/**************************************************************************** * Eldhamud Codebase V2.2 * * ------------------------------------------------------------------------ * * EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi) * * ------------------------------------------------------------------------ * * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag, * * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, * * Grishnakh, Fireblade, and Nivek. * * * * Original MERC 2.1 code by Hatchet, Furey, and Kahn. * * * * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, * * Michael Seifert, and Sebastian Hammer. * ****************************************************************************/ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "./Headers/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, short 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 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] = STRING_NULL; argument = one_argument( argument, arg1 ); if( arg1[0] == STRING_NULL ) { 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 ); send_to_char( "Syntax: create_token <token type> .\n\r", ch ); return; } 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 */ sprintf( buf, "quest token global" ); STRFREE( token->name ); token->name = STRALLOC( buf ); sprintf( buf, "a &YGlobal&D quest token of Eldha" ); STRFREE( token->short_descr ); token->short_descr = STRALLOC( buf ); sprintf( buf, "A &YGlobal&D Quest Token of Eldha" ); STRFREE( token->description ); token->description = STRALLOC( buf ); } 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 */ sprintf( buf, "quest token helper" ); STRFREE( token->name ); token->name = STRALLOC( buf ); sprintf( buf, "a &YHelper&D quest token of Eldha" ); STRFREE( token->short_descr ); token->short_descr = STRALLOC( buf ); sprintf( buf, "A &YHelper&D Quest Token of Eldha" ); STRFREE( token->description ); token->description = STRALLOC( buf ); } 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 */ sprintf( buf, "quest token immortal" ); STRFREE( token->name ); token->name = STRALLOC( buf ); sprintf( buf, "a &YImmortal&D quest token of Eldha" ); STRFREE( token->short_descr ); token->short_descr = STRALLOC( buf ); sprintf( buf, "A &YImmortal&D Quest Token of Eldha" ); STRFREE( token->description ); token->description = STRALLOC( buf ); } 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 */ sprintf( buf, "quest token newbie" ); STRFREE( token->name ); token->name = STRALLOC( buf ); sprintf( buf, "a &YNewbie&D quest token of Eldha" ); STRFREE( token->short_descr ); token->short_descr = STRALLOC( buf ); sprintf( buf, "A &YNewbie&D Quest Token of Eldha" ); STRFREE( token->description ); token->description = STRALLOC( buf ); } 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 */ sprintf( buf, "quest token roleplay" ); STRFREE( token->name ); token->name = STRALLOC( buf ); sprintf( buf, "a &YRoleplay&D quest token of Eldha" ); STRFREE( token->short_descr ); token->short_descr = STRALLOC( buf ); sprintf( buf, "A &YRoleplay&D Quest Token of Eldha" ); STRFREE( token->description ); token->description = STRALLOC( buf ); } 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 ); 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 *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 ); set_char_color( AT_QUEST, ch); if( !strcmp( arg1, "info" ) ) { if( xIS_SET( ch->act, PLR_QUESTOR ) ) { if( ch->pcdata->questmob == -1 && ch->pcdata->questgiver->short_descr != NULL ) { ch_printf( ch, "&DYour quest is ALMOST complete! Get back to %s before your time runs out!\n\r", ch->pcdata->questgiver->short_descr ); } else if( ch->pcdata->questobj > 0 ) { questinfoobj = get_obj_index( ch->pcdata->questobj ); if( questinfoobj != NULL ) { send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Recover Item\n\r", ch ); send_to_char( "-&D-------------------------------------------------------------------------------\n\r", ch ); ch_printf (ch, "&D Recover Item: &w%s \n\r", questinfoobj->name ); ch_printf (ch, "&D Last Scene : &w%s \n\r", ch->pcdata->questroom ); ch_printf (ch, "&D In : &w%s \n\r", ch->pcdata->questarea ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); } else send_to_char( "&wYou 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 ) { send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Assassinate\n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf (ch, "&D Assassinate : &w%s \n\r", questinfo->short_descr ); ch_printf (ch, "&D Last Location: &w%s \n\r", ch->pcdata->questroom ); ch_printf (ch, "&D In : &w%s \n\r", ch->pcdata->questarea ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); } else send_to_char( "&wYou aren't currently on a quest.\n\r", ch ); return; } } else send_to_char( "&wYou aren't currently on a quest.