//
// C Implementation: token.c
//
// Description:
// Token.c is part of a multi purpose quest system built for eldamud and other smaug derived muds.
// The token system allows immortals to issue quest tokens to Pc's, who gain practices, Qp and experience
// By redeaming them in at a questmaster.
//
// Author: robert powell <powell123@yahoo.com>, (C) 2005
//
// Copyright: This code remains copyright to robert powell of eldhamud, you may use, abuse, redistribute
// edit or delete this code to your hearts content. You may not use it for profit.
//
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "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, sh_int 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
#define PRAC_COST 5
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] = '\0';
argument = one_argument( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char("Syntax: create_token <token type> see value for types.\n\r", ch);
send_to_char("Syntax: create_token value\n\r", ch);
return;
}
if (!str_cmp(arg1,"value"))
{
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);
return;
}
else 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
strcpy(desc, "&YGlobal&D" );
}
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
strcpy(desc, "&YHelper&D" );
}
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
strcpy(desc, "&YImmortal&D" );
}
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
strcpy(desc, "&YNewbie&D" );
}
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
strcpy(desc, "&YRoleplay&D" );
}
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);
sprintf( buf, "quest token %s", desc );
STRFREE( token->name );
token->name = STRALLOC (buf);
sprintf( buf, "a %s quest token of Eldha", desc );
STRFREE( token->short_descr );
token->short_descr = STRALLOC ( buf );
sprintf( buf, "A %s Quest Token of Eldha", desc );
STRFREE( token->description );
token->description = STRALLOC ( buf );
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)
{
return;
}
void update_all_qobjs(CHAR_DATA * ch)
{
OBJ_DATA *obj;
for (obj = ch->first_carrying; obj != NULL; obj = obj->next_content)
{
if (xSET_BIT(obj->extra_flags, ITEM_QUEST))
{
update_questobj(ch, obj);
if (obj->wear_loc != WEAR_NONE)
{
unequip_char(ch, obj);
equip_char(ch, obj, obj->wear_loc);
}
}
}
}
void do_quest(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *questman;
OBJ_DATA *obj=NULL, *obj_next;
// OBJ_INDEX_DATA *obj1, *obj2, *obj3, *obj4, *obj5;
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);
if (!strcmp(arg1, "info"))
{
if (xIS_SET(ch->act, PLR_QUESTOR))
{
if (ch->pcdata->questmob == -1 && ch->pcdata->questgiver->short_descr != NULL)
{
sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->pcdata->questgiver->short_descr);
send_to_char(buf, ch);
}
else if (ch->pcdata->questobj > 0)
{
questinfoobj = get_obj_index(ch->pcdata->questobj);
if (questinfoobj != NULL)
{
sprintf(buf, "You are on a quest to recover %s from %s in %s.\n\r",questinfoobj->name, ch->pcdata->questroom, ch->pcdata->questarea);
send_to_char(buf, ch);
}
else
send_to_char("You 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)
{
sprintf(buf, "You are on a quest to slay %s in %s in the area of %s.\n\r",questinfo->short_descr, ch->pcdata->questroom, ch->pcdata->questarea);
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 glory.\n\r",ch->pcdata->quest_curr);
send_to_char(buf, ch);
return;
}
else if (!strcmp(arg1, "time"))
{
if (!xIS_SET(ch->act, PLR_QUESTOR))
{
send_to_char("You aren't currently on a quest.\n\r",ch);
if (ch->pcdata->nextquest > 1)
{
sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->pcdata->nextquest);
send_to_char(buf, ch);
}
else if (ch->pcdata->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->pcdata->countdown > 0)
{
sprintf(buf, "Time left for current quest: %d\n\r",ch->pcdata->countdown);
send_to_char(buf, 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("You can't do that here.\n\r",ch);
return;
}
if ( questman->fighting)
{
send_to_char("Wait 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] == '\0' )
{
send_to_char( "----------------------------------------------------------------\n\r", ch);
send_to_char( "Base Stat increase (+1 wis, con, int, dex, str): 50 qps \n\r", ch);
send_to_char( "Base Stat increase (+1 lck, cha): 100 qps \n\r", ch);
// send_to_char( "Practice session 5 qps \n\r", ch);
send_to_char( "10 Hp, mana or moves 50 qps \n\r", ch);
send_to_char( "Make an item glow or hum 50 qps \n\r", ch);
