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-rw-r--r--src/map/quest.c528
1 files changed, 355 insertions, 173 deletions
diff --git a/src/map/quest.c b/src/map/quest.c
index b56088886..b76d6bc82 100644
--- a/src/map/quest.c
+++ b/src/map/quest.c
@@ -1,246 +1,305 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
-#include "../common/cbasetypes.h"
-#include "../common/socket.h"
-#include "../common/timer.h"
-#include "../common/malloc.h"
-#include "../common/nullpo.h"
-#include "../common/showmsg.h"
-#include "../common/strlib.h"
-#include "../common/utils.h"
+#define HERCULES_CORE
-#include "map.h"
-#include "pc.h"
-#include "npc.h"
-#include "itemdb.h"
-#include "script.h"
-#include "intif.h"
-#include "battle.h"
-#include "mob.h"
-#include "party.h"
-#include "unit.h"
-#include "log.h"
-#include "clif.h"
#include "quest.h"
-#include "intif.h"
-#include "chrif.h"
+#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <stdarg.h>
#include <time.h>
+#include "battle.h"
+#include "chrif.h"
+#include "clif.h"
+#include "intif.h"
+#include "itemdb.h"
+#include "log.h"
+#include "map.h"
+#include "mob.h"
+#include "npc.h"
+#include "party.h"
+#include "pc.h"
+#include "script.h"
+#include "unit.h"
+#include "../common/cbasetypes.h"
+#include "../common/malloc.h"
+#include "../common/nullpo.h"
+#include "../common/showmsg.h"
+#include "../common/socket.h"
+#include "../common/strlib.h"
+#include "../common/timer.h"
+#include "../common/utils.h"
-struct s_quest_db quest_db[MAX_QUEST_DB];
-
+struct quest_interface quest_s;
+
+/**
+ * Searches a quest by ID.
+ *
+ * @param quest_id ID to lookup
+ * @return Quest entry (equals to &quest->dummy if the ID is invalid)
+ */
+struct quest_db *quest_db(int quest_id) {
+ if (quest_id < 0 || quest_id > MAX_QUEST_DB || quest->db_data[quest_id] == NULL)
+ return &quest->dummy;
+ return quest->db_data[quest_id];
+}
-int quest_search_db(int quest_id)
-{
+/**
+ * Sends quest info to the player on login.
+ *
+ * @param sd Player's data
+ * @return 0 in case of success, nonzero otherwise (i.e. the player has no quests)
+ */
+int quest_pc_login(TBL_PC *sd) {
int i;
- ARR_FIND(0, MAX_QUEST_DB,i,quest_id == quest_db[i].id);
- if( i == MAX_QUEST_DB )
- return -1;
-
- return i;
-}
-
-//Send quest info on login
-int quest_pc_login(TBL_PC * sd)
-{
if(sd->avail_quests == 0)
return 1;
clif->quest_send_list(sd);
clif->quest_send_mission(sd);
+ for( i = 0; i < sd->avail_quests; i++ ) {
+ // TODO[Haru]: is this necessary? Does quest_send_mission not take care of this?
+ clif->quest_update_objective(sd, &sd->quest_log[i]);
+ }
return 0;
}
-int quest_add(TBL_PC * sd, int quest_id)
-{
-
- int i, j;
-
- if( sd->num_quests >= MAX_QUEST_DB )
- {
- ShowError("quest_add: Character %d has got all the quests.(max quests: %d)\n", sd->status.char_id, MAX_QUEST_DB);
- return 1;
+/**
+ * Adds a quest to the player's list.
+ *
+ * New quest will be added as Q_ACTIVE.
+ *
+ * @param sd Player's data
+ * @param quest_id ID of the quest to add.
