch, victim->in_room->area) && !xIS_SET( victim->act, ACT_NOQUEST) && !xIS_SET( victim->act, ACT_PET) && !xIS_SET( victim->act, ACT_ONMAP) && !xIS_SET( victim->act, ACT_IS_TATTOOARTIST) && !xIS_SET( victim->act, ACT_TRAINER) && !xIS_SET( victim->act, ACT_MOUNTED) && !xIS_SET( victim->act, ACT_MOUNTABLE) && !xIS_SET( victim->act, ACT_PACIFIST) && !xIS_SET( victim->act, ACT_NOATTACK) && !xIS_SET( victim->act, ACT_PROTOTYPE) && !xIS_SET( victim->act, ACT_BANKER) && !xIS_SET( victim->act, ACT_PKTOGGLE) && !xIS_SET( victim->act, ACT_QUESTMASTER) && !xIS_SET( victim->act, ACT_NOQUEST) && !xIS_SET( victim->act, ACT_TRAVELMAGE) && !xIS_SET( victim->act, ACT_HEALER) && !xIS_SET( victim->act, ACT_FORGE) && !xIS_SET( victim->act, ACT_IMMORTAL)) return victim; else continue; } } return victim; } OBJ_DATA *find_quest_obj( CHAR_DATA *ch) { CHAR_DATA *victim=NULL; int counter, obj_vnum, level_diff; OBJ_DATA *obj=NULL; for (counter = 0; counter < 2000; counter ++) { // OBJ_DATA *obj; obj_vnum = number_range(5000, 60000); /* Raise 32000 to your highest obj vnum */ if ( (obj = obj_by_vnum(obj_vnum) ) != NULL ) { if (IS_OBJ_STAT(obj, ITEM_PROTOTYPE) || IS_OBJ_STAT(obj, ITEM_INVENTORY) || (obj->timer > 0) || !obj->carried_by || (obj->carried_by && !IS_NPC(obj->carried_by)) || IS_OBJ_STAT(obj, ITEM_DEATHROT)) continue; if ( (victim = obj->carried_by ) == NULL ) continue; if (!victim || !IS_NPC(victim)) continue; level_diff = victim->level - ch->level; if (((level_diff < questmaster->level_range && level_diff > -questmaster->level_range) || (ch->level > 30 && ch->level < 40 && victim->level > 30 && victim->level < 50) || (ch->level > 40 && victim->level > 40)) && victim->pIndexData->pShop == NULL && victim->pIndexData->rShop == NULL && !xIS_SET( victim->act, ACT_PRACTICE) && !xIS_SET(victim->in_room->room_flags, ROOM_SAFE) && in_hard_range(ch, victim->in_room->area) && !xIS_SET( victim->act, ACT_NOQUEST) && !xIS_SET( victim->act, ACT_PET) && !xIS_SET( victim->act, ACT_ONMAP) && !xIS_SET( victim->act, ACT_IS_TATTOOARTIST) && !xIS_SET( victim->act, ACT_TRAINER) && !xIS_SET( victim->act, ACT_MOUNTED) && !xIS_SET( victim->act, ACT_MOUNTABLE) && !xIS_SET( victim->act, ACT_PACIFIST) && !xIS_SET( victim->act, ACT_NOATTACK) && !xIS_SET( victim->act, ACT_PROTOTYPE) && !xIS_SET( victim->act, ACT_BANKER) && !xIS_SET( victim->act, ACT_PKTOGGLE) && !xIS_SET( victim->act, ACT_QUESTMASTER) && !xIS_SET( victim->act, ACT_NOQUEST) && !xIS_SET( victim->act, ACT_TRAVELMAGE) && !xIS_SET( victim->act, ACT_HEALER) && !xIS_SET( victim->act, ACT_FORGE) && !xIS_SET( victim->act, ACT_IMMORTAL)) return obj; else continue; } } return obj; } void quest_list(CHAR_DATA *ch) { sh_int i, count=0; ch_printf( ch, "&Y[&W%2s&Y] [&W%-35s&Y] [&W%6s&Y] \n\r", "#", "Item", "Cost" ); for(i = 0; i <= MAX_QDATA; i++) { if (questmaster->award_vnum[i] && questmaster->award_value[i]) { ++count; ch_printf( ch, "&Y[&W%2d&Y] [&g%-35s&Y] [&W%6s&Y] \n\r", count, get_obj_index(questmaster->award_vnum[i])->short_descr, num_punct(questmaster->award_value[i]) ); } } ch_printf( ch, "&Y[&W%2d&Y] [%s Gold ] [&W 120&Y]\n\r", count+1, num_punct(questmaster->gold_amt) ); ch_printf( ch, "&Y[&W%2d&Y] [%d Practices ] [&W%6s&Y]\n\r", count+2, questmaster->practice_amt, num_punct(questmaster->practice_cost) ); return; } void quest_buy(CHAR_DATA *questman, CHAR_DATA *ch, sh_int number) { sh_int i, count=0; OBJ_DATA *obj; for(i = 0; i <= MAX_QDATA; i++) { if (questmaster->award_vnum[i] > 0 && questmaster->award_value[i] > 0) { ++count; if (count == number) break; } } if (number > count+2 || number < 1) { do_say(questman, "I don't know what you're trying to buy. Check the list again."); return; } if (number == (count+1)) /* Gold */ { if (ch->pcdata->quest_curr >= questmaster->gold_cost) { ch->pcdata->quest_curr -= questmaster->gold_cost; ch->gold += questmaster->gold_amt; act(AT_MAGIC,"$N gives a sack of gold pieces to $n.", ch, NULL, questman, TO_ROOM ); act(AT_MAGIC,"$N hands you your gold.", ch, NULL, questman, TO_CHAR ); return; } else { do_say(questman, "You're not glorious enough to purchase that."); return; } } else if (number == (count+2)) /* Practices */ { if (ch->pcdata->quest_curr >= questmaster->practice_cost) { ch->pcdata->quest_curr -= questmaster->practice_cost; ch->practice += questmaster->practice_amt; act(AT_MAGIC,"$N expands $n's mind to recieve greater knowledge.", ch, NULL, questman, TO_ROOM ); act(AT_MAGIC,"$N opens your mind to greater possibilities of learning.", ch, NULL, questman, TO_CHAR ); return; } else { do_say(questman, "You're not glorious enough to purchase that."); return; } } else if (ch->pcdata->quest_curr >= questmaster->award_value[i] && (questmaster->award_value[i] != 0)) { ch->pcdata->quest_curr -= questmaster->award_value[i]; obj = create_object(get_obj_index(questmaster->award_vnum[i]), ch->level); act(AT_PLAIN,"$N gives $p to $n.", ch, obj, questman, TO_ROOM ); act(AT_PLAIN,"$N gives you $p.", ch, obj, questman, TO_CHAR ); obj_to_char(obj, ch); update_all_qobjs(ch); } else { do_say(questman, "You're not glorious enough to purchase that."); return; } return; } void fwrite_questmaster() { FILE *fp; char filename[256]; int counter; sprintf( filename, "%s", QUEST_FILE ); fclose( fpReserve ); if ( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "fwrite_questmaster: fopen", 0 ); perror( filename ); } fprintf( fp, "Lrange %d\n", questmaster->level_range); fprintf( fp, "Pamt %d\n", questmaster->practice_amt); fprintf( fp, "Pcost %d\n", questmaster->practice_cost); fprintf( fp, "Gamt %d\n", questmaster->gold_amt ); fprintf( fp, "Gcost %d\n", questmaster->gold_cost ); for(counter = 0; counter <= MAX_QDATA; counter++) if (questmaster->award_value[counter] && questmaster->award_vnum[counter]) fprintf( fp, "Object %d %d\n", questmaster->award_vnum[counter], questmaster->award_value[counter] ); else continue; fprintf( fp, "End\n" ); fclose( fp ); fpReserve = fopen( NULL_FILE, "r" ); return; } #if defined(KEY) #undef KEY #endif #define KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } void fread_questmaster() { char filename[256]; FILE *fp; char buf[MAX_STRING_LENGTH]; char *word; bool fMatch; int vnum=-1, value=-1, counter; sprintf( filename, "%s", QUEST_FILE ); if ( ( fp = fopen( filename, "r" ) ) == NULL ) { bug( "fread_questmaster: fopen", 0 ); perror( filename ); } for ( ; ; ) { word = feof( fp ) ? "End" : fread_word( fp ); fMatch = FALSE; switch ( UPPER(word[0]) ) { case '*': fMatch = TRUE; fread_to_eol( fp ); break; case 'E': if ( !str_cmp( word, "End" ) ) { fclose( fp ); for(counter = vnum; counter != MAX_QDATA; counter++) { questmaster->award_vnum[++vnum] = 0; questmaster->award_value[++value] = 0; } return; } break; case 'G': KEY( "Gamt", questmaster->gold_amt, fread_number( fp ) ); KEY( "Gcost", questmaster->gold_cost, fread_number( fp ) ); break; case 'L': KEY( "Lrange", questmaster->level_range, fread_number( fp ) ); break; case 'P': KEY( "Pamt", questmaster->practice_amt, fread_number( fp ) ); KEY( "Pcost", questmaster->practice_cost, fread_number( fp ) ); break; case 'O': if ( !str_cmp( word, "Object" ) ) { if (vnum >= MAX_QDATA) break; questmaster->award_vnum[++vnum] = fread_number( fp ); questmaster->award_value[++value] = fread_number( fp ); fMatch = TRUE; break; } break; } if ( !fMatch ) { sprintf( buf, "fread_questmaster: no match: %s", word ); bug( buf, 0 ); } } } void do_queststat( CHAR_DATA *ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char arg4[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); argument = one_argument( argument, arg4 ); if (arg1[0] == '\0') { sh_int i, count=0; for(i = 0; i != MAX_QDATA; i++) { ch_printf( ch, "&p[&w%2d&p] [&g%-35s&p] [&w%6s&p] [&w%6d&p] \n\r", count, questmaster->award_vnum[i] ? get_obj_index(questmaster->award_vnum[i])->short_descr : "Empty", num_punct(questmaster->award_value[i]), questmaster->award_vnum[i] ); ++count; } ch_printf( ch, "&p[&w**&p] [&Y%s Gold%-23s&p] [&w%6s&p] \n\r", num_punct(questmaster->gold_amt), "", num_punct(questmaster->gold_cost)); ch_printf( ch, "&p[&w**&p] [&Y%d Practices%-23s&p] [&w%6s&p] \n\r", questmaster->practice_amt, "", num_punct(questmaster->practice_cost) ); ch_printf( ch, "&p[&w**&p] [%-37s&p] [&w%6d&p]\n\r", "&YLevel