*/
void extract_day_hour_min(int *day, int *hour, int *min)
{
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
+ const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
+ s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
switch (p_ptr->start_race)
{
case RACE_SKELETON:
case RACE_ZOMBIE:
case RACE_SPECTRE:
- *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
+ *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
break;
default:
- *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
+ *day = (turn + A_DAY / 4) / A_DAY + 1;
break;
}
- *hour = (24 * tick / len) % 24;
- *min = (1440 * tick / len) % 60;
+ *hour = (24 * turn_in_today / A_DAY) % 24;
+ *min = (1440 * turn_in_today / A_DAY) % 60;
}
/*
{
char out_val[32];
+ if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
+ {
#ifdef JP
-(void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
+ (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
#else
(void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
#endif
-
+ }
+ else
+ {
+ if (p_ptr->lev >= PY_MAX_LEVEL)
+ {
+ (void)sprintf(out_val, "********");
+ }
+ else
+ {
+#ifdef JP
+ (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
+#else
+ (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
+#endif
+ }
+ }
if (p_ptr->exp >= p_ptr->max_exp)
{
}
}
-
/*
* Prints current gold
*/
put_str("HP", ROW_CURHP, COL_CURHP);
/* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4d", p_ptr->chp);
+ sprintf(tmp, "%4ld", p_ptr->chp);
if (p_ptr->chp >= p_ptr->mhp)
{
put_str( "/", ROW_CURHP, COL_CURHP + 7 );
/* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4d", p_ptr->mhp);
+ sprintf(tmp, "%4ld", p_ptr->mhp);
color = TERM_L_GREEN;
c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
#endif
/* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4d", p_ptr->csp);
+ sprintf(tmp, "%4ld", p_ptr->csp);
if (p_ptr->csp >= p_ptr->msp)
{
put_str( "/", ROW_CURSP, COL_CURSP + 7 );
/* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4d", p_ptr->msp);
+ sprintf(tmp, "%4ld", p_ptr->msp);
color = TERM_L_GREEN;
c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
{
char depths[32];
int wid, hgt, row_depth, col_depth;
- int attr = TERM_WHITE;
+ byte attr = TERM_WHITE;
Term_get_size(&wid, &hgt);
col_depth = wid + COL_DEPTH;
else if (p_ptr->inside_quest && !dungeon_type)
{
#ifdef JP
-strcpy(depths, "ÃϾå");
+ strcpy(depths, "ÃϾå");
#else
strcpy(depths, "Quest");
#endif
-
- }
- else if (depth_in_feet)
- {
-#ifdef JP
-(void)sprintf(depths, "%d ft", dun_level * 50);
-#else
- (void)sprintf(depths, "%d ft", dun_level * 50);
-#endif
-
}
else
{
#ifdef JP
-sprintf(depths, "%d ³¬", dun_level);
+ if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
+ else (void)sprintf(depths, "%d ³¬", dun_level);
#else
- (void)sprintf(depths, "Lev %d", dun_level);
+ if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
+ else (void)sprintf(depths, "Lev %d", dun_level);
#endif
- }
+ attr = TERM_SLATE;
- /* Get color of level based on feeling -JSV- */
- if (dun_level &&
- (turn - old_turn >= (150 - dun_level)*TURNS_PER_TICK || cheat_xtra))
- {
- if (feeling == 1) attr = TERM_VIOLET;