+ * @return 0 in case of success, nonzero otherwise
+ */
+int quest_add(TBL_PC *sd, int quest_id) {
+ int n;
+ struct quest_db *qi = quest->db(quest_id);
+
+ if( qi == &quest->dummy ) {
+ ShowError("quest_add: quest %d not found in DB.\n", quest_id);
+ return -1;
}
- if( quest_check(sd, quest_id, HAVEQUEST) >= 0 )
- {
+ if( quest->check(sd, quest_id, HAVEQUEST) >= 0 ) {
ShowError("quest_add: Character %d already has quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
- if( (j = quest_search_db(quest_id)) < 0 )
- {
- ShowError("quest_add: quest %d not found in DB.\n", quest_id);
- return -1;
+ n = sd->avail_quests; // Insertion point
+
+ sd->num_quests++;
+ sd->avail_quests++;
+ RECREATE(sd->quest_log, struct quest, sd->num_quests);
+
+ if( sd->avail_quests != sd->num_quests ) {
+ // The character has some completed quests, make room before them so that they will stay at the end of the array
+ memmove(&sd->quest_log[n+1], &sd->quest_log[n], sizeof(struct quest)*(sd->num_quests-sd->avail_quests));
}
- i = sd->avail_quests;
- memmove(&sd->quest_log[i+1], &sd->quest_log[i], sizeof(struct quest)*(sd->num_quests-sd->avail_quests));
- memmove(sd->quest_index+i+1, sd->quest_index+i, sizeof(int)*(sd->num_quests-sd->avail_quests));
+ memset(&sd->quest_log[n], 0, sizeof(struct quest));
- memset(&sd->quest_log[i], 0, sizeof(struct quest));
- sd->quest_log[i].quest_id = quest_db[j].id;
- if( quest_db[j].time )
- sd->quest_log[i].time = (unsigned int)(time(NULL) + quest_db[j].time);
- sd->quest_log[i].state = Q_ACTIVE;
+ sd->quest_log[n].quest_id = qi->id;
+ if( qi->time )
+ sd->quest_log[n].time = (unsigned int)(time(NULL) + qi->time);
+ sd->quest_log[n].state = Q_ACTIVE;
- sd->quest_index[i] = j;
- sd->num_quests++;
- sd->avail_quests++;
sd->save_quest = true;
- clif->quest_add(sd, &sd->quest_log[i], sd->quest_index[i]);
+ clif->quest_add(sd, &sd->quest_log[n]);
+ clif->quest_update_objective(sd, &sd->quest_log[n]);
- if( iMap->save_settings&64 )
- chrif_save(sd,0);
+ if( map->save_settings&64 )
+ chrif->save(sd,0);
return 0;
}
-int quest_change(TBL_PC * sd, int qid1, int qid2)
-{
-
- int i, j;
+/**
+ * Replaces a quest in a player's list with another one.
+ *
+ * @param sd Player's data
+ * @param qid1 Current quest to replace
+ * @param qid2 New quest to add
+ * @return 0 in case of success, nonzero otherwise
+ */
+int quest_change(TBL_PC *sd, int qid1, int qid2) {
+ int i;
+ struct quest_db *qi = quest->db(qid2);
- if( quest_check(sd, qid2, HAVEQUEST) >= 0 )
- {
- ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2);
+ if( qi == &quest->dummy ) {
+ ShowError("quest_change: quest %d not found in DB.\n", qid2);
return -1;
}
- if( quest_check(sd, qid1, HAVEQUEST) < 0 )
- {
- ShowError("quest_change: Character %d doesn't have quest %d.\n", sd->status.char_id, qid1);
+ if( quest->check(sd, qid2, HAVEQUEST) >= 0 ) {
+ ShowError("quest_change: Character %d already has quest %d.\n", sd->status.char_id, qid2);
return -1;
}
- if( (j = quest_search_db(qid2)) < 0 )
- {
- ShowError("quest_change: quest %d not found in DB.\n",qid2);
+ if( quest->check(sd, qid1, HAVEQUEST) < 0 ) {
+ ShowError("quest_change: Character %d doesn't have quest %d.\n", sd->status.char_id, qid1);
return -1;
}
ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == qid1);
- if(i == sd->avail_quests)
- {
- ShowError("quest_change: Character %d has completed quests %d.\n", sd->status.char_id, qid1);
+ if( i == sd->avail_quests ) {
+ ShowError("quest_change: Character %d has completed quest %d.\n", sd->status.char_id, qid1);
return -1;
}
memset(&sd->quest_log[i], 0, sizeof(struct quest));
- sd->quest_log[i].quest_id = quest_db[j].id;
- if( quest_db[j].time )
- sd->quest_log[i].time = (unsigned int)(time(NULL) + quest_db[j].time);
+ sd->quest_log[i].quest_id = qi->id;
+ if( qi->time )
+ sd->quest_log[i].time = (unsigned int)(time(NULL) + qi->time);
sd->quest_log[i].state = Q_ACTIVE;
- sd->quest_index[i] = j;
sd->save_quest = true;
clif->quest_delete(sd, qid1);
- clif->quest_add(sd, &sd->quest_log[i], sd->quest_index[i]);
+ clif->quest_add(sd, &sd->quest_log[i]);
+ clif->quest_update_objective(sd, &sd->quest_log[i]);
- if( iMap->save_settings&64 )
- chrif_save(sd,0);
+ if( map->save_settings&64 )
+ chrif->save(sd,0);
return 0;
}
-int quest_delete(TBL_PC * sd, int quest_id)
-{
+/**
+ * Removes a quest from a player's list
+ *
+ * @param sd Player's data
+ * @param quest_id ID of the quest to remove
+ * @return 0 in case of success, nonzero otherwise
+ */
+int quest_delete(TBL_PC *sd, int quest_id) {
int i;
//Search for quest
ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
- if(i == sd->num_quests)
- {
+
+ if(i == sd->num_quests) {
ShowError("quest_delete: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
if( sd->quest_log[i].state != Q_COMPLETE )
sd->avail_quests--;
- if( sd->num_quests-- < MAX_QUEST_DB && sd->quest_log[i+1].quest_id )
- {
+
+ if( i < --sd->num_quests ) {
+ // Compact the array
memmove(&sd->quest_log[i], &sd->quest_log[i+1], sizeof(struct quest)*(sd->num_quests-i));
- memmove(sd->quest_index+i, sd->quest_index+i+1, sizeof(int)*(sd->num_quests-i));
}
- memset(&sd->quest_log[sd->num_quests], 0, sizeof(struct quest));
- sd->quest_index[sd->num_quests] = 0;
+ if( sd->num_quests == 0 ) {
+ aFree(sd->quest_log);
+ sd->quest_log = NULL;
+ } else {
+ RECREATE(sd->quest_log, struct quest, sd->num_quests);
+ }
sd->save_quest = true;
clif->quest_delete(sd, quest_id);
- if( iMap->save_settings&64 )
- chrif_save(sd,0);
+ if( map->save_settings&64 )
+ chrif->save(sd,0);
return 0;
}
-int quest_update_objective_sub(struct block_list *bl, va_list ap)
-{
- struct map_session_data * sd;
- int mob, party;
+/**
+ * Map iterator subroutine to update quest objectives for a party after killing a monster.
+ *
+ * @see map_foreachinrange
+ * @param ap Argument list, expecting:
+ * int Party ID
+ * int Mob ID
+ */
+int quest_update_objective_sub(struct block_list *bl, va_list ap) {
+ struct map_session_data *sd;
+ int mob_id, party_id;
nullpo_ret(bl);
nullpo_ret(sd = (struct map_session_data *)bl);
- party = va_arg(ap,int);
- mob = va_arg(ap,int);
+ party_id = va_arg(ap,int);
+ mob_id = va_arg(ap,int);
if( !sd->avail_quests )
return 0;
- if( sd->status.party_id != party )
+ if( sd->status.party_id != party_id )
return 0;
- quest_update_objective(sd, mob);
+ quest->update_objective(sd, mob_id);
return 1;
}
-void quest_update_objective(TBL_PC * sd, int mob) {
+/**
+ * Updates the quest objectives for a character after killing a monster.