Range", questmaster->level_range ); send_to_char( "\n\r", ch ); send_to_char( "&wSyntax: queststat object # vnum value\n\r", ch ); send_to_char( "Syntax: queststat gold amount value\n\r", ch ); send_to_char( "Syntax: queststat practice amount value\n\r", ch ); send_to_char( "Syntax: queststat range value\n\r", ch ); return; } if (!str_cmp(arg1, "Object")) { int seek=atoi(arg2), vnum=atoi(arg3), value=atoi(arg4); sh_int i, count=0; if (vnum < 0|| seek < 0|| value < 0) { send_to_char( "Syntax: queststat object # vnum value\n\r", ch ); return; } for(i = 0; i != MAX_QDATA; i++) { if (count == seek) break; ++count; } if (seek != count) { send_to_char( "# Not found.\n\r", ch ); send_to_char( "Syntax: queststat object # vnum value\n\r", ch ); return; } else { questmaster->award_vnum[i] = vnum; questmaster->award_value[i] = value; } fwrite_questmaster(); send_to_char( "Done.\n\r", ch ); return; } if (!str_cmp(arg1, "Gold")) { int amount=atoi(arg2), value=atoi(arg3); if (!amount || !value) { send_to_char( "Syntax: queststat gold amount value\n\r", ch ); return; } questmaster->gold_amt = amount; questmaster->gold_cost = value; fwrite_questmaster(); send_to_char( "Done.\n\r", ch ); return; } if (!str_cmp(arg1, "Practices")) { int amount=atoi(arg2), value=atoi(arg3); if (!amount || !value) { send_to_char( "Syntax: queststat practices amount value\n\r", ch ); return; } questmaster->practice_amt = amount; questmaster->practice_cost = value; fwrite_questmaster(); send_to_char( "Done.\n\r", ch ); return; } if (!str_cmp(arg1, "Range")) { int value=atoi(arg2); if (!value) { send_to_char( "Syntax: queststat range value\n\r", ch ); return; } questmaster->level_range = value; fwrite_questmaster(); send_to_char( "Done.\n\r", ch ); return; } do_queststat(ch, ""); return; } void do_quest_invade( CHAR_DATA *ch , char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; CHAR_DATA *victim; AREA_DATA *tarea; int count, created; bool found=FALSE; MOB_INDEX_DATA *pMobIndex; ROOM_INDEX_DATA *location; OBJ_DATA *gq_obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); count = atoi( arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Invade <area> <# of invaders> <mob vnum>\n\r", ch ); send_to_char( "----------------------------------------\n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 5 Vnum: 20 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 10 Vnum: 21 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 20 Vnum: 22 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 30 Vnum: 23 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 40 Vnum: 24 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 50 Vnum: 25 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 60 Vnum: 26 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 70 Vnum: 27 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 80 Vnum: 28 \n\r", ch ); send_to_char( "GLobal Quest Mobile Level: 90 Vnum: 29 \n\r", ch ); send_to_char( "----------------------------------------\n\r", ch ); send_to_char( "These Mob Vnums are the ONLY ones to be used\n\r", ch ); send_to_char( "for global quests, NO QUESTIONS ASKED.\n\r", ch ); return; } for ( tarea = first_area; tarea; tarea = tarea->next ) if ( !str_cmp( tarea->filename, arg1 ) ) { found = TRUE; break; } if ( !found ) { send_to_char( "Area not found.\n\r", ch ); return; } if ( count > 300) { send_to_char( "Whoa...Less than 300 please.\n\r", ch ); return; } if ( ( pMobIndex = get_mob_index( atoi(arg3) ) ) == NULL ) { send_to_char( "No mobile has that vnum.\n\r", ch ); return; } for ( created=0; created < count; created++ ) { if ( (location = get_room_index(number_range(tarea->low_r_vnum, tarea->hi_r_vnum ))) == NULL ) { --created; continue; } if (xIS_SET( location->room_flags, ROOM_SAFE)) { --created; continue; } victim = create_mobile( pMobIndex ); char_to_room( victim, location ); gq_obj = create_object(get_obj_index(OBJ_VNUM_GLOBAL_QUEST), 0); obj_to_char(gq_obj, victim); act( AT_IMMORT, "$N appears as part of an invasion force!", ch, NULL, victim, TO_ROOM ); } send_to_char( "The invasion was successful!\n\r", ch ); return; }