/* $Id: wquest.h,v 1.666 2004/09/20 10:49:54 shrike Exp $ */
/************************************************************************************
* Copyright 2004 Astrum Metaphora consortium *
* *
* Licensed under the Apache License, Version 2.0 (the "License"); *
* you may not use this file except in compliance with the License. *
* You may obtain a copy of the License at *
* *
* http://www.apache.org/licenses/LICENSE-2.0 *
* *
* Unless required by applicable law or agreed to in writing, software *
* distributed under the License is distributed on an "AS IS" BASIS, *
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. *
* See the License for the specific language governing permissions and *
* limitations under the License. *
* *
************************************************************************************/
// Automated quest with windows. Idea by Ambulant.
#ifndef _WQUEST_H
#define _WQUEST_H
#include "typedef.h"
#define WQ_TYPE_MULTIPLAYER 0
#define WQ_TYPE_PERSONAL 1
#define MAX_HINT 3 // max. number of hints that the char can use in wq
typedef struct wq_questdata WQ_QUESTDATA;
typedef struct wq_questplr WQ_QUESTPLR;
typedef struct wq_master WQ_MASTER;
// ----------------------------------------------------------------------
// WQ data for single quest
// ----------------------------------------------------------------------
struct wq_questdata
{
WQ_QUESTDATA * next; // next in chain
int * windows; // ptrs to objects
int level_min; // minimal level for participant
int level_max; // maximal level for participant
int ticks_left; // ticks left for the quest
int ticks_total; // total time for the quest
int ticks_start; // ticks to start the quest
int room_count; // room count (size of array)
int plr_count; // number of players
int type; // personal or multiplayer
WQ_QUESTPLR * plr; // list of players
};
// ----------------------------------------------------------------------
// GQ data for single quest participant
// ----------------------------------------------------------------------
struct wq_questplr
{
WQ_QUESTPLR * next; // next in chain
WQ_QUESTDATA * quest; // ptr to the quest data
char* name; // name of the player
int visited; // number of total visited places
int hints; // number of hints used
};
// ----------------------------------------------------------------------
// master structure to track GQ information
// ----------------------------------------------------------------------
struct wq_master
{
WQ_QUESTDATA * quests; // currently active quest
int enable; // enable/disable indicator
int ticks_next; // ticks to the next autoquest
};
WQ_QUESTPLR * wq_findplr (CHAR_DATA* ch);
WQ_QUESTDATA * wq_findquest (CHAR_DATA* ch);
void wq_init (bool enable);
#endif