/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
* address. Quest Code v2.03. Please do not remove this notice from this *
* file. *
***************************************************************************
* 1stMud ROM Derivative (c) 2001-2004 by Markanth *
* http://www.firstmud.com/ <markanth@firstmud.com> *
* By using this code you have agreed to follow the term of *
* the 1stMud license in ../doc/1stMud/LICENSE *
***************************************************************************/
#include "merc.h"
#include "magic.h"
#include "interp.h"
#include "recycle.h"
#include "vnums.h"
#include "special.h"
#include "olc.h"
Proto(bool quest_complete, (CharData *, CharData *));
struct quest_type
{
char *name;
char *descr;
int vnum;
int cost;
};
const struct quest_type quest_table[] = {
{"nohunger", "No Hunger/Thirst (quest buy nohunger)", 0, 3000},
{"aura", NULL, OBJ_VNUM_QUEST_AURA, 2600},
{"sword", NULL, OBJ_VNUM_QUEST_SWORD, 2500},
{"breastplate", NULL, OBJ_VNUM_QUEST_BPLATE, 2500},
{"boots", NULL, OBJ_VNUM_QUEST_BOOTS, 2500},
{"gloves", NULL, OBJ_VNUM_QUEST_GLOVES, 2500},
{"flame", NULL, OBJ_VNUM_QUEST_FLAME, 2500},
{"helm", NULL, OBJ_VNUM_QUEST_HELM, 2300},
{"bag", NULL, OBJ_VNUM_QUEST_BAG, 1000},
{"shield", NULL, OBJ_VNUM_QUEST_SHIELD, 750},
{"regeneration", NULL, OBJ_VNUM_QUEST_REGEN, 700},
{"invisibility", NULL, OBJ_VNUM_QUEST_INVIS, 500},
{"trivia", NULL, OBJ_VNUM_QUEST_TRIVIA, 100},
{NULL, NULL, 0, 0}
};
bool chance(int num)
{
return number_range(1, 100) <= num;
}
int add_qp(CharData * ch, int qp)
{
if (!ch || IsNPC(ch))
return qp;
if (mud_info.bonus.status == BONUS_QP)
{
qp *= mud_info.bonus.mod;
}
ch->pcdata->quest.points += qp;
return qp;
}
int qobj_lookup(ObjData * obj)
{
int i;
if (!obj || !obj->pIndexData)
return -1;
for (i = 0; quest_table[i].name != NULL; i++)
{
if (obj->pIndexData->vnum == quest_table[i].vnum)
return i;
}
return -1;
}
Lookup_Fun(quest_lookup)
{
int i;
if (NullStr(name))
return -1;
for (i = 0; quest_table[i].name != NULL; i++)
{
if (is_name(name, quest_table[i].name))
return i;
}
return -1;
}
money_t obj_cost(ObjData * obj)
{
int i;
if (!obj || !obj->pIndexData)
return 0;
for (i = 0; quest_table[i].name != NULL; i++)
{
if (obj->pIndexData->vnum == quest_table[i].vnum)
return quest_table[i].cost;
}
return obj->cost;
}
void affect_join_obj(ObjData * obj, AffectData * paf)
{
AffectData *paf_old;
bool found;
found = false;
for (paf_old = obj->affect_first; paf_old != NULL;
paf_old = paf_old->next)
{
if (paf_old->location == paf->location && paf_old->type == paf->type
&& paf_old->bitvector == paf->bitvector
&& paf_old->where == paf->where)
{
paf_old->level = paf->level;
paf_old->modifier = paf->modifier;
found = true;
}
}
if (!found)
affect_to_obj(obj, paf);
return;
}
void add_apply(ObjData * obj, apply_t loc, int mod, where_t where, int type,
int dur, flag_t bit, int level)
{
AffectData pAf;
if (obj == NULL)
return;
pAf.location = loc;
pAf.modifier = mod;
pAf.where = where;
pAf.type = type;
pAf.duration = dur;
pAf.bitvector = bit;
pAf.level = level;
affect_join_obj(obj, &pAf);
return;
}
void update_questobj(CharData * ch, ObjData * obj)
{
int bonus, pbonus;
money_t cost;
if (obj == NULL)
{
bug("update_questobj: NULL obj");
return;
}
if (ch == NULL)
{
bug("update_questobj: NULL ch");
return;
}
if (!IsObjStat(obj, ITEM_QUEST))
return;
bonus = Max(5, ch->level / 10);
pbonus = Max(5, ch->level / 5);
cost = obj_cost(obj);
if (obj->level != ch->level)
obj->level = ch->level;
if (obj->condition != -1)
obj->condition = -1;
if (obj->cost != cost)
obj->cost = cost;
if (!CanWear(obj, ITEM_NO_SAC))
SetBit(obj->wear_flags, ITEM_NO_SAC);
if (!IsObjStat(obj, ITEM_BURN_PROOF))
SetBit(obj->extra_flags, ITEM_BURN_PROOF);
switch (obj->pIndexData->vnum)
{
case OBJ_VNUM_QUEST_BPLATE:
add_apply(obj, APPLY_DAMROLL, pbonus, TO_OBJECT, 0, -1, 0,
ch->level);
add_apply(obj, APPLY_HITROLL, pbonus, TO_OBJECT, 0, -1, 0,
ch->level);
break;
case OBJ_VNUM_QUEST_SHIELD:
add_apply(obj, APPLY_DAMROLL, pbonus, TO_OBJECT, 0, -1, 0,
ch->level);
add_apply(obj, APPLY_HITROLL, pbonus, TO_OBJECT, 0, -1, 0,
ch->level);
break;
case OBJ_VNUM_QUEST_AURA:
add_apply(obj, APPLY_HIT, Max(50, ch->level), TO_OBJECT, 0, -1, 0,
ch->level);
add_apply(obj, APPLY_MANA, Max(50, ch->level), TO_OBJECT, 0, -1,
0, ch->level);
add_apply(obj, APPLY_MOVE, Max(50, ch->level), TO_OBJECT, 0, -1,
0, ch->level);
break;
}
switch (obj->item_type)
{
case ITEM_CONTAINER:
obj->weight = -1 * (50 + (ch->level * 15 / 10));
obj->value[0] = 1000 + (20 * ch->level);