- if (feeling == 2) attr = TERM_RED;
- if (feeling == 3) attr = TERM_L_RED;
- if (feeling == 4) attr = TERM_ORANGE;
- if (feeling == 5) attr = TERM_ORANGE;
- if (feeling == 6) attr = TERM_YELLOW;
- if (feeling == 7) attr = TERM_YELLOW;
- if (feeling == 8) attr = TERM_WHITE;
- if (feeling == 9) attr = TERM_WHITE;
- if (feeling == 10) attr = TERM_L_WHITE;
+ /* Get color of level based on feeling -JSV- */
+ if ((turn - old_turn >= (150 - dun_level) * TURNS_PER_TICK) || cheat_xtra)
+ {
+ switch (feeling)
+ {
+ case 1: attr = TERM_L_BLUE; break; /* Special */
+ case 2: attr = TERM_VIOLET; break; /* Horrible visions */
+ case 3: attr = TERM_RED; break; /* Very dangerous */
+ case 4: attr = TERM_L_RED; break; /* Very bad feeling */
+ case 5: attr = TERM_ORANGE; break; /* Bad feeling */
+ case 6: attr = TERM_YELLOW; break; /* Nervous */
+ case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
+ case 8: attr = TERM_L_WHITE; break; /* Don't like */
+ case 9: attr = TERM_WHITE; break; /* Reasonably safe */
+ case 10: attr = TERM_WHITE; break; /* Boring place */
+ }
+ }
}
/* Right-Adjust the "depth", and clear old values */
}
-#ifdef JP
-#undef strchr
-#define strchr strchr_j
-#endif
-
-
/*
* Calculate the players current "state", taking into account
* not only race/class intrinsics, but also objects being worn
{
int i, j, hold, neutral[2];
int new_speed;
- bool old_telepathy;
- bool old_esp_animal;
- bool old_esp_undead;
- bool old_esp_demon;
- bool old_esp_orc;
- bool old_esp_troll;
- bool old_esp_giant;
- bool old_esp_dragon;
- bool old_esp_human;
- bool old_esp_evil;
- bool old_esp_good;
- bool old_esp_nonliving;
- bool old_esp_unique;
- int old_see_inv;
- int old_dis_ac;
- int old_dis_to_a;
int extra_blows[2];
int extra_shots;
object_type *o_ptr;
#endif
bool have_sw = FALSE, have_kabe = FALSE;
bool easy_2weapon = FALSE;
+ bool riding_ffall = FALSE;
s16b this_o_idx, next_o_idx = 0;
player_race *tmp_rp_ptr;
-
/* Save the old vision stuff */
- old_telepathy = p_ptr->telepathy;
- old_esp_animal = p_ptr->esp_animal;
- old_esp_undead = p_ptr->esp_undead;
- old_esp_demon = p_ptr->esp_demon;
- old_esp_orc = p_ptr->esp_orc;
- old_esp_troll = p_ptr->esp_troll;
- old_esp_giant = p_ptr->esp_giant;
- old_esp_dragon = p_ptr->esp_dragon;
- old_esp_human = p_ptr->esp_human;
- old_esp_evil = p_ptr->esp_evil;
- old_esp_good = p_ptr->esp_good;
- old_esp_nonliving = p_ptr->esp_nonliving;
- old_esp_unique = p_ptr->esp_unique;
-
- old_see_inv = p_ptr->see_inv;
+ bool old_telepathy = p_ptr->telepathy;
+ bool old_esp_animal = p_ptr->esp_animal;
+ bool old_esp_undead = p_ptr->esp_undead;
+ bool old_esp_demon = p_ptr->esp_demon;
+ bool old_esp_orc = p_ptr->esp_orc;
+ bool old_esp_troll = p_ptr->esp_troll;
+ bool old_esp_giant = p_ptr->esp_giant;
+ bool old_esp_dragon = p_ptr->esp_dragon;
+ bool old_esp_human = p_ptr->esp_human;
+ bool old_esp_evil = p_ptr->esp_evil;
+ bool old_esp_good = p_ptr->esp_good;
+ bool old_esp_nonliving = p_ptr->esp_nonliving;
+ bool old_esp_unique = p_ptr->esp_unique;
+ bool old_see_inv = p_ptr->see_inv;
+ bool old_mighty_throw = p_ptr->mighty_throw;
/* Save the old armor class */
- old_dis_ac = p_ptr->dis_ac;
