/*************************************************************************** * 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. * * * * Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley * * * * 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. * * * * _/ _/_/_/ _/ _/ _/ ACK! MUD is modified * * _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code * * _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 * * _/_/_/_/ _/ _/ _/ Version #: 4.3 * * _/ _/ _/_/_/ _/ _/ _/ * * * * http://ackmud.nuc.net/ * * zenithar@ackmud.nuc.net * * 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. * ***************************************************************************/ /************************************************************************** * Converted for Dystopia by Zarius 2002 * **************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" /**** Local Functions ****/ CHAR_DATA *get_quest_target args( ( int min_level, int max_level ) ); CHAR_DATA *get_quest_giver args( ( int min_level, int max_level ) ); OBJ_DATA *load_aquest_object args( ( CHAR_DATA *target ) ); void clear_quest args( ( void ) ); /* 17 messages, organised by blocks for each personality indented messages are for when the target mob gets killed */ struct qmessage_type { char * const message1; char * const message2; }; const struct qmessage_type qmessages[5][17] = { { {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""}, {"", ""} }, { { "Oh my! My %s has been stolen from me, and I am too young to find it!", "" }, { "Would someone please search for my %s? I'm sure that it will be much too hard for me to find.", "" }, { "What will I do without my %s?", "" }, { "Can't anybody find my %s for me?", "" }, { "Help me! My %s is still missing!", "" }, { "Keep searching for my %s, and i'll ask my mom if she knows who stole it!", "" }, { "Does anyone know who stole my %s?", "" }, { "My mom says %s stole my %s. I know it is too hard for me to get back. Oh my, what will I do?", "Yeay!! It looks like whoever stole my %s is now dead!! Thank you very much!" }, { "Please, can you go kill %s? I need my %s!! I can't sleep without it!!", "Well, thank you for killing the nasty thief, but can you please return my %s to me?" }, { "My mom says %s stole my %s. I know it is too hard for me to get back. Oh my, what will I do?", "Yeay!! It looks like whoever stole my %s is now dead!! Thank you very much!" }, { "It's time for my nap now, and %s still has my %s!! Can anyone please get it back for me?", "Please, time is running out! Return my %s to me!" }, { "%s is a real meanie for stealing my %s! Can you pretty pretty pretty please get it back for me?", "Please, time is running out! Return my %s to me!" }, { "It's time for my nap now, and %s still has my %s!! Can anyone please get it back for me?", "Please, time is running out! Return my %s to me!" }, { "Oh my, I'll never get up to watch cartoons tomorrow now! %s is still holding my %s ransom, and I need it for my nap!", "How can I sleep without my %s?" }, { "I give up! %s can keep my %s for all I care! I didn't want to take a nap, anyway!", "I give up! I never want to see my %s again!" }, { "Mommy, can I watch cartoons now, instead of taking a nap?? PLEASE??" , "" }, { "Oh THANK YOU, %s!! Now that I have my %s again, I can go sleepy sleep!", "" } }, { { "Hmm, I seem to have lost my %s. Oh well, didn't really need it much, anyway.", "" }, { "I wonder where I could find another %s? Anyone have any ideas?", "" }, { "Where can my %s have gone?", "" }, { "I guess no one really cares, anyway, but I think I might need a %s later.", "" }, { "I guess I should try and find my %s, but I really don't feel like it.", "" }, { "If anyone has