+ *
+ * @param sd Character's data
+ * @param mob_id Monster ID
+ */
+void quest_update_objective(TBL_PC *sd, int mob_id) {
int i,j;
for( i = 0; i < sd->avail_quests; i++ ) {
- if( sd->quest_log[i].state != Q_ACTIVE )
+ struct quest_db *qi = NULL;
+
+ if( sd->quest_log[i].state != Q_ACTIVE ) // Skip inactive quests
continue;
- for( j = 0; j < MAX_QUEST_OBJECTIVES; j++ )
- if( quest_db[sd->quest_index[i]].mob[j] == mob && sd->quest_log[i].count[j] < quest_db[sd->quest_index[i]].count[j] ) {
+ qi = quest->db(sd->quest_log[i].quest_id);
+
+ for( j = 0; j < qi->num_objectives; j++ ) {
+ if( qi->mob[j] == mob_id && sd->quest_log[i].count[j] < qi->count[j] ) {
sd->quest_log[i].count[j]++;
sd->save_quest = true;
- clif->quest_update_objective(sd,&sd->quest_log[i],sd->quest_index[i]);
+ clif->quest_update_objective(sd, &sd->quest_log[i]);
}
+ }
}
}
-int quest_update_status(TBL_PC * sd, int quest_id, quest_state status) {
+/**
+ * Updates a quest's state.
+ *
+ * Only status of active and inactive quests can be updated. Completed quests can't (for now). [Inkfish]
+ *
+ * @param sd Character's data
+ * @param quest_id Quest ID to update
+ * @param qs New quest state
+ * @return 0 in case of success, nonzero otherwise
+ */
+int quest_update_status(TBL_PC *sd, int quest_id, enum quest_state qs) {
int i;
- //Only status of active and inactive quests can be updated. Completed quests can't (for now). [Inkfish]
ARR_FIND(0, sd->avail_quests, i, sd->quest_log[i].quest_id == quest_id);
- if(i == sd->avail_quests) {
+ if( i == sd->avail_quests ) {
ShowError("quest_update_status: Character %d doesn't have quest %d.\n", sd->status.char_id, quest_id);
return -1;
}
- sd->quest_log[i].state = status;
+ sd->quest_log[i].state = qs;
sd->save_quest = true;
- if( status < Q_COMPLETE ) {
- clif->quest_update_status(sd, quest_id, (bool)status);
+ if( qs < Q_COMPLETE ) {
+ clif->quest_update_status(sd, quest_id, qs == Q_ACTIVE ? true : false);
return 0;
}
- if( i != (--sd->avail_quests) ) {
+ // The quest is complete, so it needs to be moved to the completed quests block at the end of the array.
+
+ if( i < (--sd->avail_quests) ) {
struct quest tmp_quest;
memcpy(&tmp_quest, &sd->quest_log[i],sizeof(struct quest));
memcpy(&sd->quest_log[i], &sd->quest_log[sd->avail_quests],sizeof(struct quest));
@@ -249,13 +308,28 @@ int quest_update_status(TBL_PC * sd, int quest_id, quest_state status) {
clif->quest_delete(sd, quest_id);
- if( iMap->save_settings&64 )
- chrif_save(sd,0);
+ if( map->save_settings&64 )
+ chrif->save(sd,0);
return 0;
}
-int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) {
+/**
+ * Queries quest information for a character.