\n\r", ch ); return; } if( !strcmp( arg1, "points" ) ) { send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Points \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf( ch, "&DYou have&w %d &Dglory.\n\r", ch->pcdata->quest_curr ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); return; } else if( !strcmp( arg1, "time" ) ) { send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Time \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); if( !xIS_SET( ch->act, PLR_QUESTOR ) ) { send_to_char( "&wYou aren't currently on a quest.\n\r", ch ); if( ch->pcdata->nextquest > 1 ) { ch_printf( ch, "&wThere are %d minutes remaining until you can go on another quest.\n\r", ch->pcdata->nextquest ); } else if( ch->pcdata->nextquest == 1 ) { ch_printf( ch, "There is less than a minute remaining until you can go on another quest.\n\r" ); } } else if( ch->pcdata->countdown > 0 ) { ch_printf( ch, "&wTime left for current quest: %d\n\r", ch->pcdata->countdown ); } send_to_char( "&D--------------------------------------------------------------------------------\n\r", 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( "&wYou can't do that here.\n\r", ch ); return; } if( questman->fighting ) { send_to_char( "&wWait 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] == STRING_NULL ) { send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Enhancement \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&D Base Stat increase (+1 wis, con, int, dex, str): &c 50 qps \n\r", ch ); send_to_char( "&D Base Stat increase (+1 lck, cha): &c 100 qps \n\r", ch ); send_to_char( "&D 10 Hp, mana or moves &c 50 qps \n\r", ch ); send_to_char( "&D Make an item glow or hum &c 50 qps \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); return; } if( !str_cmp( arg2, "hum" ) ) { if( ch->pcdata->quest_curr < HUM_COST ) { send_to_char( "&wYou don't have the questpoints.\n\r", ch ); return; } if( arg3[0] == STRING_NULL ) { send_to_char( "&wMake 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( "&wThat 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( "&wYour item begins to hum softly.\n\r", ch ); return; } if( !str_cmp( arg2, "glow" ) ) { if( ch->pcdata->quest_curr < GLOW_COST ) { send_to_char( "&wYou don't have the questpoints.\n\r", ch ); return; } /* * arg1ument = one_arg1ument( arg1ument, arg2 ); */ if( arg3[0] == STRING_NULL ) { send_to_char( "&wMake what item glow?\n\r", ch ); return; } if( !( obj = get_obj_carry( ch, arg3 ) ) ) { send_to_char( "&wThat item is not in your inventory.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_GLOW ) ) { send_to_char( "&wThat 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( "&wYour item begins to glow.\n\r", ch ); return; } if( !str_cmp( arg2, "hp" ) ) { if( ch->pcdata->quest_curr < HP_COST ) { send_to_char( "&wYou 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( "&wYou gain a 10 hitpoints!\n\r", ch ); return; } if( !str_cmp( arg2, "mana" ) ) { if( ch->pcdata->quest_curr < MANA_COST ) { send_to_char( "&wYou don't have the questpoints.\n\r", ch ); return; } ch->pcdata->quest_curr -= MANA_COST; ch->max_mana += 10; ch->mana += 10; send_to_char( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYour 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( "&wYou 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( "&wYour 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( "&wYour 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou 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( "&wYou feel luckier!\n\r", ch ); return; } else { send_to_char( "&wThat cannot be enhanced. Read HELP Questfor details.\n\r", ch ); return; } } else if( !strcmp( arg1, "buy" ) ) { if( arg2[0] == STRING_NULL ) { send_to_char( "&wTo 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 $N for a quest.", ch, NULL, questman, TO_CHAR ); if( sysdata.DENY_NEW_PLAYERS == TRUE ) { sprintf( buf, "&wI'm sorry. Please come back after the reboot. I cant give you a quest until then." ); do_say( questman, buf ); return; } if( xIS_SET( ch->act, PLR_QUESTOR ) ) { sprintf( buf, "&wBut you're already on a quest!\n\rBetter hurry up and finish it!" ); do_say( questman, buf ); return; } if( ch->pcdata->nextquest > 0 ) { sprintf( buf, "&wYou're very brave, %s, but let someone else have a chance, Please come back in about %d minutes.", ch->name, ch->pcdata->nextquest ); do_say( questman, buf ); return; } sprintf( buf, "&wWell, well well then, %s...a brave one here we have.", ch->name ); do_say( questman, buf ); generate_quest( ch, questman ); if( ch->pcdata->questmob > 0 || ch->pcdata->questobj > 0 ) { ch->pcdata->countdown = number_range( 10, 30 ); xSET_BIT( ch->act, PLR_QUESTOR ); sprintf( buf, "&wYou have been alloocated %d minutes to complete this task.", ch->pcdata->countdown ); do_say( questman, buf ); } return; } else