obj->value[3] = 1000 + (20 * ch->level);
break;
case ITEM_WEAPON:
obj->value[1] = Max(15, ch->level);
obj->value[2] = ch->level < (MAX_LEVEL / (25 / 10)) ? 4 : 5;
add_apply(obj, APPLY_DAMROLL, bonus, TO_OBJECT, 0, -1, 0,
ch->level);
add_apply(obj, APPLY_HITROLL, bonus, TO_OBJECT, 0, -1, 0,
ch->level);
break;
case ITEM_ARMOR:
obj->value[0] = Max(20, ch->level);
obj->value[1] = Max(20, ch->level);
obj->value[2] = Max(20, ch->level);
obj->value[3] = (5 * Max(20, ch->level)) / 6;
break;
case ITEM_STAFF:
obj->value[0] = Max(40, ch->level / 3);
break;
case ITEM_LIGHT:
obj->value[2] = -1;
break;
case ITEM_PORTAL:
if (!IsSet(obj->value[2], GATE_NOCURSE))
SetBit(obj->value[2], GATE_NOCURSE);
if (!IsSet(obj->value[2], GATE_GOWITH))
SetBit(obj->value[2], GATE_GOWITH);
break;
default:
break;
}
return;
}
void update_all_qobjs(CharData * ch)
{
ObjData *obj;
wloc_t iWear;
for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content)
{
if (IsObjStat(obj, ITEM_QUEST))
{
update_questobj(ch, obj);
if ((iWear = obj->wear_loc) != WEAR_NONE)
{
unequip_char(ch, obj);
equip_char(ch, obj, iWear);
}
}
}
}
void unfinished_quest(CharData * ch)
{
if (!ch->pcdata)
return;
if (ch->pcdata->quest.status == QUEST_NONE || !ch->pcdata->quest.giver
|| !ch->pcdata->quest.room)
{
end_quest(ch, ch->pcdata->quest.time);
return;
}
if (ch->pcdata->quest.mob)
{
ch->pcdata->quest.room = ch->pcdata->quest.mob->in_room;
}
if (ch->pcdata->quest.obj)
{
if (ch->pcdata->quest.status == QUEST_DELIVER)
obj_to_char(ch->pcdata->quest.obj, ch);
else
obj_to_room(ch->pcdata->quest.obj, ch->pcdata->quest.room);
}
do_function(ch, &do_quest, "info");
}
char *const qmob_desc[] =
{ "fiend", "criminal", "monster", "traitor", "outcast"
};
char *const qobj_desc[] = { "treasure", "artifact", "item", "keepsake"
};
int maxqmobdesc = sizeof(qmob_desc) / sizeof(qmob_desc[0]) - 1;
int maxqobjdesc = sizeof(qobj_desc) / sizeof(qobj_desc[0]) - 1;
Do_Fun(do_quest)
{
CharData *questman;
ObjData *obj = NULL;
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int i = 0;
if (IsNPC(ch))
{
chprintln(ch, "I'm sorry, you can't quest.");
return;
}
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (NullStr(arg1))
{
cmd_syntax(ch, NULL, n_fun, "info", "request", "complate", "list",
"buy", "quit", "sell", "identify", NULL);
if (IsImmortal(ch))
cmd_syntax(ch, NULL, n_fun, "reset <player>", NULL);
chprintln(ch, "For more information, see 'HELP QUEST'.");
return;
}
else if (!str_prefix(arg1, "info"))
{
chprintln(ch, NULL);
switch (ch->pcdata->quest.status)
{
default:
chprintln(ch, "{RYour quest is {5ALMOST{x{R complete!{x");
act
("{RYou have $t to get back to %s{Rbefore your time runs out!{x",
ch, intstr(ch->pcdata->quest.time, "minute"),
ch->pcdata->quest.giver, TO_CHAR);
return;
case QUEST_NONE:
chprintln(ch, "You aren't currently on a quest.");
chprintlnf(ch,
"There are %s remaining until you can go on another quest.",
intstr(ch->pcdata->quest.time, "minute"));
chprintlnf(ch, "You have %s.",
intstr(ch->pcdata->quest.points, "quest point"));
return;
case QUEST_RETRIEVE:
if (ch->pcdata->quest.obj != NULL)
{
act("You are on a quest to recover the fabled $p!", ch,
ch->pcdata->quest.obj, NULL, TO_CHAR);
chprintlnf(ch,
"Rumor has it this %s was last seen in the area known as %s, near %s.",
qobj_desc[number_range(0, maxqobjdesc)],
ch->pcdata->quest.room->area->name,
ch->pcdata->quest.room->name);
return;
}
break;
case QUEST_DELIVER:
if (ch->pcdata->quest.obj != NULL
&& ch->pcdata->quest.mob != NULL)
{
act("You are on a quest to deliver $p to $N.", ch,
ch->pcdata->quest.obj, ch->pcdata->quest.mob,
TO_CHAR);
chprintlnf(ch,
"Rumor has it %s was last seen in the area known area %s, near %s.",
GetName(ch->pcdata->quest.mob),
ch->pcdata->quest.room->area->name,
ch->pcdata->quest.room->name);
return;
}
break;
case QUEST_KILL:
if (ch->pcdata->quest.mob != NULL)
{
act("You are on a quest to slay $N!", ch, NULL,
ch->pcdata->quest.mob, TO_CHAR);
chprintlnf(ch,
"Rumor has it this %s was last seen in the area known as %s, near %s.",
qmob_desc[number_range(0, maxqmobdesc)],
ch->pcdata->quest.room->area->name,
ch->pcdata->quest.room->name);
return;
}
break;
case QUEST_FINDROOM:
if (ch->pcdata->quest.room != NULL)
{
chprintlnf(ch, "You are on a quest to find %s in %s!",
ch->pcdata->quest.room->name,
ch->pcdata->quest.room->area->name);
return;
}
break;
case QUEST_FINDMOB:
if (ch->pcdata->quest.room != NULL
&& ch->pcdata->quest.mob != NULL)
{
chprintlnf(ch,
"You are on a quest to find %s near %s in %s!",