- old_dis_to_a = p_ptr->dis_to_a;
+ bool old_dis_ac = p_ptr->dis_ac;
+ bool old_dis_to_a = p_ptr->dis_to_a;
/* Clear extra blows/shots */
p_ptr->hidarite = FALSE;
p_ptr->no_flowed = FALSE;
- p_ptr->align = 0;
+ p_ptr->align = friend_align;
if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
else tmp_rp_ptr = &race_info[p_ptr->prace];
/***** Races ****/
if (p_ptr->mimic_form)
{
- switch(p_ptr->mimic_form)
+ switch (p_ptr->mimic_form)
{
case MIMIC_DEMON:
- p_ptr->hold_life=TRUE;
- p_ptr->resist_chaos=TRUE;
- p_ptr->resist_neth=TRUE;
- p_ptr->resist_fire=TRUE;
+ p_ptr->hold_life = TRUE;
+ p_ptr->resist_chaos = TRUE;
+ p_ptr->resist_neth = TRUE;
+ p_ptr->resist_fire = TRUE;
p_ptr->oppose_fire = 1;
p_ptr->see_inv=TRUE;
new_speed += 3;
p_ptr->redraw |= PR_STATUS;
p_ptr->to_a += 10;
p_ptr->dis_to_a += 10;
+ p_ptr->align -= 200;
break;
case MIMIC_DEMON_LORD:
- p_ptr->hold_life=TRUE;
- p_ptr->resist_chaos=TRUE;
- p_ptr->resist_neth=TRUE;
- p_ptr->immune_fire=TRUE;
+ p_ptr->hold_life = TRUE;
+ p_ptr->resist_chaos = TRUE;
+ p_ptr->resist_neth = TRUE;
+ p_ptr->immune_fire = TRUE;
p_ptr->resist_acid = TRUE;
- p_ptr->resist_fire=TRUE;
+ p_ptr->resist_fire = TRUE;
p_ptr->resist_cold = TRUE;
p_ptr->resist_elec = TRUE;
p_ptr->resist_pois = TRUE;
new_speed += 5;
p_ptr->to_a += 20;
p_ptr->dis_to_a += 20;
+ p_ptr->align -= 200;
break;
case MIMIC_VAMPIRE:
p_ptr->resist_dark = TRUE;
}
else
{
- switch (p_ptr->prace)
- {
+ switch (p_ptr->prace)
+ {
case RACE_ELF:
p_ptr->resist_lite = TRUE;
break;
case RACE_HOBBIT:
- p_ptr->sustain_dex = TRUE;
+ p_ptr->hold_life = TRUE;
break;
case RACE_GNOME:
p_ptr->free_act = TRUE;
case RACE_ANGEL:
p_ptr->ffall = TRUE;
p_ptr->see_inv = TRUE;
+ p_ptr->align += 200;
break;
case RACE_DEMON:
p_ptr->resist_fire = TRUE;
p_ptr->resist_neth = TRUE;
p_ptr->hold_life = TRUE;
- if (p_ptr->lev > 9)
- p_ptr->see_inv = TRUE;
+ if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
if (p_ptr->lev > 44)
{
p_ptr->oppose_fire = 1;
p_ptr->redraw |= PR_STATUS;
}
+ p_ptr->align -= 200;
break;
case RACE_DUNADAN:
p_ptr->sustain_con = TRUE;
default:
/* Do nothing */
;
- }
+ }
}
if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
new_speed += (p_ptr->lev) / 10 + 5;
}
- if (p_ptr->riding)
+ if (music_singing(MUSIC_WALL))
{
- if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
- p_ptr->pass_wall = FALSE;
- if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
- p_ptr->pass_wall = TRUE;
+ p_ptr->kill_wall = TRUE;
}
- if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
-
- if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
/* Hack -- apply racial/class stat maxes */
/* Apply the racial modifiers */
if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
if (have_flag(flgs, TR_WARNING)){
- if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
+ if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
p_ptr->warning = TRUE;
}
{
cptr insc = quark_str(o_ptr->inscription);
- if (o_ptr->inscription &&
- (strchr(insc, '.') || strchr(insc, '%')))
+ if (o_ptr->inscription && my_strchr(insc, '.'))
{
/*
* {.} will stop random teleportation.
- * {%} includes '.' after conversion.
