/**************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /**************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /**************************************************************************** * Automated Quest code written by Vassago of MOONGATE, moongate.ams.com * * 4000. Copyright (c) 1996 Ryan Addams, All Rights Reserved. Use of this * * code is allowed provided you add a credit line to the effect of: * * "Quest Code (c) 1996 Ryan Addams" to your logon screen with the rest * * of the standard diku/rom credits. If you use this or a modified version * * of this code, let me know via email: moongate@moongate.ams.com. Further * * updates will be posted to the rom mailing list. If you'd like to get * * the latest version of quest.c, please send a request to the above add- * * ress. Quest Code v2.01. Please do not remove this notice from this file. * ****************************************************************************/ /**************************************************************************** * Demon's Dance MUD, and source code are property of Eric Goetschalckx * * By compiling this code, you agree to include the following in your * * login screen: * * Derivative of Demon's Dance, by Enzo/Stan * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" DECLARE_DO_FUN( do_say ); /* Object vnums for Quest Rewards */ #define QUEST_ITEM1 8326 #define QUEST_ITEM2 8327 #define QUEST_ITEM3 8328 #define QUEST_ITEM4 8329 #define QUEST_ITEM5 8330 #define QUEST_ITEM6 8331 #define QUEST_ITEM7 8332 #define QUEST_ITEM8 8333 #define QUEST_ITEM9 8334 #define QUEST_ITEM10 8335 #define QUEST_ITEM11 10006 #define QUEST_ITEM12 8336 #define QUEST_ITEM13 8337 #define QUEST_ITEM14 8338 /* Object vnums for object quest 'tokens'. In Moongate, the tokens are things like 'the Shield of Moongate', 'the Sceptre of Moongate'. These items are worthless and have the rot-death flag, as they are placed into the world when a player receives an object quest. */ #define QUEST_OBJQUEST1 8322 #define QUEST_OBJQUEST2 8323 #define QUEST_OBJQUEST3 8324 /* Local functions */ void generate_quest args(( CHAR_DATA *ch, CHAR_DATA *questman )); void quest_update args(( void )); bool quest_level_diff args(( int clevel, int mlevel)); bool chance args(( int num )); ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* CHANCE function. I use this everywhere in my code, very handy :> */ bool chance(int num) { if (number_range(1,100) <= num) return TRUE; else return FALSE; } /* The main quest function */ 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]; if (ch->level > 101) { send_to_char("No, just load the freaking obj you wanker",ch); return; } argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); ch->invis_level = 0; if (!strcmp(arg1, "info")) { if (IS_SET(ch->act, PLR_QUESTOR)) { if (ch->questmob == -1 && ch->questgiver->short_descr != NULL) { sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->questgiver->short_descr); send_to_char(buf, ch); } else if (ch->questobj > 0) { questinfoobj = get_obj_index(ch->questobj); if (questinfoobj != NULL) { sprintf(buf, "You are on a quest to recover the fabled %s!\n\r",questinfoobj->short_descr); send_to_char(buf, ch); } else send_to_char("You aren't currently on a quest.\n\r",ch); return; } else if (ch->questmob > 0) { questinfo = get_mob_index(ch->questmob); if (questinfo != NULL) { sprintf(buf, "You are on a quest to slay the dreaded %s!\n\r",questinfo->short_descr); 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 quest points.\n\r",ch->questpoints); send_to_char(buf, ch); return; } else if (!strcmp(arg1, "time")) { if (!IS_SET(ch->act, PLR_QUESTOR)) { send_to_char("You aren't currently on a quest.