GetName(ch->pcdata->quest.mob),
ch->pcdata->quest.room->name,
ch->pcdata->quest.room->area->name);
return;
}
break;
}
return;
}
else if (!str_prefix(arg1, "reset") && IsImmortal(ch))
{
CharData *victim;
if (NullStr(arg2))
{
chprintln(ch, "Reset which player?");
return;
}
if ((victim = get_char_world(ch, arg2)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (IsNPC(victim))
{
chprintln(ch, "Mobs dont quest.");
return;
}
end_quest(victim, 0);
if (victim == ch)
chprintln(ch, "You clear your quest.");
else
act("$n has cleared your quest.", ch, NULL, victim, TO_VICT);
return;
}
for (questman = ch->in_room->person_first; questman != NULL;
questman = questman->next_in_room)
{
if (!IsNPC(questman))
continue;
if (questman->spec_fun == spec_questmaster)
break;
}
if (questman == NULL)
{
chprintln(ch, "You can't do that here.");
return;
}
if (questman->fighting != NULL)
{
chprintln(ch, "Wait until the fighting stops.");
return;
}
if (!str_prefix(arg1, "list"))
{
ObjIndex *test;
act("$n asks $N for a list of quest items.", ch, NULL, questman,
TO_ROOM);
chprintln(ch, "\tCurrent Quest Items available for Purchase:");
for (i = 0; quest_table[i].name != NULL; i++)
{
test = get_obj_index(quest_table[i].vnum);
chprintlnf(ch, "\t%-4dqp ........ %s", quest_table[i].cost,
test ? test->short_descr : quest_table[i].descr !=
NULL ? quest_table[i].descr : "Unavailable");
}
chprintlnf(ch, "\tTo buy an item, type '%s buy <item>'.", n_fun);
return;
}
else if (!str_prefix(arg1, "buy"))
{
if (NullStr(arg2))
{
chprintlnf(ch, "To buy an item, type '%s buy <item>'.", n_fun);
return;
}
if ((i = quest_lookup(arg2)) == -1)
{
mob_tell(ch, questman, "I don't have that item, %s.", ch->name);
return;
}
if (ch->pcdata->quest.points < quest_table[i].cost)
{
mob_tell(ch, questman, "You need %s for that.",
intstr(quest_table[i].cost, "questpoint"));
return;
}
if (quest_table[i].vnum == 0)
{
ch->pcdata->quest.points -= quest_table[i].cost;
ch->pcdata->condition[COND_FULL] = -1;
ch->pcdata->condition[COND_HUNGER] = -1;
ch->pcdata->condition[COND_THIRST] = -1;
act
("$N calls upon the power of the gods to relieve your mortal burdens.",
ch, NULL, questman, TO_CHAR);
act
("$N calls upon the power of the gods to relieve $n's mortal burdens.",
ch, NULL, questman, TO_ROOM);
return;
}
else
if (
(obj =
create_object(get_obj_index(quest_table[i].vnum),
ch->level)) == NULL)
{
chprintln(ch,
"That object could not be found, contact an immortal.");
return;
}
ch->pcdata->quest.points -= quest_table[i].cost;
act("$N gives $p to $n.", ch, obj, questman, TO_ROOM);
act("$N gives you $p.", ch, obj, questman, TO_CHAR);
obj_to_char(obj, ch);
save_char_obj(ch);
return;
}
else if (!str_prefix(arg1, "sell"))
{
if (NullStr(arg2))
{
chprintlnf(ch, "To sell an item, type '%s sell <item>'.", n_fun);
return;
}
if ((obj = get_obj_carry(ch, arg2, ch)) == NULL)
{
chprintln(ch, "Which item is that?");
return;
}
if (!IsObjStat(obj, ITEM_QUEST))
{
mob_tell(ch, questman, "That is not a quest item.");
return;
}
if ((i = qobj_lookup(obj)) == -1)
{
mob_tell(ch, questman, "I only take items I sell, %s.", ch->name);
return;
}
ch->pcdata->quest.points += quest_table[i].cost / 3;
act("$N takes $p from $n.", ch, obj, questman, TO_ROOM);
sprintf(buf, "$N takes $p from you for %s.",
intstr(quest_table[i].cost / 3, "questpoint"));
act(buf, ch, obj, questman, TO_CHAR);
extract_obj(obj);
save_char_obj(ch);
return;
}
else if (!str_prefix(arg1, "identify"))
{
if (NullStr(arg2))
{
chprintlnf(ch, "To identify an item, type '%s identify <item>'.",
n_fun);
return;
}
if ((i = quest_lookup(arg2)) == -1)
{
mob_tell(ch, questman, "I don't have that item.");
return;
}
if (quest_table[i].vnum == 0)
{
chprintln(ch, "That isn't a quest item.");
return;
}
if (
(obj =
create_object(get_obj_index(quest_table[i].vnum),
ch->level)) == NULL)
{
chprintln(ch,
"That object could not be found, contact an immortal.");
return;
}
obj_to_char(obj, ch);
act("$p costs $T.", ch, obj,
intstr(quest_table[i].cost, "questpoint"), TO_CHAR);
spell_identify(0, ch->level, ch, obj, TAR_OBJ_INV);
extract_obj(obj);
return;
}
else if (!str_prefix(arg1, "request"))
{
quest_t type = QUEST_NONE;
if (IsImmortal(ch))
{
if (NullStr(arg2))
{
chprintlnf(ch,
"{W%s{x" NEWLINE " {GAvailable Quests" NEWLINE
"{W%s{x" NEWLINE
" {Y1{D. {GFind a room in the realm" NEWLINE
" {Y2{D. {GFind a person" NEWLINE
" {Y3{D. {GRetrieve stolen property" NEWLINE
" {Y4{D. {GDeliver priceless artifact" NEWLINE
" {Y5{D. {GHunt down heinous criminal" NEWLINE
" {Y6{D. {GRandom quest 1-5" NEWLINE "{W%s{x"