if( !strcmp( arg1, "refuse" ) ) { act( AT_PLAIN, "$n informs $N $e has refused $s quest.", ch, NULL, questman, TO_ROOM ); act( AT_PLAIN, "You inform $N you have refused the quest.", ch, NULL, questman, TO_CHAR ); if( ch->pcdata->questgiver != questman ) { sprintf( buf, "&wI never sent you on a quest! Perhaps you're thinking of someone else." ); do_say( questman, buf ); return; } if( !xIS_SET( ch->act, PLR_QUESTOR ) ) { ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; sprintf( buf, "&wYou should at least REQUEST a quest before you refuse it!" ); do_say( questman, buf ); return; } if( xIS_SET( ch->act, PLR_QUESTOR ) ) { xREMOVE_BIT( ch->act, PLR_QUESTOR ); ch->pcdata->questgiver = NULL; ch->pcdata->countdown = 0; ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 5; sprintf( buf, "&wAlright fine, i'll put it back in the heap for someone else, You can come back in about %d minutes.", ch->pcdata->nextquest ); do_say( questman, buf ); return; } } else if( !strcmp( arg1, "complete" ) ) { act( AT_PLAIN, "$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, "&wI 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( 500, 2500 ); pointreward = number_range( 5, 15 ); if( double_qp == TRUE ) { pointreward *= 2; } send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Reward \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf( ch,"&DQuest Points: &w%d\n\r",pointreward); ch_printf( ch,"&DGold : &w%d\n\r", reward ); if( qchance( 30 ) ) { pracreward = number_range( 2, 5 ); ch_printf( ch,"Practices : %d\n\r", pracreward ); ch->practice += pracreward; } send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); 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( 500, 2500 ); pointreward = number_range( 5, 15 ); 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 ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Reward \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf( ch,"&DQuest Points: &w%d\n\r",pointreward); ch_printf( ch,"&DGold : &w%d\n\r", reward ); if( qchance( 40 ) ) { pracreward = number_range( 2, 5 ); ch_printf( ch,"&DPractices : &w%d\n\r", pracreward ); ch->practice += pracreward; } send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); 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, "&wYou 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, "&wYou haven't completed the quest yet, but there is still time!" ); do_say( questman, buf ); return; } } if( ch->pcdata->nextquest > 0 ) sprintf( buf, "&wBut you didn't complete your quest in time!" ); else sprintf( buf, "&wYou have to REQUEST a quest first, %s.", ch->name ); do_say( questman, buf ); return; } send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&c Quest Commands: \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&D QUEST POINTS: &wThe number of Qp you have to spend. \n\r", ch ); send_to_char( "&D QUEST INFO: &wAn outline of your quest tasks. \n\r", ch ); send_to_char( "&D QUEST TIME: &wThe Ammount of time remaining on your quest. \n\r", ch ); send_to_char( "&D QUEST REQUEST: &wThe command to receive a new quest from the questmastor. \n\r", ch ); send_to_char( "&D QUEST REFUSE: &wUsed to decline the quest on offer. \n\r", ch ); send_to_char( "&D QUEST COMPLETE: &wUse at the questmaster to complete the quest and gain rewards. \n\r", ch ); send_to_char( "&D QUEST LIST: &wShows the quest items for sale. \n\r", ch ); send_to_char( "&D QUEST BUY: &w# will purchase an item using quest points. \n\r", ch ); send_to_char( "&D QUEST ENHANCEMENT: &wUse to purchase enhancements for your thingss. \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&DFor 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; int objvnum = 0, random_number; char buf[MAX_STRING_LENGTH]; char owner_name[30]; set_char_color(AT_QUEST, ch); random_number = number_range( 1, 200000 ); /* * 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, "&wI'm sorry, but I don't have any quests for you at this time Try again later." ); do_say( questman, buf ); ch->pcdata->nextquest = 1; return; } 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; } switch ( number_range( 0, 4 ) ) { case 0: sprintf( owner_name, "The Emperor" ); break; case 1: sprintf( owner_name,"Princess Lu Wan"); break; case 2: sprintf( owner_name, "General Zhao"); break; case 3: sprintf( owner_name, "Master Long Ho"); break; case 4: sprintf( owner_name, "The First Advisor"); break; } questitem = create_object( get_obj_index( objvnum ), ch->level ); obj_to_room( questitem, room, NULL ); ch->pcdata->questobj = questitem->pIndexData->vnum; send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf (ch, "&c Quest Stolen Item Quest Number %-6d of 200,000.