\n\r",ch); if (ch->nextquest > 1) { sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->nextquest); send_to_char(buf, ch); } else if (ch->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->countdown > 0) { sprintf(buf, "Time left for current quest: %d\n\r",ch->countdown); send_to_char(buf, ch); } return; } /* Checks for a character in the room with spec_questmaster set. This special procedure must be defined in special.c. You could instead use an ACT_QUESTMASTER flag instead of a special procedure. */ for ( questman = ch->in_room->people; questman != NULL; questman = questman->next_in_room ) { if (!IS_NPC(questman)) continue; if (questman->spec_fun == spec_lookup( "spec_questmaster" )) break; } if (questman == NULL || questman->spec_fun != spec_lookup( "spec_questmaster" )) { send_to_char("You can't do that here.\n\r",ch); return; } if ( questman->fighting != NULL) { send_to_char("Wait until the fighting stops.\n\r",ch); return; } ch->questgiver = questman; /* And, of course, you will need to change the following lines for YOUR quest item information. Quest items on Moongate are unbalanced, very very nice items, and no one has one yet, because it takes awhile to build up quest points :> Make the item worth their while. */ if (!strcmp(arg1, "list") ||(arg1[0] == '\0')) { act( "$n asks $N for a list of quest items.", ch, NULL, questman, TO_ROOM); act ("You ask $N for a list of quest items.",ch, NULL, questman, TO_CHAR); sprintf(buf, "{MQuest Items {Cavailable for Purchase:{x\n\r\ {B1000{Gqp{W.........{xThe {DB{Rl{Do{Ro{Dd-{yL{Ya{yn{Yc{ye{x (Two-handed Spear)\n\r\ {B1000{Gqp{W.........{YC{Dh{Ra{Yl{Dd{Ra{Yh{Do{Rg {xthe '{rD{De{rm{Do{rn {DS{rl{Da{ry{De{rr{x'( One-handed sword)\n\r\ {B1000{Gqp{W.........{xThe {rG{Do{rr{De{rS{Dh{ro{Dv{re{Dl{x (Two-handed axe)\n\r\ {B1000{Gqp{W.........{xThe {WC{Dr{Wa{Dn{Wi{Da{Wl {RN{ce{Rm{ce{Rs{ci{Rs{x (One-handed mace)\n\r\ {B1000{Gqp{W.........{xThe {RS{rp{yi{rn{Re{yR{ri{Rpp{re{yr{x (One-handed dagger)\n\r\ {B1000{Gqp{W.........{xThe {GS{ct{go{cr{Gm{Cs{Gt{cr{gi{ck{Ge{x (Two-handed bow)\n\r\ {B1000{Gqp{W.........{xThe {GV{gi{Rp{re{Gr{y'{Rs {gC{Go{yi{Rl{x (One-handed whip)\n\r\ {B500{Gqp{W..........{CT{Bea{Cr {xof the {YG{rod{Ys{x (Necklace)\n\r\ {B500{Gqp{W..........{YM{Da{Yr{Dk {xof the {RB{me{Ra{ms{Rt{x (Ring)\n\r\ {B750{Gqp{W..........{ySw{wor{Dd{wba{yck {wH{Dol{wd{x (Shield)\n\r\ {B2500{Gqp{W.........{WMask {wof {gA{Yg{Do{Yn{gy{x (Mask)\n\r\ {B500{Gqp{W..........{G5 {Wlbs of {cSt{ca{Yrf{Ci{cre {WOre{x (Ore)\n\r\ {B500{Gqp{W..........{xa {Rt{yo{Yr{yc{Rh{x (Light)\n\r\ {B200{Gqp{W..........{x200,000 gold pieces (Moron)\n\r\ {B200{Gqp{W..........{x30 Practices (Ask and die)\n\r\ {CTo buy an item, type {w'{GQUEST BUY {D<{Bitem{D>{w'{C.{x\n\r"); send_to_char(buf, 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; } if (is_name(arg2, "amulet tear gods")) { if (ch->questpoints >= 500) { ch->questpoints -= 500; obj = create_object(get_obj_index(QUEST_ITEM1),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "shield swordback hold")) { if (ch->questpoints >= 750) { ch->questpoints -= 750; obj = create_object(get_obj_index(QUEST_ITEM2),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "mask agony")) { if (ch->questpoints >= 2500) { ch->questpoints -= 2500; obj = create_object(get_obj_index(QUEST_ITEM14),ch->level); sprintf(buf,"%s is buying a MASK!