send_to_char( "=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\n\r", ch);
return;
}
if ( !str_cmp( arg2, "hum" ) )
{
if( ch->pcdata->quest_curr < HUM_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
if ( arg3[0] == '\0' )
{
send_to_char( "Make 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( "That 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( "Your item begins to hum softly.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "glow" ) )
{
if( ch->pcdata->quest_curr < GLOW_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
// arg1ument = one_arg1ument( arg1ument, arg2 );
if ( arg3[0] == '\0' )
{
send_to_char( "Make what item glow?\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_GLOW ) )
{
send_to_char( "That 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( "Your item begins to glow.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "hp" ) )
{
if( ch->pcdata->quest_curr < HP_COST )
{
send_to_char( "You 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( "You gain a 10 hitpoints!\n\r", ch );
return;
}
if ( !str_cmp( arg2, "mana" ) )
{
if( ch->pcdata->quest_curr < MANA_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
if( IS_VAMPIRE(ch) )
{
send_to_char( "Being a Vampire, you have no use for mana.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= MANA_COST;
ch->max_mana+=10;
ch->mana+=10;
send_to_char( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You 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( "Your 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( "You 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( "Your 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( "Your 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( "You 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( "You 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( "You 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( "You 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( "You 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( "You feel luckier!\n\r", ch );
return;
}
else
{
send_to_char( "That cannot be enhanced. Read HELP Questfor details.\n\r", 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;
}
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 $N for a quest.",ch, NULL, questman, TO_CHAR);
if (sysdata.DENY_NEW_PLAYERS == TRUE)
{
sprintf(buf, "I'm sorry. Please come back after the reboot. I cant give you a quest until then.");
do_say(questman, buf);
return;
}
if (xIS_SET(ch->act, PLR_QUESTOR))
{
sprintf(buf, "But you're already on a quest!\n\rBetter hurry up and finish it!");
do_say(questman, buf);
return;
}
if (ch->pcdata->nextquest > 0)
{
sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name);
do_say(questman, buf);
sprintf(buf, "Please come back in about %d minutes.", ch->pcdata->nextquest);
do_say(questman, buf);
return;
}
sprintf(buf, "Very well %s...",ch->name);
do_say(questman, buf);
generate_quest(ch, questman);
if (ch->pcdata->questmob > 0 || ch->pcdata->questobj > 0)
{
ch->pcdata->countdown = number_range(10,30);
xSET_BIT(ch->act, PLR_QUESTOR);
sprintf(buf, "You have %d minutes to complete this quest.",ch->pcdata->countdown);
do_say(questman, buf);
sprintf(buf, "May the gods go with you!");
do_say(questman, buf);
}
return;
}
else if (!strcmp(arg1, "refuse"))
{
act(AT_PLAIN,"$n informs $N $e has refused $s quest.", ch, NULL, questman,
TO_ROOM);
act(AT_PLAIN,"You inform $N you have refused the quest.",ch, NULL,
questman, TO_CHAR);
if (ch->pcdata->questgiver != questman)
{
sprintf(buf, "I never sent you on a quest! Perhaps you're thinking of someone else.");
do_say(questman,buf);
return;
}
if (!xIS_SET(ch->act, PLR_QUESTOR))
{
ch->pcdata->questgiver = NULL;
ch->pcdata->countdown = 0;
ch->pcdata->questmob = 0;
ch->pcdata->questobj = 0;
sprintf(buf, "You should at least REQUEST a quest before you refuse it!");
do_say(questman,buf);
return;
}
if (xIS_SET(ch->act, PLR_QUESTOR))
{
xREMOVE_BIT(ch->act, PLR_QUESTOR);
ch->pcdata->questgiver = NULL;
ch->pcdata->countdown = 0;
ch->pcdata->questmob = 0;
ch->pcdata->questobj = 0;
ch->pcdata->nextquest = 5;
sprintf(buf, "Alright fine, i'll put it back in the heap for someone else.");
do_say(questman,buf);
sprintf(buf, "You can come back in about %d minutes.", ch->pcdata->nextquest);
do_say(questman, buf);
return;
}
}
else if (!strcmp(arg1, "complete"))
{
act(AT_PLAIN,"$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, "I 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(5000,25000);