an extra %s, I might be willing to reward them for it.", "" }, { "Doesn't anyone out there know where to find a %s?", "" }, { "Hmm, maybe %s knew something I didn't, and thought it was a good idea to steal my %s. Maybe he could use it, I know I can't.", "I guess my %s didn't help him much, since he is now dead! I do miss it though." }, { "Hmm, maybe it IS worth something. Could someone go kill %s and get my %s back for me?", "I guess my %s didn't help him much, since he is now dead! I do miss it though." }, { "I would pay a lot if someone would kill %s and get my %s back. I don't really know where it went.", "Even though it's not worth very much, my %s is kind of important to me. Oh, well, guess I will never see it again." }, { "Hmm, maybe it IS worth something. Could someone go kill %s and get my %s back for me?", "I guess my %s didn't help him much, since he is now dead! I do miss it though." }, { "I would pay a lot if someone would kill %s and get my %s back. I don't really know where it went.", "Even though it's not worth very much, my %s is kind of important to me. Oh, well, guess I will never see it again." }, { "Oh well, since no one will help me, I guess %s can keep my %s.", "It must be cursed, since everyone who has it is dead. I don't think I want my %s after all!" }, { "Oh well, since no one will help me, I guess %s can keep my %s.", "It must be cursed, since everyone who has it is dead. I don't think I want my %s after all!" }, { "I give up! %s can keep my %s for all I care!", "I give up! I never want to see my %s again!" }, { "Well, I will stop asking now, but don't ever ask ME for any favors, ok?" , "" }, { "Well, looks like %s has recovered my %s for me. Not sure I want it anymore, but thanks anyway.", "" } }, { { "Alright, what the heck, I wake up from my nap and my %s is gone!", "" }, { "Come on you freaks, find my %s for me!", "" }, { "Where can my %s have gone?", "" }, { "Get off your asses and find my %s!", "" }, { "Help me! My %s has not yet been recovered!", "" }, { "Keep searching for my %s, and i'll find out who stole it!", "" }, { "Were there no witnesses to the theft of my %s?", "" }, { "It was %s who stole my %s from me! Someone help me!", "It looks like whoever stole my %s is now dead!!" }, { "Please, time is running out! Kill %s and recover my %s for me NOW!", "Please, time is running out! Return my %s to me!" }, { "Please, time is running out! Kill %s and recover my %s for me NOW!", "Please, time is running out! Return my %s to me!" }, { "Please, time is running out! Kill %s and recover my %s for me NOW!", "Please, time is running out! Return my %s to me!" }, { "Please, time is running out! Kill %s and recover my %s for me NOW!", "Please, time is running out! Return my %s to me!" }, { "I give up! %s can keep my %s for all I care!", "I give up! I never want to see my %s again!" }, { "I give up! %s can keep my %s for all I care!", "I give up! I never want to see my %s again!" }, { "I give up! %s can keep my %s for all I care!", "I give up! I never want to see my %s again!" }, { "Shoot! Just forget about recovering ANYTHING for me, ok?" , "" }, { "At Last! %s has recovered %s for me!", "" } }, { { "Muuaahhhaaahaaaa! Some puny mortal has stolen my %s! I shall seek revenge!!", "" }, { "I shall send many minions to seek my %s! All that steal from me shall die!!", "" }, { "SO, you have defeated my servants. I shall still regain my %s!!", "" }, { "I am prepared to reward well anyone that aids the return of my %s. Are any of you puny mortals willing to attempt my challenge?", "" }, { "If you are worthy, I will grant many favors upon anyone that returns my %s.", "" }, { "Methlok, By the dark powers, I command you to seek my %s! Now, if any of you worthless mortals wish to attempt to return it, I shall grant you many powers!", "" }, { "I sense that Methlok is nearing the witless thief who stole my %s. Now, my vengence shall be sweet!", "" }, { "Ahhh, my servant has returned, and informs me that %s stole my %s. They shall be incinerated by the powers that I command!!!", "Methlok has informed me that the weakling that stole my %s has met his maker!!" }, { "Are none of you powerful enough to kill %s and regain my %s? Bah!! Mortals are useless, except as side dishes!!", "Though my taste for blood has been satiated, my %s still evades my grasp!" }, { "Are none of you powerful enough to kill %s and regain my %s ? Bah!! Mortals are useless, except as side dishes!!", "Though my taste for blood has been satiated, my %s still evades my grasp!" }, { "Are none of you powerful enough to kill %s and regain my %s ? Bah!! Mortals are useless, except as side dishes!!", "Though my taste for blood has been satiated, my %s still evades my grasp!" }, { "I should have known that a powerless, puny mortal could never be the servant of my vengence against %s, or regain my %s!!", "I shall rain death upon all of you for refusing to return my %s!!!" }, { "I should have known that a powerless, puny mortal could never be the servant of my vengence against %s, or regain my %s!!", "I shall rain death upon all of you for refusing to return my %s!!!" }, { "I shall slay your brothers and poison your fields for refusing to seek %s and return my %s!!!!", "Though my vengeance has been served, I shall drink your souls for your failure to return my %s!!!" }, { "I shall slay your brothers and poison your fields for refusing to seek %s and return my %s!!!!", "Though my vengeance has been served, I shall drink your souls for your failure to return my %s!!!" }, { "Death and great suffering shall be your punishment for failing me!!!?" , "" }, { "Well done. It seems that %s at least has a modicum of strength, unlike you worthless idiots who failed to return my %s! My curse shall lie upon you for the rest of your short days!", "" } } }; void do_mobquest( CHAR_DATA *ch, char *argument ) { extern bool quest; extern bool auto_quest; extern CHAR_DATA *quest_mob; extern CHAR_DATA *quest_target; extern OBJ_DATA *aquest_object; extern int quest_timer; extern int quest_wait; extern sh_int quest_personality; char buf[MAX_STRING_LENGTH]; char new_long_desc[MAX_STRING_LENGTH]; if ( argument[0] == '\0' ) /* Display status */ { if ( !quest ) { send_to_char( "There is no quest currently running.\n\r", ch ); if ( auto_quest ) send_to_char( "Quests are currently running automatically.\n\r", ch ); if ( quest_wait > 0 ) { sprintf( buf, "The next quest may occur in %d minutes.\n\r", quest_wait ); send_to_char( buf, ch ); } return; } else send_to_char( "There is currently a quest running ", ch ); if ( auto_quest ) send_to_char( "(Automatically)", ch ); send_to_char( "\n\rQuest Details:\n\r\n\r", ch ); if ( quest_mob ) { sprintf( buf, "The questing mobile is: %s [In Room %d]\n\r", quest_mob->short_descr, quest_mob->in_room->vnum ); send_to_char( buf, ch ); } else { send_to_char( "The questing mobile is dead!\n\r", ch ); } if ( quest_target ) { sprintf( buf, "Target Mobile is: %s [In Room %d]\n\r", quest_target->short_descr, quest_target->in_room->vnum ); send_to_char( buf, ch ); } else send_to_char( "The target mobile is dead!\n\r", ch ); sprintf( buf, "Target Object is: %s.\n\r", aquest_object->short_descr ); send_to_char( buf, ch ); sprintf( buf, "The Quest has been running for %d/15 minutes.\n\r", quest_timer ); send_to_char( buf, ch ); return; } if ( !strcmp( argument, "stop" ) ) { if ( quest ) { sprintf( buf, "The quest has been stopped by an Immortal. Please speak up if you have already gotten the item.