NEWLINE
"{xTo get a quest, type {WQUEST REQUEST {D<{Ynumber{D>"
NEWLINE "{W%s{x", draw_line(ch, NULL, 58),
draw_line(ch, NULL, 58), draw_line(ch, NULL, 58),
draw_line(ch, NULL, 58));
return;
}
if (!is_number(arg2))
{
chprintln(ch,
"{xTo get a quest, type {WQUEST REQUEST {D<{Ynumber{D>");
return;
}
switch (atoi(arg2))
{
case 1:
type = QUEST_FINDROOM;
break;
case 2:
type = QUEST_FINDMOB;
break;
case 3:
type = QUEST_RETRIEVE;
break;
case 4:
type = QUEST_DELIVER;
break;
case 5:
type = QUEST_KILL;
break;
case 6:
break;
default:
chprintln(ch, "Invalid quest request.");
return;
}
}
act("$n asks $N for a quest.", ch, NULL, questman, TO_ROOM);
act("You ask $N for a quest.", ch, NULL, questman, TO_CHAR);
if (IsQuester(ch))
{
act("$N rejects $n's request.", ch, NULL, questman, TO_ROOM);
mob_tell(ch, questman, "But you're already on a quest!");
return;
}
if (IsImmortal(ch))
end_quest(ch, 0);
if (ch->pcdata->quest.time > 0)
{
mob_tell(ch, questman,
"You're very brave, %s, but let someone else have a chance.",
ch->name);
mob_tell(ch, questman, "Come back later.");
return;
}
mob_tell(ch, questman, "Thank you, brave %s!", ch->name);
generate_quest(ch, questman, type);
if (IsQuester(ch))
mud_info.stats.quests++;
return;
}
else if (!str_prefix(arg1, "complete"))
{
if (ch->pcdata->quest.giver != questman)
{
mob_tell(ch, questman,
"I never sent you on a quest! Perhaps you're thinking of someone else.");
return;
}
if (IsQuester(ch))
{
if (quest_complete(ch, questman))
return;
else if (ch->pcdata->quest.status > QUEST_NONE
&& ch->pcdata->quest.time > 0)
{
mob_tell(ch, questman,
"You haven't completed the quest yet, but there is still time!");
return;
}
}
else
mob_tell(ch, questman, "You have to REQUEST a quest first.");
return;
}
else if (!str_prefix(arg1, "quit") || !str_prefix(arg1, "fail"))
{
act("$n informs $N $e wishes to quit $s quest.", ch, NULL, questman,
TO_ROOM);
act("You inform $N you wish to quit $s quest.", ch, NULL, questman,
TO_CHAR);
if (ch->pcdata->quest.giver != questman)
{
mob_tell(ch, questman,
"I never sent you on a quest! Perhaps you're thinking of someone else.");
return;
}
if (IsQuester(ch))
{
end_quest(ch, QUEST_TIME * 3 / 2);
mob_tell(ch, questman,
"Your quest is over, but for your cowardly behavior, you may not quest again for 15 minutes.");
return;
}
else
{
chprintln(ch, "You aren't on a quest!");
return;
}
}
do_quest(n_fun, ch, "");
return;
}
#define MAX_QMOB_COUNT mobile_count
CharData *random_quest_mob(CharData * ch, CharData * questman)
{
CharData *victim;
CharData **mobs;
int mob_count;
int mrange;
alloc_mem(mobs, CharData *, MAX_QMOB_COUNT);
mob_count = 0;
for (victim = char_first; victim; victim = victim->next)
{
if (!IsNPC(victim) || !quest_level_diff(ch, victim)
|| victim->pIndexData == NULL || victim->in_room == NULL
|| victim->pIndexData->pShop != NULL || (IsEvil(victim)
&& IsEvil(ch)
&& chance(50))
|| (IsGood(victim) && IsGood(ch) && chance(50))
|| victim->pIndexData->vnum < 100
|| victim->in_room->area->clan != NULL
|| IsSet(victim->imm_flags, IMM_WEAPON | IMM_MAGIC)
|| IsSet(victim->act,
ACT_TRAIN | ACT_PRACTICE | ACT_IS_HEALER | ACT_PET |
ACT_PET | ACT_GAIN)
|| IsSet(victim->affected_by, AFF_CHARM)
|| IsSet(victim->in_room->room_flags, ROOM_PET_SHOP)
|| questman->pIndexData == victim->pIndexData
|| (IsSet(victim->act, ACT_SENTINEL)
&& IsSet(victim->in_room->room_flags,
ROOM_PRIVATE | ROOM_SOLITARY | ROOM_SAFE)))
continue;
mobs[mob_count++] = victim;
if (mob_count >= MAX_QMOB_COUNT)
break;
}
do
{
mrange = number_range(0, mob_count - 1);
}
while ((victim = mobs[mrange]) == NULL);
free_mem(mobs);
return victim;
}
void generate_quest(CharData * ch, CharData * questman, quest_t type)
{
CharData *victim;
if ((victim = random_quest_mob(ch, questman)) == NULL)
{
mob_tell(ch, questman,
"I'm sorry, but I don't have any quests for you at this time.");
mob_tell(ch, questman, "Try again later.");
end_quest(ch, QUEST_TIME / 10);
return;
}
ch->pcdata->quest.giver = questman;
ch->pcdata->quest.room = victim->in_room;
ch->pcdata->quest.time = number_range(15, 30);
ch->pcdata->quest.status =
type >
QUEST_NONE ? type : chance(10) ? (chance(50) ? QUEST_FINDMOB :
QUEST_FINDROOM) : chance(20)
? (chance(50) ? QUEST_RETRIEVE : QUEST_DELIVER) : QUEST_KILL;
switch (ch->pcdata->quest.status)
{
case QUEST_RETRIEVE:
ch->pcdata->quest.obj = create_quest_obj(ch, -1);
obj_to_room(ch->pcdata->quest.obj, ch->pcdata->quest.room);
replace_str(&ch->pcdata->quest.obj->owner, ch->name);
ch->pcdata->quest.obj->cost = 0;