\n\r", random_number ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&DBandits, theives and demons run rife all throughout Engen Wu. Not even the \n\r",ch); send_to_char( "&DEmporer himself has been spared from these nasty and foul beings. Being a strong\n\r",ch); send_to_char( "&Dand noble student of the Engen Wu .PvP. Academy, you have been charged with the \n\r",ch); send_to_char( "&Dlocation and recovery an object that have been reported stolen this very day. \n\r",ch); send_to_char( "&D By the Order of the Emporer. \n\r",ch); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf (ch, "&D Recover Item: &w%s \n\r", questitem->short_descr ); ch_printf (ch, "&D Owned By : &w%s \n\r", owner_name ); ch_printf (ch, "&D Last Scene : &w%s \n\r", room->name ); ch_printf (ch, "&D In : &w%s \n\r", room->area->name ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch->pcdata->questroom = room->area->name; ch->pcdata->questarea = room->name; return; } /* * Quest to kill a mob */ else if( qchance( 70 ) ) { victim = find_quest_mob( ch ); if( !victim ) { sprintf( buf, "&wI'm sorry, but I don't have any quests for you at this time.Try again later" ); do_say( questman, buf ); ch->pcdata->questmob = 0; ch->pcdata->questobj = 0; ch->pcdata->nextquest = 1; return; } room = victim->in_room; send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch_printf (ch, "&c Quest Assassination Quest Number %-6d of 200,000.\n\r", random_number ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&DBandits, theives and demons run rife all throughout Engen Wu. The Emporer \n\r",ch); send_to_char( "&Dhimself has decreed that all noble and civilized members of society should \n\r",ch); send_to_char( "&Dhunt kill and destroy these foul beings who have been declared enemies of the \n\r",ch); send_to_char( "&Dnation. As a fair and noble student of the Engen Wu .PvP. Academy, you have \n\r",ch); send_to_char( "&Dbeen charged to carry out the following, By Order of the Emporer. \n\r",ch); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); switch ( number_range( 0, 2 ) ) { case 0: send_to_char( "&D Charged With : &RFailing to honour a contract with the Emperor.\n\r",ch); break; case 1: send_to_char( "&D Charged With : &RFailing to repay creditors.\n\r",ch); break; case 2: send_to_char( "&D Charged With : &RTheft and Deception.\n\r",ch); break; } if( room->name != NULL ) { ch_printf (ch, "&D Assassinate : &w%s \n\r", victim->short_descr ); ch_printf (ch, "&D Last Location: &w%s \n\r", room->name ); ch_printf (ch, "&D In : &w%s \n\r", room->area->name ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); ch->pcdata->questroom = room->name; ch->pcdata->questarea = room->area->name; } 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( "&BYou may now quest again.\n\r", ch ); return; } } else if( xIS_SET( ch->act, PLR_QUESTOR ) ) { if( --ch->pcdata->countdown <= 0 ) { ch->pcdata->nextquest = 5; ch_printf( ch, "&RYou have run out of time for your quest! You may quest again in &W%d &Rminutes.\n\r", ch->pcdata->nextquest ); 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( "&wBetter hurry, you're almost out of time for your quest!\n\r", ch ); return; } } } return; } CHAR_DATA *find_quest_mob( CHAR_DATA * ch ) { CHAR_DATA *victim = NULL; int counter, mob_vnum, level_diff; for( counter = 18000; counter < 60000; counter++ ) { mob_vnum = number_range( 18000, 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 > 10 && ch->level < 20 && victim->level > 10 && victim->level < 20 ) || ( ch->level > 20 && victim->level > 20 ) ) && 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 NULL; } 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 ) { set_char_color(AT_QUEST, ch); short i, count = 0; send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&cItem # Item Price \n\r", ch ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); for( i = 0; i <= MAX_QDATA; i++ ) { if( questmaster->award_vnum[i] && questmaster->award_value[i] ) { ++count; ch_printf( ch, "&c[%2d] &w %-35s &c %-6s \n\r", count, get_obj_index( questmaster->award_vnum[i] )->short_descr, num_punct( questmaster->award_value[i] ) ); } } ch_printf( ch, "&c[%2d] &w %s Gold &c 120\n\r", count + 1, num_punct( questmaster->gold_amt ) ); ch_printf( ch, "&c[%2d] &w %d Practices &c %-6s\n\r", count + 2, questmaster->practice_amt, num_punct( questmaster->practice_cost ) ); send_to_char( "&D--------------------------------------------------------------------------------\n\r", ch ); send_to_char( "&D Quest Buy # \n\r", ch ); return; } void quest_buy( CHAR_DATA * questman, CHAR_DATA * ch, short number ) { short 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, "&wYou'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] == STRING_NULL ) { short 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 ); short 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] == STRING_NULL || arg2[0] == STRING_NULL ) { 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; }