\n\r" ); do_qtalk( ch, buf ); clear_quest(); } return; } if ( !strcmp( argument, "start" ) ) { /* generate a new quest! */ if ( quest ) { send_to_char( "There is already a quest running...\n\r", ch ); return; } if ( auto_quest ) { auto_quest = FALSE; send_to_char( "Automatic Quests now OFF.\n\r", ch ); } quest_mob = get_quest_giver(1, 2500); if ( quest_mob == NULL ) { send_to_char( "Failed to find a quest mob\n\r", ch ); return; } quest_personality = number_range( 1, 4 ); quest_target = get_quest_target( 1, 400 ); if ( ( quest_target == NULL ) || ( quest_target == quest_mob ) ) { send_to_char( "Failed to find a quest target\n\r", ch ); return; } aquest_object = load_aquest_object( quest_target ); if ( aquest_object == NULL ) { send_to_char( "An invalid quest object was encountered. Check log files.\n\r", ch ); quest = FALSE; return; } quest_timer = 0; quest = TRUE; new_long_desc[0] = '\0'; if ( quest_mob->long_descr_orig != NULL ) free_string( quest_mob->long_descr_orig ); quest_mob->long_descr_orig = str_dup(quest_mob->long_descr ); sprintf( new_long_desc, "%s says have you found my %s ?\n\r", quest_mob->short_descr, aquest_object->short_descr ); if ( quest_mob->long_descr != NULL ) free_string( quest_mob->long_descr ); quest_mob->long_descr = str_dup( new_long_desc ); SET_BIT( quest_mob->act, ACT_NOTRAVEL ); SET_BIT( quest_mob->act, ACT_NOSUMMON ); new_long_desc[0] = '\0'; if ( quest_target->long_descr_orig != NULL ) free_string( quest_target->long_descr_orig ); quest_target->long_descr_orig = str_dup( quest_target->long_descr ); sprintf( new_long_desc, "%s says I stole the %s !!!\n\r", quest_target->short_descr, aquest_object->short_descr ); if ( quest_target->long_descr != NULL ) free_string( quest_target->long_descr ); quest_target->long_descr = str_dup( new_long_desc ); SET_BIT( quest_mob->act, ACT_NOTRAVEL ); SET_BIT( quest_mob->act, ACT_NOSUMMON ); send_to_char( "QUEST STARTED!\n\r\n\r", ch ); sprintf( buf, "The questing mobile is: %s [In Room %d]\n\r", quest_mob->short_descr, quest_mob->in_room->vnum ); send_to_char( buf, ch ); sprintf( buf, "Target Mobile is: %s [In Room %d]\n\r", quest_target->short_descr, quest_target->in_room->vnum ); send_to_char( buf, ch ); sprintf( buf, "Target Object is: %s.\n\r", aquest_object->short_descr ); send_to_char( buf, ch ); sprintf( buf, "Mob Personality is: %d.\n\r", quest_personality ); send_to_char( buf, ch ); return; } if ( !str_cmp( argument, "auto" ) ) { send_to_char( "AutoQuest now initiated!\n\r", ch ); auto_quest = TRUE; return; } return; } /* * get_quest_target : This attempts to pick a random mobile to hold the quest * item for the player (questor). Various checks are made to ensure that the * questor has a chance of killing the mobile, etc. * Returns NULL if it didn't get a mobile this time. */ CHAR_DATA * get_quest_target( int min_level, int max_level ) { CHAR_DATA *target; int min_index = 0; /* the minimum number of times to go through the list */ min_index = number_range(1, 1000); for ( target = char_list; target != NULL; target = target->next ) { if ( !IS_NPC( target ) ) continue; min_index -= 1; if ( min_index > 0 ) continue; if ( ( target->level < min_level ) || ( target->level > max_level ) || ( IS_SET( target->act, ACT_PET ) ) ) continue; /* Lastly, some random choice */ if ( number_percent() < 2 ) break; } return target; } /* * load_aquest_object : This takes a pointer to OBJ_INDEX_DATA and places the * object onto the target. */ OBJ_DATA * load_aquest_object( CHAR_DATA *target ) { OBJ_INDEX_DATA *pObj; OBJ_DATA *object; int foo; foo = number_range( OBJ_VNUM_QUEST_MIN, OBJ_VNUM_QUEST_MAX ); pObj = get_obj_index( foo ); if ( pObj == NULL ) { bug( "load_aquest_object : Invalid object vnum %d.", foo ); return NULL; } object = create_object( pObj, 1 ); obj_to_char( object, target ); return object; } CHAR_DATA * get_quest_giver( int min_level, int max_level ) { CHAR_DATA *target; int min_index = 0; min_index = number_range(0, 1000); for ( target = char_list; target != NULL; target = target->next ) { if ( !IS_NPC( target ) ) continue; min_index -= 1; if ( min_index > 0 ) continue; if ( ( target->level < min_level ) || ( target->level > max_level ) || ( IS_SET( target->act, ACT_PET ) ) ) continue; { if ( number_percent() < 2 ) break; } } return target; } /* * quest_inform : Makes the questing mobile give out information to the * players on the mud. Starts off real simple, and gets more helpful as * time runs out :P */ void quest_inform( void ) { char buf[MAX_STRING_LENGTH]; extern CHAR_DATA *quest_mob; extern CHAR_DATA *quest_target; extern OBJ_DATA *aquest_object; extern int quest_timer; extern sh_int quest_personality; extern const struct qmessage_type qmessages[5][17]; /* Work out what the mob should tell the players.... */ /* Add random element to each case so quests look different each time? */ if ( quest_timer < 7 ) { sprintf( buf, qmessages[quest_personality][quest_timer].message1, aquest_object->short_descr ); } else { if (quest_target) sprintf ( buf, qmessages[quest_personality][quest_timer].message1, quest_target->short_descr,aquest_object->short_descr ); else sprintf( buf, qmessages[quest_personality][quest_timer].message2, aquest_object->short_descr ); } quest_timer++; if ( quest_mob && quest_timer < 16 ) do_qtalk( quest_mob, buf ); if ( quest_timer == 1 ) { sprintf( buf, " %s is questing for %s ", NAME( quest_mob ), aquest_object->short_descr); do_info( quest_mob, buf ); } if ( !quest_mob ) { clear_quest(); } return; } void quest_complete( CHAR_DATA *ch ) { extern CHAR_DATA *quest_mob; extern OBJ_DATA *aquest_object; extern sh_int quest_personality; extern const struct qmessage_type qmessages[5][17]; char buf[MAX_STRING_LENGTH]; sprintf( buf, qmessages[quest_personality][16].message1, NAME(ch), aquest_object->short_descr ); do_qtalk( quest_mob, buf ); clear_quest(); return; } void quest_cancel() { extern CHAR_DATA *quest_mob; if ( quest_mob ) do_qtalk( quest_mob, "Shoot! Just forget about recovering ANYTHING for me, ok?" ); clear_quest(); return; } void clear_quest() { extern bool quest; extern CHAR_DATA *quest_mob; extern CHAR_DATA *quest_target; extern OBJ_DATA *aquest_object; extern int quest_timer; extern int quest_wait; extern sh_int quest_personality; /* Clear ALL values, ready for next quest */ quest = FALSE; extract_obj ( aquest_object ); if ( quest_mob ) { free_string( quest_mob->long_descr ); quest_mob->long_descr = str_dup( quest_mob->long_descr_orig ); free_string( quest_mob->long_descr_orig ); quest_mob->long_descr_orig = NULL; } if ( quest_target ) { free_string( quest_target->long_descr ); quest_target->long_descr = str_dup( quest_target->long_descr_orig ); free_string( quest_target->long_descr_orig ); quest_target->long_descr_orig = NULL; }; quest_mob = NULL; quest_target = NULL; aquest_object = NULL; quest_timer = 0; quest_wait = 2 + number_range( 1, 4); quest_personality = 0; return; } void generate_auto_quest() { extern bool quest; extern CHAR_DATA *quest_mob; extern CHAR_DATA *quest_target; extern OBJ_DATA *aquest_object; extern int quest_timer; extern int quest_wait; extern sh_int quest_personality; char new_long_desc[MAX_STRING_LENGTH]; sh_int loop_counter = 0; /* generate a new quest! */ if ( quest ) { return; } quest_mob = NULL; quest_target = NULL; quest_personality = number_range( 1, 4 ); while ( ( quest_mob == NULL ) && ( loop_counter < 500 ) ) { loop_counter++; quest_mob = get_quest_giver(1, 2500); } if ( quest_mob == NULL ) { quest = FALSE; quest_wait = number_range( 1, 3 ); return; } loop_counter = 0; while ( ( quest_target == NULL ) && ( loop_counter < 500 ) ) { loop_counter++; quest_target = get_quest_target( 40, 400 ); } if ( quest_target == NULL ) { quest = FALSE; quest_wait = number_range( 1, 3 ); return; } aquest_object = load_aquest_object( quest_target ); if ( aquest_object == NULL ) { quest = FALSE; quest_wait = number_range( 1, 3 ); return; } quest_timer = 0; quest = TRUE; new_long_desc[0] = '\0'; if ( quest_mob->long_descr_orig != NULL ) free_string( quest_mob->long_descr_orig ); quest_mob->long_descr_orig = str_dup(quest_mob->long_descr ); sprintf( new_long_desc, "%s says have you found my %s ?\n\r", quest_mob->short_descr, aquest_object->short_descr ); if ( quest_mob->long_descr != NULL ) free_string( quest_mob->long_descr ); quest_mob->long_descr = str_dup( new_long_desc ); SET_BIT( quest_mob->act, ACT_NOTRAVEL ); SET_BIT( quest_mob->act, ACT_NOSUMMON ); new_long_desc[0] = '\0'; if ( quest_target->long_descr_orig != NULL ) free_string( quest_target->long_descr_orig ); quest_target->long_descr_orig = str_dup( quest_target->long_descr ); sprintf( new_long_desc, "%s says I stole the %s !!!\n\r", quest_target->short_descr, aquest_object->short_descr ); if ( quest_target->long_descr != NULL ) free_string( quest_target->long_descr ); quest_target->long_descr = str_dup( new_long_desc ); SET_BIT( quest_mob->act, ACT_NOTRAVEL ); SET_BIT( quest_mob->act, ACT_NOSUMMON ); return; } void ask_quest_question( CHAR_DATA *ch, char *argument ) { extern CHAR_DATA * quest_mob; extern CHAR_DATA * quest_target; extern OBJ_DATA * aquest_object; extern sh_int quest_timer; extern bool quest; char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if ( !quest || IS_NPC( ch ) ) return; if ( ( !str_cmp( argument, "who is the thief?") ) || ( !str_cmp( argument, "who was the thief?" ) ) || ( !str_cmp( argument, "who stole it?" ) ) || ( !str_cmp( argument, "what mob?" ) ) || ( !str_cmp( argument, "who stole the item?" ) ) ) { if ( quest_mob ) { if ( quest_timer < 7 ) { sprintf( buf, "I don't even know who stole it yet!" ); } else if ( aquest_object && quest_target ) { sprintf( buf, "It was %s who stole my %s.", quest_target->short_descr, aquest_object->short_descr ); } } else if ( aquest_object ) { sprintf( buf, "Don't worry about who stole my %s, they have recieved their just reward!", aquest_object->short_descr ); } if ( quest_mob != NULL ) do_qtalk( quest_mob, buf ); return; } if ( !str_cmp( argument, "what item?" ) ) { if (quest_mob && aquest_object ) { sprintf(buf, "My %s was stolen from me, find it!.", aquest_object->short_descr ); do_qtalk( quest_mob, buf ); return; } } if ( !str_cmp( argument, "where are you?" ) ) if ( quest_mob) { sprintf( buf, "You can find me in %s, please hurry!!", quest_mob->in_room->area->name); do_qtalk( quest_mob, buf ); return; } if ( !str_cmp( argument, "where is the thief?" ) ) { if ( quest_mob ) { if ( ( quest_target ) && ( quest_timer > 7 ) ) { if ( quest_timer < 10 ) { sprintf( buf, "I don't really know where %s is, let me try and find out.", quest_target->short_descr ); } else if ( quest_target ) { sprintf( buf, "I'm not really sure, but I THINK %s is in %s", quest_target->short_descr, quest_target->in_room->area->name); } } else if ( ( quest_target ) && ( quest_timer <= 7 ) ) { sprintf( buf, "I don't even know who stole it yet!" ); } else { sprintf( buf, "Don't worry about where the thief who stole my %s is, they have recieved their just reward", aquest_object->short_descr ); } do_qtalk( quest_mob, buf ); } } return; }