ch->pcdata->quest.obj->timer =
(4 * ch->pcdata->quest.time + 10) / 3;
ch->pcdata->quest.mob = NULL;
switch (number_range(0, 1))
{
default:
case 0:
mob_tell(ch, questman,
"Vile pilferers have stolen %s from the royal treasury!",
ch->pcdata->quest.obj->short_descr);
mob_tell(ch, questman,
"My court wizardess, with her magic mirror, has pinpointed its location.");
break;
case 1:
mob_tell(ch, questman,
"A powerful wizard has stolen %s for his personal power!",
ch->pcdata->quest.obj->short_descr);
break;
}
mob_tell(ch, questman,
"This %s was last seen somewhere in the vicinity of %s!",
qobj_desc[number_range(0, maxqobjdesc)],
victim->in_room->name);
break;
case QUEST_KILL:
ch->pcdata->quest.mob = victim;
ch->pcdata->quest.obj = NULL;
switch (number_range(0, 3))
{
default:
case 0:
mob_tell(ch, questman,
"An enemy of mine, %s, is making vile threats against the crown.",
GetName(victim));
mob_tell(ch, questman, "This threat must be eliminated!");
break;
case 1:
mob_tell(ch, questman,
"{n's most heinous criminal, %s, has escaped from the dungeon!",
GetName(victim));
mob_tell(ch, questman,
"Since the escape, %s has murdered %d civillians!",
GetName(victim), number_range(2, 20));
mob_tell(ch, questman,
"The penalty for this crime is death, and you are to deliver the sentence!");
break;
case 2:
mob_tell(ch, questman,
"The Mayor of Midgaard has recently been attacked by %s. This is an act of war!",
GetName(victim));
mob_tell(ch, questman,
"%s must be severly dealt with for this injustice.",
GetName(victim));
break;
case 3:
mob_tell(ch, questman,
"%s has been stealing valuables from the citizens of %s.",
GetName(victim), victim->in_room->area->name);
mob_tell(ch, questman,
"Make sure that %s never has the chance to steal again.",
GetName(victim));
break;
}
mob_tell(ch, questman,
"Seek this %s out somewhere in the vicinity of %s!",
qmob_desc[number_range(0, maxqmobdesc)],
victim->in_room->name);
break;
case QUEST_DELIVER:
RemBit(victim->act, ACT_AGGRESSIVE);
victim->position = POS_STANDING;
victim->spec_fun = NULL;
ch->pcdata->quest.obj = create_quest_obj(ch, -1);
ch->pcdata->quest.mob = victim;
ch->pcdata->quest.room = victim->in_room;
obj_to_char(ch->pcdata->quest.obj, ch);
mob_tell(ch, questman,
"Please deliver this %s to my friend - %s. Time is the essence, please hurry.",
ch->pcdata->quest.obj->short_descr, victim->short_descr);
mob_tell(ch, questman,
"Seek %s out somewhere in the vicinity of {W%s{x!",
victim->short_descr, victim->in_room->name);
act("$n gives $p to $N.", questman, ch->pcdata->quest.obj, ch,
TO_NOTVICT);
act("$n gives you $p.", questman, ch->pcdata->quest.obj, ch,
TO_VICT);
act("You give $p to $N.", questman, ch->pcdata->quest.obj, ch,
TO_CHAR);
break;
case QUEST_FINDROOM:
ch->pcdata->quest.mob = NULL;
ch->pcdata->quest.obj = NULL;
ch->pcdata->quest.room = victim->in_room;
mob_tell(ch, questman,
"This quest tests your knowledge of {n. Your goal is simple, seek out");
mob_tell(ch, questman, "the location '{W%s{x' and return to me.",
victim->in_room->name);
mob_tell(ch, questman,
"You will be told when you find the right place.");
break;
case QUEST_FINDMOB:
ch->pcdata->quest.mob = victim;
ch->pcdata->quest.obj = NULL;
ch->pcdata->quest.room = victim->in_room;
mob_tell(ch, questman,
"This quest tests your knowledge of {n. Your goal is simple, seek out");
mob_tell(ch, questman,
"'{W%s{x' in vicinity of {W%s{x, and return to me.",
victim->short_descr, victim->in_room->name);
mob_tell(ch, questman,
"You will be told when you find the right person.");
break;
default:
bug("generate_quest(): bad quest type");
end_quest(ch, QUEST_TIME / 5);
return;
}
mob_tell(ch, questman, "The location is in the general area of %s.",
victim->in_room->area->name);
mob_tell(ch, questman, "You have %s to complete this quest.",
intstr(ch->pcdata->quest.time, "minute"));
mob_tell(ch, questman, "May %s go with you!", ch->deity->name);
return;
}
bool quest_level_diff(CharData * ch, CharData * mob)
{
int bonus = 10 + lvl_bonus(ch);
if (IsImmortal(ch))
return true;
else if (ch->level > (mob->level + bonus)
|| ch->level < (mob->level - bonus))
return false;
else
return true;
}
void quest_update(void)
{
CharData *ch;
for (ch = player_first; ch != NULL; ch = ch->next_player)
{
if (!ch->desc || ch->desc->connected != CON_PLAYING
|| ch->pcdata->quest.time <= 0)
continue;
if (ch->pcdata->quest.status != QUEST_NONE)
{
if (--ch->pcdata->quest.time <= 0)
{
end_quest(ch, QUEST_TIME - 2);
chprintlnf(ch,
"{RYou have run out of time for your quest!"
