/* $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