\n\r",ch->name); append_new_test(LOG_FILE,buf); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "sword chaldahog demon slayer") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM3),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "axe goreshovel shovel") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM7),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "cranial cranium nemesis mace") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM8),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "stormstrike strike bow") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM10),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "vipers coil whip") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM13),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "spine ripper dagger spineripper") ) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM9),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "blood lance blood-lance spear")) { if (ch->questpoints >= 1000) { ch->questpoints -= 1000; obj = create_object(get_obj_index(QUEST_ITEM5),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "ore starfire") ) { if (ch->questpoints >= 500) { ch->questpoints -= 500; obj = create_object(get_obj_index(QUEST_ITEM11),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "mark beast tiger")) { if (ch->questpoints >= 500) { ch->questpoints -= 500; obj = create_object(get_obj_index(QUEST_ITEM6),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "torch light lantern") ) { if (ch->questpoints >= 500) { ch->questpoints -= 500; obj = create_object(get_obj_index(QUEST_ITEM12),ch->level); } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "practices pracs prac practice")) { if (ch->questpoints >= 200) { ch->questpoints -= 200; ch->practice += 30; act( "$N gives 30 practices to $n.", ch, NULL, questman, TO_ROOM ); act( "$N gives you 30 practices.", ch, NULL, questman, TO_CHAR ); return; } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else if (is_name(arg2, "gold gp")) { if (ch->questpoints >= 200) { char bug[MSL]; ch->questpoints -= 200; ch->gold += 200000; act( "$N gives 200,000 gold pieces to $n.", ch, NULL, questman, TO_ROOM ); act( "$N has 200,000 in gold transfered from $s Swiss account to your balance.", ch, NULL, questman, TO_CHAR ); sprintf(bug,"%s quest bought gold at: %s",ch->name,(char *) ctime( ¤t_time )); append_file( ch, BUG_FILE, bug ); return; } else { sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); do_say(questman,buf); return; } } else { sprintf(buf, "I don't have that item, %s.",ch->name); do_say(questman, buf); } if (obj != NULL) { act( "$N gives $p to $n.", ch, obj, questman, TO_ROOM ); act( "$N gives you $p.", ch, obj, questman, TO_CHAR ); obj->level = ch->level; obj_to_char(obj, ch); } return; } else if (!strcmp(arg1, "request")) { act( "$n asks $N for a quest.", ch, NULL, questman, TO_ROOM); act ("You ask $N for a quest.",ch, NULL, questman, TO_CHAR); if (IS_SET(ch->act, PLR_QUESTOR)) { sprintf(buf, "But you're already on a quest!"); do_say(questman, buf); return; } if (IS_NPC(ch)) { sprintf(buf, "I can't give YOU a quest, you're an NPC!"); do_say(questman,buf); return; } if (ch->nextquest > 0) { sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name); do_say(questman, buf); sprintf(buf, "Come back later."); do_say(questman, buf); return; } sprintf(buf, "Thank you, brave %s!",ch->name); do_say(questman, buf); ch->questmob = 0; ch->questobj = 0; generate_quest(ch, questman); if (ch->questmob > 0 || ch->questobj > 0) { ch->countdown = number_range(10,30); SET_BIT(ch->act, PLR_QUESTOR); sprintf(buf, "You have %d minutes to complete this quest.",ch->countdown); do_say(questman, buf); sprintf(buf, "May the gods go with you!"); do_say(questman, buf); } return; } else if (!strcmp(arg1, "complete")) { act( "$n informs $N $e has completed $s quest.", ch, NULL, questman, TO_ROOM); act ("You inform $N you have completed $s quest.",ch, NULL, questman, TO_CHAR); if (ch->questgiver != questman) { sprintf(buf, "I never sent you on a quest! Perhaps you're thinking of someone else."); do_say(questman,buf); return; } if (IS_SET(ch->act, PLR_QUESTOR)) { if (ch->questmob == -1 && ch->countdown > 0) { int reward, pointreward, pracreward; reward = number_range(100,300); pointreward = number_range(15,25); sprintf(buf, "Congratulations on completing your quest!"); do_say(questman,buf); sprintf(buf,"As a reward, I am giving you %d quest points, and %d gold.",pointreward,reward); do_say(questman,buf); if (chance(15)) { pracreward = number_range(1,6); sprintf(buf, "You gain %d practices!\n\r",pracreward); send_to_char(buf, ch); ch->practice += pracreward; } REMOVE_BIT(ch->act, PLR_QUESTOR); ch->questgiver = NULL; ch->countdown = 0; ch->questmob = 0; ch->questobj = 0; ch->nextquest = 5; ch->gold += reward; add_qp(ch, pointreward); ch->pcdata->gamestat[QUESTS_COMPLETE]++; //stc("Adding one to gamestat[QUESTS_COMPLETE]\n\r",ch); return; } else if (ch->questobj > 0 && ch->countdown > 0) { bool obj_found = FALSE; for (obj = ch->carrying; obj != NULL; obj= obj_next) { obj_next = obj->next_content; if (obj != NULL && obj->pIndexData->vnum == ch->questobj) { obj_found = TRUE; break; } } if (obj_found == TRUE) { int reward, pointreward, pracreward; reward = number_range(1000,2000); pointreward = number_range(25, 30); act("You hand $p to $N.",ch, obj, questman, TO_CHAR); act("$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 quest points, and %d gold.",pointreward,reward); do_say(questman,buf); if (chance(15)) { pracreward = number_range(1,6); sprintf(buf, "You gain %d practices!\n\r",pracreward); send_to_char(buf, ch); ch->practice += pracreward; } REMOVE_BIT(ch->act, PLR_QUESTOR); ch->questgiver = NULL; ch->countdown = 0; ch->questmob = 0; ch->questobj = 0; ch->nextquest = 5; ch->gold += reward; add_qp(ch, 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->questmob > 0 || ch->questobj > 0) && ch->countdown > 0) { sprintf(buf, "You haven't completed the quest yet, but there is still time!"); do_say(questman, buf); return; } } if (ch->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; } if (!strcmp(arg1, "giveup")) { sprintf(buf, "You give your quest up, you are a failure"); send_to_char(buf, ch); REMOVE_BIT(ch->act, PLR_QUESTOR); ch->questgiver = NULL; ch->countdown = 0; ch->questmob = 0; ch->questobj = 0; ch->nextquest = 7; ch->pcdata->gamestat[QUESTS_FAIL]++; //stc("Adding one to gamestat[QUESTS_FAIL]\n\r",ch); return; } send_to_char("QUEST commands: POINTS INFO TIME REQUEST COMPLETE GIVEUP LIST BUY.\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; MOB_INDEX_DATA *vsearch; ROOM_INDEX_DATA *room; OBJ_DATA *questitem; char buf [MAX_STRING_LENGTH]; long mcounter; int mob_vnum; /* Randomly selects a mob from the world mob list. If you don't want a mob to be selected, make sure it is immune to summon. Or, you could add a new mob flag called ACT_NOQUEST. The mob is selected for both mob and obj quests, even tho in the obj quest the mob is not used. This is done to assure the level of difficulty for the area isn't too great for the player. */ for (mcounter = 0; mcounter < 99999; mcounter ++) { mob_vnum = number_range(50, 32600); if ( (vsearch = get_mob_index(mob_vnum) ) != NULL ) { room = find_location( ch, vsearch->short_descr ); if (quest_level_diff(ch->level, vsearch->level) == TRUE && (vsearch->pShop == NULL) && !IS_SET(vsearch->act, ACT_TRAIN) && !IS_SET(vsearch->act, ACT_PRACTICE) /*&& !IS_SET(vsearch->in_room->room_flags, ROOM_SAFE)*/ && !IS_SET(vsearch->act, ACT_IS_HEALER) && !IS_SET(vsearch->act, ACT_PET) && !IS_SET(vsearch->affected_by, AFF_CHARM) && !IS_SET(vsearch->act, ACT_NO_QUEST) && chance(40)) break; else