" You may quest again in %d minutes.{x",
ch->pcdata->quest.time);
}
else if (ch->pcdata->quest.time < 6)
{
chprintln(ch,
"{pBetter hurry, you're almost out of time for your quest!");
return;
}
}
else
{
if (--ch->pcdata->quest.time <= 0)
{
chprintln(ch, "{WYou may now {?quest{W again.{x");
return;
}
}
}
return;
}
void end_quest(CharData * ch, int time)
{
if (!ch || IsNPC(ch))
return;
ch->pcdata->quest.status = QUEST_NONE;
ch->pcdata->quest.giver = 0;
ch->pcdata->quest.time = time;
ch->pcdata->quest.mob = 0;
ch->pcdata->quest.obj = 0;
ch->pcdata->quest.room = 0;
}
void quest_reward(CharData * ch, CharData * questman, quest_t type)
{
money_t reward = 0;
int pointreward = 0;
int time = 0;
switch (type)
{
case QUEST_RETURN_KILL:
pointreward = 50;
reward = ch->level * 4;
break;
case QUEST_RETURN_DELIVER:
pointreward = 40;
reward = ch->level * 3;
break;
case QUEST_RETURN_RETRIEVE:
pointreward = 30;
reward = ch->level * 2;
break;
case QUEST_RETURN_FINDMOB:
pointreward = 25;
reward = ch->level * 2;
time = -4;
break;
case QUEST_RETURN_FINDROOM:
pointreward = 20;
reward = ch->level * 2;
time = -5;
break;
default:
pointreward = 20;
reward = ch->level;
break;
}
pointreward = number_range(pointreward * 4 / 5, pointreward);
reward = number_range(reward * 4 / 5, reward);
if (pointreward + ch->pcdata->quest.points > 32000)
{
unsigned int t = 0;
t = (pointreward + ch->pcdata->quest.points) - 32000;
pointreward -= t;
reward += t;
}
if (ch->pcdata->quest.obj != NULL)
extract_obj(ch->pcdata->quest.obj);
if (ch->pcdata->quest.mob != NULL)
{
if (IsNPC(ch->pcdata->quest.mob))
{
ch->pcdata->quest.mob->master = NULL;
extract_char(ch->pcdata->quest.mob, true);
}
}
end_quest(ch, QUEST_TIME + time);
ch->gold += reward;
pointreward = add_qp(ch, pointreward);
act("$N congratulates $n.", ch, NULL, questman, TO_ROOM);
mob_tell(ch, questman,
"Congratulations on completing your quest! As a reward, I am giving you {W%s{x, and {Y%ld{x gold.",
intstr(pointreward, "quest point"), reward);
if (chance(pointreward / 5))
{
chprintln(ch, "You gain an extra {YTrivia {RPoint{x!");
ch->pcdata->trivia += 1;
}
mud_info.stats.qcomplete++;
save_char_obj(ch);
return;
}
bool quest_complete(CharData * ch, CharData * questman)
{
ObjData *obj = NULL, *obj_next;
if (ch->pcdata->quest.time <= 0)
{
act("$N informs $n about returning too late.", ch, NULL, questman,
TO_ROOM);
chprintln(ch, NEWLINE "But you didn't complete your quest in time!");
end_quest(ch, QUEST_TIME + 5);
return true;
}
switch (ch->pcdata->quest.status)
{
case QUEST_NONE:
act("$N explains $n how to request quest.", ch, NULL, questman,
TO_ROOM);
chprintln(ch, NEWLINE "You have to REQUEST a quest first.");
return true;
break;
case QUEST_KILL:
case QUEST_RETRIEVE:
case QUEST_DELIVER:
case QUEST_FINDMOB:
case QUEST_FINDROOM:
return false;
break;
case QUEST_RETURN_KILL:
case QUEST_RETURN_FINDMOB:
case QUEST_RETURN_FINDROOM:
case QUEST_RETURN_DELIVER:
quest_reward(ch, questman, ch->pcdata->quest.status);
return true;
break;
case QUEST_RETURN_RETRIEVE:
{
bool obj_found = false;
for (obj = ch->carrying_first; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj == ch->pcdata->quest.obj)
{
if (is_name(ch->name, obj->owner))
{
obj_found = true;
break;
}
else
{
chprintln(ch, "Cheating is not nice, you know?");
act("$N calls $n cheater!", ch, NULL, questman,
TO_ROOM);
act("$N calls You cheater!", ch, NULL, questman,
TO_CHAR);
obj->timer = 1;
}
}
}
if (obj_found == true)
{
quest_reward(ch, questman, ch->pcdata->quest.status);
}
else
{
act("$N sends $n to complete his quest.", ch, NULL, questman,
TO_ROOM);
chprintln(ch,
NEWLINE
"You haven't completed the quest yet, but there is still time!");
}
return true;
}
break;
default:
return false;
}
}
void quest_room_check(CharData * ch)
{
CharData *victim;
if (!IsQuester(ch) || ch->in_room != ch->pcdata->quest.room)
return;
switch (ch->pcdata->quest.status)
{
case QUEST_FINDROOM:
chprintln(ch,
NEWLINE "{5+RYou have almost completed your QUEST!{x");
act("{RReturn to $N{R before your time runs out!{x", ch, NULL,
ch->pcdata->quest.giver, TO_CHAR);
ch->pcdata->quest.status = QUEST_RETURN_FINDROOM;
ch->pcdata->quest.room = NULL;
break;
case QUEST_FINDMOB:
for (victim = ch->in_room->person_first; victim != NULL;
victim = victim->next_in_room)
{
if (victim != ch->pcdata->quest.mob)
continue;
do_function(victim, &do_say,
"Excellent! You have found me. Good job!");
chprintln(ch,
NEWLINE
"{5+RYou have almost completed your QUEST!");
act("{RReturn to $N{R before your time runs out!{x", ch, NULL,
ch->pcdata->quest.giver, TO_CHAR);
ch->pcdata->quest.status = QUEST_RETURN_FINDMOB;
ch->pcdata->quest.mob = NULL;
break;
}
break;
case QUEST_KILL:
for (victim = ch->in_room->person_first; victim != NULL;
victim = victim->next_in_room)
{
if (victim != ch->pcdata->quest.mob)
continue;
act("$N eye's you warily...", ch, NULL, victim, TO_CHAR);
act("$N eye's $n warily...", ch, NULL, victim, TO_ROOM);
break;
}
break;
case QUEST_DELIVER:
for (victim = ch->in_room->person_first; victim != NULL;
victim = victim->next_in_room)
{
if (victim != ch->pcdata->quest.mob)
continue;
act("$N smiles at you...", ch, NULL, victim, TO_CHAR);
act("$N smiles at $n...", ch, NULL, victim, TO_ROOM);
break;
}
break;
default:
break;
}
}
void mob_tell(CharData * ch, CharData * victim, const char *argument, ...)