+ *
+ * @param sd Character's data
+ * @param quest_id Quest ID
+ * @param type Check type
+ * @return -1 if the quest was not found, otherwise it depends on the type:
+ * HAVEQUEST: The quest's state
+ * PLAYTIME: 2 if the quest's timeout has expired
+ * 1 if the quest was completed
+ * 0 otherwise
+ * HUNTING: 2 if the quest has not been marked as completed yet, and its objectives have been fulfilled
+ * 1 if the quest's timeout has expired
+ * 0 otherwise
+ */
+int quest_check(TBL_PC *sd, int quest_id, enum quest_check_type type) {
int i;
ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].quest_id == quest_id);
@@ -267,18 +341,17 @@ int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) {
return sd->quest_log[i].state;
case PLAYTIME:
return (sd->quest_log[i].time < (unsigned int)time(NULL) ? 2 : sd->quest_log[i].state == Q_COMPLETE ? 1 : 0);
- case HUNTING: {
- if( sd->quest_log[i].state == 0 || sd->quest_log[i].state == 1 ) {
- int j;
- ARR_FIND(0, MAX_QUEST_OBJECTIVES, j, sd->quest_log[i].count[j] < quest_db[sd->quest_index[i]].count[j]);
- if( j == MAX_QUEST_OBJECTIVES )
- return 2;
- if( sd->quest_log[i].time < (unsigned int)time(NULL) )
- return 1;
- return 0;
- } else
- return 0;
+ case HUNTING:
+ if( sd->quest_log[i].state == Q_INACTIVE || sd->quest_log[i].state == Q_ACTIVE ) {
+ int j;
+ struct quest_db *qi = quest->db(sd->quest_log[i].quest_id);
+ ARR_FIND(0, MAX_QUEST_OBJECTIVES, j, sd->quest_log[i].count[j] < qi->count[j]);
+ if( j == MAX_QUEST_OBJECTIVES )
+ return 2;
+ if( sd->quest_log[i].time < (unsigned int)time(NULL) )
+ return 1;
}
+ return 0;
default:
ShowError("quest_check_quest: Unknown parameter %d",type);
break;
@@ -287,72 +360,181 @@ int quest_check(TBL_PC * sd, int quest_id, quest_check_type type) {
return -1;
}
+/**
+ * Loads quests from the quest db.
+ *
+ * @return Number of loaded quests, or -1 if the file couldn't be read.
+ */
int quest_read_db(void) {
+ // TODO[Haru] This duplicates some sv_readdb functionalities, and it would be
+ // nice if it could be replaced by it. The reason why it wasn't is probably
+ // because we need to accept commas (which is also used as delimiter) in the
+ // last field (quest name), and sv_readdb isn't capable of doing so.
FILE *fp;
char line[1024];
- int i,j,k = 0;
- char *str[20],*p,*np;
+ int i, count = 0;
+ char *str[20], *p, *np;
+ struct quest_db entry;
- sprintf(line, "%s/quest_db.txt", iMap->db_path);
- if( (fp=fopen(line,"r"))==NULL ){
+ sprintf(line, "%s/quest_db.txt", map->db_path);
+ if ((fp=fopen(line,"r"))==NULL) {
ShowError("can't read %s\n", line);
return -1;
}
-
- while(fgets(line, sizeof(line), fp)) {
-
- if (k == MAX_QUEST_DB) {
- ShowError("quest_read_db: Too many entries specified in %s/quest_db.txt!\n", iMap->db_path);
- break;
- }
-
- if(line[0]=='/' && line[1]=='/')
+
+ while (fgets(line, sizeof(line), fp)) {
+ if (line[0]=='/' && line[1]=='/')
continue;
memset(str,0,sizeof(str));
- for( j = 0, p = line; j < 8; j++ ) {
- if( ( np = strchr(p,',') ) != NULL ) {
- str[j] = p;
+ for (i = 0, p = line; i < 8; i++) {
+ if (( np = strchr(p,',') ) != NULL) {
+ str[i] = p;
*np = 0;
p = np + 1;
- }
- else if (str[0] == NULL)
- continue;
- else {
+ } else if (str[0] == NULL) {
+ break;
+ } else {
ShowError("quest_read_db: insufficient columns in line %s\n", line);
continue;
}
}
- if(str[0]==NULL)
+ if (str[0] == NULL)
+ continue;
+
+ memset(&entry, 0, sizeof(entry));
+
+ entry.id = atoi(str[0]);
+
+ if (entry.id < 0 || entry.id >= MAX_QUEST_DB) {
+ ShowError("quest_read_db: Invalid quest ID '%d' in line '%s' (min: 0, max: %d.)\n", entry.id, line, MAX_QUEST_DB);
continue;
+ }
- memset(&quest_db[k], 0, sizeof(quest_db[0]));
+ entry.time = atoi(str[1]);
- quest_db[k].id = atoi(str[0]);
- quest_db[k].time = atoi(str[1]);
-
- for( i = 0; i < MAX_QUEST_OBJECTIVES; i++ ) {
- quest_db[k].mob[i] = atoi(str[2*i+2]);
- quest_db[k].count[i] = atoi(str[2*i+3]);
+ for (i = 0; i < MAX_QUEST_OBJECTIVES; i++) {
+ entry.mob[i] = atoi(str[2*i+2]);
+ entry.count[i] = atoi(str[2*i+3]);
- if( !quest_db[k].mob[i] || !quest_db[k].count[i] )
+ if (!entry.mob[i] || !entry.count[i])
break;
}
-
- quest_db[k].num_objectives = i;
- k++;
+ entry.num_objectives = i;
+
+ if (quest->db_data[entry.id] == NULL)
+ quest->db_data[entry.id] = aMalloc(sizeof(struct quest_db));
+
+ memcpy(quest->db_data[entry.id], &entry, sizeof(struct quest_db));
+ count++;
}
fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", k, "quest_db.txt");
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, "quest_db.txt");
return 0;
}
-void do_init_quest(void) {
- quest_read_db();
+/**
+ * Map iterator to ensures a player has no invalid quest log entries.