pointreward = number_range(15,50);
if (double_qp == TRUE)
{
pointreward *= 2;
}
sprintf(buf, "Congratulations on completing your quest!");
do_say(questman,buf);
sprintf(buf,"As a reward, I am giving you %d glory, and %d gold.",pointreward,reward);
do_say(questman,buf);
sprintf(buf, "&R[&CANNOUNCEMENT&R]&c %s has completed a quest!", ch->name);
echo_to_all( AT_IMMORT, buf, ECHOTAR_ALL ); //Yzek
if (qchance(15))
{
pracreward = number_range(1,5);
sprintf(buf, "You gain %d practices!\n\r",pracreward);
send_to_char(buf, ch);
ch->practice += pracreward;
}
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(5000,25000);
pointreward = number_range(17,60);
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);
sprintf(buf, "Congratulations on completing your quest!");
do_say(questman,buf);
sprintf(buf,"As a reward, I am giving you %d glory, and %d gold.",pointreward,reward);
do_say(questman,buf);
sprintf(buf, "&R[&CANNOUNCEMENT&R]&c %s has completed a quest!", ch->name);
echo_to_all( AT_IMMORT, buf, ECHOTAR_ALL ); //Yzek
if (qchance(40))
{
pracreward = number_range(1,9);
sprintf(buf, "You gain %d practices!\n\r",pracreward);
send_to_char(buf, ch);
ch->practice += pracreward;
}
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, "You 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, "You haven't completed the quest yet, but there is still time!");
do_say(questman, buf);
return;
}
}
if (ch->pcdata->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;
}
send_to_char("QUEST commands: POINTS INFO TIME REQUEST REFUSE COMPLETE LIST BUY ENHANCEMENT.\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=NULL;
ROOM_INDEX_DATA *room;
OBJ_DATA *questitem;
char buf[MAX_STRING_LENGTH];
/* 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, "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->nextquest = 1;
return;
}
int objvnum = 0;
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;
}
questitem = create_object( get_obj_index(objvnum), ch->level );
obj_to_room(questitem, room, NULL);
ch->pcdata->questobj = questitem->pIndexData->vnum;
sprintf(buf, "Vile pilferers have stolen %s from the 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);
ch->pcdata->questroom = room->area->name;
ch->pcdata->questarea = room->name;
do_say(questman, buf);
return;
}
/* Quest to kill a mob */
else if (qchance(70))
{
victim = find_quest_mob(ch);
if (!victim)
{
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 = 1;
return;
}
room = victim->in_room;
switch(number_range(0,1))
{
case 0:
sprintf(buf, "%s has reneged upon a contract with me.",victim->short_descr);
do_say(questman, buf);
do_say(questman,"The penalty for this is death, and you are to deliver the sentence.");
break;
case 1:
do_say(questman,"I have a contract to carry out an assassination.");
sprintf(buf, "You are to eliminate %s.",victim->short_descr);
do_say(questman, buf);
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);
sprintf(buf, "That location is in the general area of %s.",room->area->name);
ch->pcdata->questroom = room->name;
ch->pcdata->questarea = room->area->name;
do_say(questman, buf);
}
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("You may now quest again.\n\r",ch);
return;
}
}
else if (xIS_SET(ch->act,PLR_QUESTOR))
{
if (--ch->pcdata->countdown <= 0)
{
char buf [MAX_STRING_LENGTH];
ch->pcdata->nextquest = 5;
sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->pcdata->nextquest);
send_to_char(buf, ch);
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("Better hurry, you're almost out of time for your quest!\n\r",ch);
return;
}
}
}
return;
}
void do_qptstat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_INDEX_DATA *questinfoobj;
MOB_INDEX_DATA *questinfo;
char buf [MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Qptstat whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Mobiles cannot quest.\n\r", ch );
return;
}
if (!xIS_SET(victim->act, PLR_QUESTOR))
{
sprintf(buf, "%s is not on a quest and may quest again in %d.\n\r",victim->name, victim->pcdata->nextquest );
send_to_char(buf, ch);
return;
}
sprintf(buf, "%s has %d minutes left for their quest.\n\r",victim->name, victim->pcdata->countdown );
send_to_char(buf, ch);
questinfoobj = get_obj_index(victim->pcdata->questobj);
if (questinfoobj != NULL)
{
sprintf(buf, "%s is on a quest to find %s.\n\rObject Vnum: %d\n\rFound in %s in %s.\n\r",victim->name, questinfoobj->short_descr, questinfoobj->vnum, victim->pcdata->questroom, victim->pcdata->questarea );