{
char buf[MSL];
va_list args;
if (!victim || NullStr(argument))
return;
va_start(args, argument);
vsnprintf(buf, sizeof(buf), argument, args);
va_end(args);
chprintlnf(ch,
CTAG(_TELLS1) "%s " CTAG(_TELLS1) "tells you '" CTAG(_TELLS2)
"%s" CTAG(_TELLS1) "'{x", GetName(victim), str_rep(buf, "{x",
CTAG
(_TELLS2)));
return;
}
Do_Fun(do_tpspend)
{
CharData *triviamob;
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int sav_trust;
argument = one_argument(argument, arg1);
strcpy(arg2, argument);
if (!ch || IsNPC(ch))
return;
if (NullStr(arg1))
{
cmd_syntax(ch, NULL, n_fun, "<item>", "list", NULL);
return;
}
if (is_name(arg1, "list"))
{
chprintln(ch, "Trivia Point Options");
chprintln(ch, "Pretitle.............5tp");
chprintln(ch, "PK Flag..............5tp");
chprintln(ch, "corpse retrival......1tp");
chprintln(ch, "transfer.............1tp");
chprintln(ch, "restore..............1tp");
chprintln(ch, "5 trains.............1tp");
chprintln(ch, "40 practices.........1tp");
chprintln(ch, "75 questpoints.......1tp");
chprintln(ch, "1 Trivia Pill........1tp");
chprintln(ch, "See HELP TRIVIA for important info before buying.");
chprintln(ch,
"For transfers and corpses, you do not have to be at a trivia shop.");
return;
}
else if (ch->pcdata->trivia >= 1)
{
if (is_name(arg1, "corpse"))
{
ObjData *c;
int count = 0;
for (c = obj_first; c != NULL; c = c->next)
{
if (is_name(ch->name, c->owner)
&& c->item_type == ITEM_CORPSE_PC)
{
if (c->in_room)
obj_from_room(c);
else if (c->carried_by)
obj_from_char(c);
else if (c->in_obj)
obj_from_obj(c->in_obj);
obj_to_room(c, ch->in_room);
count++;
}
}
if (count == 0)
chprintln(ch, "You have no corpses in the game.");
else
{
ch->pcdata->trivia -= 1;
if (count == 1)
{
chprintln(ch, "Your corpse appears in the room.");
act("$n's corpse appears in the room.", ch, NULL, NULL,
TO_ROOM);
}
else
{
chprintln(ch, "All your corpses appear in the room.");
act("All of $n's corpses appear in the room.", ch, NULL,
NULL, TO_ROOM);
}
}
return;
}
else if (is_name(arg1, "transfer"))
{
RoomIndex *oldroom;
if (NullStr(arg2))
{
chprintln(ch,
"Transfer you where? [recall/room name/character name]");
return;
}
else if (!str_prefix(arg2, "recall"))
sprintf(arg2, "%d", ROOM_VNUM_TEMPLE);
oldroom = ch->in_room;
sprintf(buf, "self '%s'", arg2);
sav_trust = ch->trust;
ch->trust = MAX_LEVEL;
do_function(ch, &do_transfer, buf);
ch->trust = sav_trust;
if (oldroom != ch->in_room)
ch->pcdata->trivia -= 1;
else
chprintln(ch,
"Whoops! You were not charged for that transfer.");
return;
}
else
{
chprintln(ch, "You don't have enough trivia points for that.");
return;
}
}
for (triviamob = ch->in_room->person_first; triviamob != NULL;
triviamob = triviamob->next_in_room)
{
if (!IsNPC(triviamob))
continue;
if (triviamob->spec_fun == spec_triviamob)
break;
}
if (triviamob == NULL)
{
chprintln(ch, "You can't do that here.");
return;
}
if (triviamob->fighting != NULL)
{
chprintln(ch, "Wait until the fighting stops.");
return;
}
if (ch->pcdata->trivia >= 1)
{
if (is_name(arg1, "practices pracs practice"))
{
ch->pcdata->trivia -= 1;
ch->practice += 40;
act("$N gives 40 practices to $n.", ch, NULL, triviamob, TO_ROOM);
act("$N gives you 40 practices.", ch, NULL, triviamob, TO_CHAR);
return;
}
else if (is_name(arg1, "trains train"))
{
ch->pcdata->trivia -= 1;
ch->train += 5;
act("$N gives 5 training sessions to $n.", ch, NULL, triviamob,
TO_ROOM);
act("$N gives you 5 training sessions.", ch, NULL, triviamob,
TO_CHAR);
return;
}
else if (is_name(arg1, "questpoints points"))
{
ch->pcdata->trivia -= 1;
ch->pcdata->quest.points += 75;
act("$N gives 75 questpoints to $n.", ch, NULL, triviamob,
TO_ROOM);
act("$N gives you 75 questpoints.", ch, NULL, triviamob, TO_CHAR);
return;
}
else if (is_name(arg1, "pill"))
{
ObjData *obj = NULL;
obj = create_object(get_obj_index(OBJ_VNUM_TRIVIA_PILL), 1);
if (obj != NULL)
{
act("$N gives $p to $n.", ch, obj, triviamob, TO_ROOM);
act("$N gives you $p.", ch, obj, triviamob, TO_CHAR);
obj_to_char(obj, ch);
ch->pcdata->trivia -= 1;
return;
}
else
{
mob_tell(ch, triviamob,
"I don't any more trivia pills to give.");
}
return;
}
else if (is_name(arg1, "restore"))
{
sav_trust = ch->trust;
ch->trust = MAX_LEVEL;
do_function(ch, &do_restore, "all");
ch->trust = sav_trust;
ch->pcdata->trivia -= 1;
return;
}
else
{
mob_tell(ch, triviamob,
"You don't have enough trivia points for that.");
return;
}
}
else if (ch->pcdata->trivia >= 5)
{
if (is_name(arg1, "pretitle"))
{
if (NullStr(argument))
{
cmd_syntax(ch, NULL, "trivia pretitle",
"clear - remove a pretitle free of charge.",
"<string> - set your pretitle.", NULL);
return;
}
else if (is_name(argument, "none reset clear"))
{
if (NullStr(ch->pcdata->pretit))
{
mob_tell(ch, triviamob,
"You have no pretitle to remove!");
return;
}
replace_str(&ch->pcdata->pretit, "");
