Exemple #1
0
//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);
	return 0;
}
Exemple #2
0
/**
 * 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;

	if( sd->avail_quests == 0 )
		return 1;

	clif_quest_send_list(sd);
	clif_quest_send_mission(sd);

	//@TODO[Haru]: Is this necessary? Does quest_send_mission not take care of this?
	for( i = 0; i < sd->avail_quests; i++ )
		clif_quest_update_objective(sd, &sd->quest_log[i]);

	return 0;
}