vsearch = NULL; } } if ( vsearch == NULL || ( victim = get_char_world( ch, vsearch->player_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->nextquest = 2; return; } if ( ( room = find_location( ch, victim->name ) ) == NULL ) { sprintf(buf, "I'm sorry, I cant seem to find the person I wanted to."); do_say(questman, buf); sprintf(buf, "Try again later."); do_say(questman, buf); ch->nextquest = 2; return; } /* 40% chance it will send the player on a 'recover item' quest. */ if (chance(40)) { int objvnum = 0; switch(number_range(0,2)) { case 0: objvnum = QUEST_OBJQUEST1; break; case 1: objvnum = QUEST_OBJQUEST2; break; case 2: objvnum = QUEST_OBJQUEST3; break; } questitem = create_object( get_obj_index(objvnum), ch->level ); obj_to_room(questitem, room); ch->questobj = questitem->pIndexData->vnum; sprintf(buf, "Vile pilferers have stolen %s from the royal 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); do_say(questman, buf); return; } /* Quest to kill a mob */ else { switch(number_range(0,1)) { case 0: sprintf(buf, "An enemy of mine, %s, is making vile threats against the crown.",victim->short_descr); do_say(questman, buf); sprintf(buf, "This threat must be eliminated!"); do_say(questman, buf); break; case 1: sprintf(buf, "Midgaard's most heinous criminal, %s, has escaped from the dungeon!",victim->short_descr); do_say(questman, buf); sprintf(buf, "Since the escape, %s has murdered %d civillians!",victim->short_descr, number_range(2,20)); do_say(questman, buf); do_say(questman,"The penalty for this crime is death, and you are to deliver the sentence!"); 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); /* 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, "That location is in the general area of %s.",room->area->name); do_say(questman, buf); } ch->questmob = victim->pIndexData->vnum; } return; } /* Level differences to search for. Moongate has 350 levels, so you will want to tweak these greater or less than statements for yourself. - Vassago */ bool quest_level_diff(int clevel, int mlevel) { if (clevel < 6 && mlevel < 10) return TRUE; else if (clevel > 6 && clevel < 20 && mlevel < 40) return TRUE; else if (clevel > 19 && clevel < 60 && mlevel > 45 && mlevel < 75) return TRUE; else if (clevel > 59 && clevel < 75 && mlevel > 75 && mlevel < 90) return TRUE; else if (clevel > 74 && clevel < 102 && mlevel > 70 && mlevel < 102) return TRUE; else if (clevel > 101 && mlevel > 101) return TRUE; else return FALSE; } /* Called from update_handler() by pulse_area */ void quest_update(void) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; for ( d = descriptor_list; d != NULL; d = d->next ) { if (d->character != NULL && d->connected == CON_PLAYING) { ch = d->character; if (ch->nextquest > 0) { ch->nextquest--; if (ch->nextquest == 0) { send_to_char("You may now quest again.\n\r",ch); return; } } else if (IS_SET(ch->act,PLR_QUESTOR)) { if (--ch->countdown <= 0) { char buf [MAX_STRING_LENGTH]; ch->nextquest = 10; sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->nextquest); send_to_char(buf, ch); REMOVE_BIT(ch->act, PLR_QUESTOR); ch->questgiver = NULL; ch->countdown = 0; ch->questmob = 0; } if (ch->countdown > 0 && ch->countdown < 6) { send_to_char("Better hurry, you're almost out of time for your quest!\n\r",ch); return; } } } } return; } void add_qp( CHAR_DATA *ch,int amount ) { char buf[MSL]; if(ch->clan != 0 && clan_table[ch->clan].clan_points < 0) { sprintf(buf,"{RBut you must donate all %d {CQPs{R to your clan, becuase your cache is negative{x\n\r", amount); stc(buf,ch); return; } else { ch->questpoints += amount; return; } }