mob_tell(ch, triviamob,
"OK, your pretitle has been removed.");
}
else
{
if (validate_pretit(ch, &argument))
{
ch->pcdata->trivia -= 5;
replace_str(&ch->pcdata->pretit, argument);
mob_tell(ch, triviamob, "Ok, you are now %s %s",
ch->pcdata->pretit, ch->name);
}
return;
}
}
else if (is_name(arg1, "pkiller"))
{
if (is_clan(ch))
{
chprintlnf(ch, "You are in a clan, try the '%s' command.",
cmd_name(do_pk));
return;
}
if (PlrFlag(ch, PLR_PK) && GetTimer(ch, TIMER_PK) > current_time)
{
chprintlnf(ch, "You are already a player killer for %s.",
timestr(GetTimer(ch, TIMER_PK) - current_time,
false));
return;
}
SetBit(ch->act, PLR_PK);
SetTimer(ch, TIMER_PK, current_time + (HOUR * 100));
ch->pcdata->trivia -= 5;
chprintlnf(ch, "You are now a player killer for %s.",
timestr(GetTimer(ch, TIMER_PK) - current_time, false));
new_wiznet(ch, NULL, WIZ_DEATHS, true, get_trust(ch),
"$N is now a player killer.");
return;
}
else
{
mob_tell(ch, triviamob,
"You don't have enough trivia points for that.");
return;
}
}
else
do_tpspend(n_fun, ch, "list");
}
Do_Fun(do_qpgive)
{
CharData *victim;
char arg[MAX_INPUT_LENGTH], buf[MAX_INPUT_LENGTH];
int amount;
if (!ch || IsNPC(ch))
return;
argument = one_argument(argument, arg);
if (NullStr(argument) || !is_number(arg))
{
cmd_syntax(ch, NULL, n_fun, "<amount> <person>", NULL);
return;
}
if ((amount = atoi(arg)) <= 0)
{
chprintln(ch, "Give how many questpoints?");
return;
}
if (amount > ch->pcdata->quest.points)
{
chprintln(ch, "You don't have that many questpoints to give.");
return;
}
if ((victim = get_char_room(ch, NULL, argument)) == NULL)
{
chprintln(ch, "That person is not here.");
return;
}
if (IsNPC(victim))
{
chprintln(ch, "NPC's don't need quest points.");
return;
}
if (victim == ch)
{
chprintlnf(ch, "You give yourself %s..... don't you feel better?",
intstr(amount, "questpoint"));
return;
}
ch->pcdata->quest.points -= amount;
victim->pcdata->quest.points += amount;
sprintf(buf, "%d", amount);
act("$n gives you $t questpoints.", ch, buf, victim, TO_VICT);
act("You give $N $t questpoints.", ch, buf, victim, TO_CHAR);
act("$n gives $N $t questpoints.", ch, buf, victim, TO_ROOM);
return;
}
Do_Fun(do_tpgive)
{
CharData *victim;
char arg[MAX_INPUT_LENGTH], buf[MAX_INPUT_LENGTH];
int amount;
if (!ch || IsNPC(ch))
return;
argument = one_argument(argument, arg);
if (NullStr(argument) || !is_number(arg))
{
cmd_syntax(ch, NULL, n_fun, "<amount> <person>", NULL);
return;
}
if ((amount = atoi(arg)) <= 0)
{
chprintln(ch, "Give how many trivia points?");
return;
}
if (amount > ch->pcdata->trivia)
{
chprintln(ch, "You don't have that many trivia points to give!!");
return;
}
if ((victim = get_char_room(ch, NULL, argument)) == NULL)
{
chprintln(ch, "That person is not here.");
return;
}
if (IsNPC(victim))
{
chprintln(ch, "NPC's don't need trivia points.");
return;
}
if (victim == ch)
{
chprintlnf(ch, "You give yourself %s..... don't you feel better?",
intstr(amount, "trivia point"));
return;
}
ch->pcdata->trivia -= amount;
victim->pcdata->trivia += amount;
sprintf(buf, "%d", amount);
act("$n gives you $t questpoints.", ch, buf, victim, TO_VICT);
act("You give $N $t questpoints.", ch, buf, victim, TO_CHAR);
act("$n gives $N $t questpoints.", ch, buf, victim, TO_ROOM);
return;
}
CharData *find_quest_char(CharData * ch, vnum_t vnum)
{
CharData *mob, *found = NULL;
if (ch->pcdata->quest.mob)
return ch->pcdata->quest.mob;
for (mob = char_first; mob; mob = mob->next)
{
if ((IsNPC(mob) ? mob->pIndexData->vnum : mob->id) != vnum)
continue;
found = mob;
if (!IsNPC(mob)
|| mob->pIndexData->spec_fun == spec_lookup("spec_questmaster")
|| mob->in_room == ch->pcdata->quest.room)
break;
}
if (!found)
{
CharIndex *pMob = get_char_index(vnum);
if (!pMob || (found = create_mobile(pMob)) == NULL)
{
if ((found = random_quest_mob(ch, ch->pcdata->quest.giver)) ==
NULL)
{
end_quest(ch, ch->pcdata->quest.time);
return NULL;
}
}
}
return found;
}
vnum_t random_quest_piece(void)
{
vnum_t objvnum = 0;
switch (number_range(0, 3))
{
case 0:
objvnum = OBJ_VNUM_QUEST1;
break;
case 1:
objvnum = OBJ_VNUM_QUEST2;
break;
case 2:
objvnum = OBJ_VNUM_QUEST3;
break;
case 3:
objvnum = OBJ_VNUM_QUEST4;
break;
}
return objvnum;
}
ObjData *create_quest_obj(CharData * ch, vnum_t vnum)
{
ObjData *obj;
int check = 0;
if (ch->pcdata->quest.obj != NULL)
return ch->pcdata->quest.obj;
if (vnum <= 0)
vnum = random_quest_piece();
while ((obj = create_object(get_obj_index(vnum), ch->level)) == NULL)
{
vnum = random_quest_piece();
if (++check >= 10)
{
bug("Bad vnum");
return NULL;
}
}
replace_str(&obj->owner, ch->name);
obj->cost = 0;
obj->timer = (4 * ch->pcdata->quest.time + 10) / 3;
return obj;
}
void extract_quest(CharData * ch)
{
if (IsNPC(ch))
return;
if (ch->pcdata->quest.obj)
extract_obj(ch->pcdata->quest.obj);
}