+ *
+ * Any entries that are no longer in the db are removed.
+ *
+ * @see map->foreachpc
+ * @param ap Ignored
+ */
+int quest_reload_check_sub(struct map_session_data *sd, va_list ap) {
+ int i, j;
+
+ nullpo_ret(sd);
+
+ j = 0;
+ for (i = 0; i < sd->num_quests; i++) {
+ struct quest_db *qi = quest->db(sd->quest_log[i].quest_id);
+ if (qi == &quest->dummy) { // Remove no longer existing entries
+ if (sd->quest_log[i].state != Q_COMPLETE) // And inform the client if necessary
+ clif->quest_delete(sd, sd->quest_log[i].quest_id);
+ continue;
+ }
+ if (i != j) {
+ // Move entries if there's a gap to fill
+ memcpy(&sd->quest_log[j], &sd->quest_log[i], sizeof(struct quest));
+ }
+ j++;
+ }
+ sd->num_quests = j;
+ ARR_FIND(0, sd->num_quests, i, sd->quest_log[i].state == Q_COMPLETE);
+ sd->avail_quests = i;
+
+ return 1;
+}
+
+/**
+ * Clears the quest database for shutdown or reload.
+ */
+void quest_clear_db(void) {
+ int i;
+
+ for (i = 0; i < MAX_QUEST_DB; i++) {
+ if (quest->db_data[i]) {
+ aFree(quest->db_data[i]);
+ quest->db_data[i] = NULL;
+ }
+ }
}
+/**
+ * Initializes the quest interface.
+ *
+ * @param minimal Run in minimal mode (skips most of the loading)
+ */
+void do_init_quest(bool minimal) {
+ if (minimal)
+ return;
+
+ quest->read_db();
+}
+
+/**
+ * Finalizes the quest interface before shutdown.
+ */
+void do_final_quest(void) {
+ quest->clear();
+}
+
+/**
+ * Reloads the quest database.
+ */
void do_reload_quest(void) {
- memset(&quest_db, 0, sizeof(quest_db));
- quest_read_db();
+ quest->clear();
+
+ quest->read_db();
+
+ // Update quest data for players, to ensure no entries about removed quests are left over.
+ map->foreachpc(&quest_reload_check_sub);
+}
+
+/**
+ * Initializes default values for the quest interface.
+ */
+void quest_defaults(void) {
+ quest = &quest_s;
+
+ memset(&quest->db, 0, sizeof(quest->db));
+ memset(&quest->dummy, 0, sizeof(quest->dummy));
+ /* */
+ quest->init = do_init_quest;
+ quest->final = do_final_quest;
+ quest->reload = do_reload_quest;
+ /* */
+ quest->db = quest_db;
+ quest->pc_login = quest_pc_login;
+ quest->add = quest_add;
+ quest->change = quest_change;
+ quest->delete = quest_delete;
+ quest->update_objective_sub = quest_update_objective_sub;
+ quest->update_objective = quest_update_objective;
+ quest->update_status = quest_update_status;
+ quest->check = quest_check;
+ quest->clear = quest_clear_db;
+ quest->read_db = quest_read_db;
}