send_to_char(buf, ch);
}
questinfo = get_mob_index(victim->pcdata->questmob);
if (questinfo != NULL)
{
sprintf(buf, "%s is on a quest to slay %s.\n\rMobile Vnum: %d\n\rFound in %s in %s.\n\r",victim->name, questinfo->short_descr, questinfo->vnum, victim->pcdata->questroom, victim->pcdata->questarea );
send_to_char(buf, ch);
}
return;
}
/* setquest <victim> <mob|obj> <vnum> <location name> */
void do_questset( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int vnum;
bool object=TRUE;
set_char_color( AT_IMMORT, ch );
if ( IS_NPC(ch) )
{
send_to_char( "Cannot questset as an NPC.\n\r", ch );
return;
}
if ( get_trust( ch ) < LEVEL_IMMORTAL )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
vnum = atoi( arg3 );
if ( arg[0] == '\0' || arg2[0] == '\0' || vnum <= 0)
{
send_to_char( "Syntax: questset <character> <mob|obj> <vnum> <quest location>\n\r", ch );
send_to_char( "Vnum must be an existing mobile vnum.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "There is no such player currently playing.\n\r", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "Quests cannot be given to or taken from a mob.\n\r", ch );
return;
}
set_char_color( AT_IMMORT, victim );
if ( nifty_is_name_prefix( arg2, "mob" ) )
object = FALSE;
else if ( nifty_is_name_prefix( arg2, "obj" ) )
object = TRUE;
else
{
do_questset( ch, "" );
return;
}
if ( object )
{
if (obj_by_vnum(vnum) == NULL)
{
send_to_char( "There is no such object.\n\r", ch );
return;
}
if (obj_by_vnum(vnum)->carried_by)
{
victim->pcdata->questarea = STRALLOC(obj_by_vnum(vnum)->carried_by->in_room->area->name);
victim->pcdata->questroom = STRALLOC(obj_by_vnum(vnum)->carried_by->in_room->name);
}
if (obj_by_vnum(vnum)->in_room)
{
victim->pcdata->questarea = STRALLOC(obj_by_vnum(vnum)->in_room->area->name);
victim->pcdata->questroom = STRALLOC(obj_by_vnum(vnum)->in_room->name);
}
victim->pcdata->questmob = 0;
victim->pcdata->questobj = vnum;
ch_printf( ch, "You've assigned %s a quest to find %s in %s in the area of %s\n\r", victim->name, obj_by_vnum(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea );
ch_printf( victim, "You've been assigned a quest to find %s in %s in the area of %s\n\r", obj_by_vnum(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea );
}
else
{
if (get_mob(vnum) == NULL)
{
send_to_char( "There is no such mobile.\n\r", ch );
return;
}
victim->pcdata->questarea = STRALLOC(get_mob(vnum)->in_room->area->name);
victim->pcdata->questroom = STRALLOC(get_mob(vnum)->in_room->name);
victim->pcdata->questobj = 0;
victim->pcdata->questmob = vnum;
ch_printf( ch, "You've assigned %s a quest to slay %s, in %s in the area of %s\n\r", victim->name, get_mob(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea );
ch_printf( victim, "You've been assigned a quest to slay %s in %s in the area of %s\n\r", get_mob(vnum)->short_descr, victim->pcdata->questroom, victim->pcdata->questarea );
}
xSET_BIT(victim->act, PLR_QUESTOR);
victim->pcdata->nextquest = 0;
victim->pcdata->countdown = 15;
return;
}
CHAR_DATA *find_quest_mob( CHAR_DATA *ch)
{
CHAR_DATA *victim=NULL;
int counter, mob_vnum, level_diff;
for (counter = 0; counter < 2000; counter ++)
{
mob_vnum = number_range(5000, 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 > 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 victim;
else
continue;
}
}
return victim;
}
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)
{
sh_int i, count=0;
ch_printf( ch, "&Y[&W%2s&Y] [&W%-35s&Y] [&W%6s&Y] \n\r", "#", "Item", "Cost" );
for(i = 0; i <= MAX_QDATA; i++)
{
if (questmaster->award_vnum[i] && questmaster->award_value[i])
{
++count;
ch_printf( ch, "&Y[&W%2d&Y] [&g%-35s&Y] [&W%6s&Y] \n\r", count, get_obj_index(questmaster->award_vnum[i])->short_descr, num_punct(questmaster->award_value[i]) );
}
}
ch_printf( ch, "&Y[&W%2d&Y] [%s Gold ] [&W 120&Y]\n\r", count+1, num_punct(questmaster->gold_amt) );
ch_printf( ch, "&Y[&W%2d&Y] [%d Practices ] [&W%6s&Y]\n\r", count+2, questmaster->practice_amt, num_punct(questmaster->practice_cost) );
return;
}
void quest_buy(CHAR_DATA *questman, CHAR_DATA *ch, sh_int number)
{
sh_int 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, "You'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);
}
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] == '\0')
{
sh_int 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);
sh_int 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] == '\0' || arg2[0] == '\0' )
{
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;
}