*/
}
else
p_ptr->to_h[0] += bonus_to_h;
p_ptr->to_d[0] += bonus_to_d;
- /* Apply the mental bonuses tp hit/damage, if known */
+ /* Apply the mental bonuses to hit/damage, if known */
if (object_known_p(o_ptr))
{
p_ptr->dis_to_h[0] += bonus_to_h;
}
}
+ if (old_mighty_throw != p_ptr->mighty_throw)
+ {
+ /* Redraw average damege display of Shuriken */
+ p_ptr->window |= PW_INVEN;
+ }
+
if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
/* Monks get extra ac for armour _not worn_ */
p_ptr->dis_to_d[1] -= 5;
}
- /* wraith_form */
+ /* Wraith form */
if (p_ptr->wraith_form)
{
p_ptr->reflect = TRUE;
+ p_ptr->pass_wall = TRUE;
+ }
+
+ if (p_ptr->kabenuke)
+ {
+ p_ptr->pass_wall = TRUE;
}
/* Temporary blessing */
if (p_ptr->riding)
{
- int speed = m_list[p_ptr->riding].mspeed;
- if (m_list[p_ptr->riding].mspeed > 110)
+ monster_type *riding_m_ptr = &m_list[p_ptr->riding];
+ monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
+ int speed = riding_m_ptr->mspeed;
+
+ if (riding_m_ptr->mspeed > 110)
{
new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
if (new_speed < 110) new_speed = 110;
{
new_speed = speed;
}
- if (m_list[p_ptr->riding].fast) new_speed += 10;
- if (m_list[p_ptr->riding].slow) new_speed -= 10;
- if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
- if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
+ new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
+ if (riding_m_ptr->fast) new_speed += 10;
+ if (riding_m_ptr->slow) new_speed -= 10;
+ riding_ffall = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
+ if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
+
+ if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
+ if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
- i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
+ i = 3000 + riding_r_ptr->level * 50;
}
/* XXX XXX XXX Apply "encumbrance" from weight */
p_ptr->num_blow[0] += 1+extra_blows[0];
}
+ if (p_ptr->riding) p_ptr->ffall = riding_ffall;
+
monk_armour_aux = FALSE;
if (heavy_armor())
monk_armour_aux = TRUE;
}
- for (i = 0 ; i < 2 ; i++)
+ for (i = 0; i < 2; i++)
{
if (buki_motteruka(INVEN_RARM+i))
{
- int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
+ int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
int sval = inventory[INVEN_RARM+i].sval;
p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
- if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
+ if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
{
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
- }
- else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
- {
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
+ if (!s_info[p_ptr->pclass].w_max[tval][sval])
+ {
+ p_ptr->to_h[i] -= 40;
+ p_ptr->dis_to_h[i] -= 40;
+ p_ptr->icky_wield[i] = TRUE;
+ }
}
else if (p_ptr->pclass == CLASS_NINJA)
{
if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
}
}
+
+ if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
}
}
if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
+ /* Determine player alignment */
+ for (i = 0, j = 0; i < 8; i++)
+ {
+ switch (p_ptr->vir_types[i])
+ {
+ case V_JUSTICE:
+ p_ptr->align += p_ptr->virtues[i] * 2;
+ break;
+ case V_CHANCE:
+ /* Do nothing */
+ break;
+ case V_NATURE:
+ case V_HARMONY:
+ neutral[j++] = i;
+ break;
+ case V_UNLIFE:
+ p_ptr->align -= p_ptr->virtues[i];
+ break;
+ default:
+ p_ptr->align += p_ptr->virtues[i];
+ break;
+ }
+ }
+
+ for (i = 0; i < j; i++)
+ {
+ if (p_ptr->align > 0)
+ {
+ p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
+ if (p_ptr->align < 0) p_ptr->align = 0;
+ }
+ else if (p_ptr->align < 0)
+ {
+ p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
+ if (p_ptr->align > 0) p_ptr->align = 0;
+ }
+ }
+
/* Hack -- handle "xtra" mode */
if (character_xtra) return;
p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
}
- for(i = 0 ; i < 2 ; i++)
+ for (i = 0 ; i < 2 ; i++)
{
/* Take note when "heavy weapon" changes */
if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
monk_notify_aux = monk_armour_aux;
}
- j = 0;
- p_ptr->align = friend_align;
-
- /* Determine player alignment */
- for (i = 0; i < 8; i++)
- {
- if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
- {
- neutral[j] = i;
- j++;
- }
- else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
- else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
- else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
- }
- if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
- if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
- if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
- while (j)
- {
- j--;
- if (p_ptr->align > 0)
- {
- p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
- if (p_ptr->align < 0) p_ptr->align = 0;
- }
- else if (p_ptr->align < 0)
- {
- p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
- if (p_ptr->align > 0) p_ptr->align = 0;
- }
- }
-
for (i = 0; i < INVEN_PACK; i++)
{
#if 0
if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
}
- if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
+ if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
#if 0
if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
{
if (p_ptr->notice & (PN_AUTODESTROY))
{
p_ptr->notice &= ~(PN_AUTODESTROY);
- delayed_auto_destroy();
+ autopick_delayed_alter();
}
/* Combine the pack */
return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
}
-
-int number_of_quests(void)
-{
- int i, j;
-
- /* Clear the counter */
- i = 0;
-
- for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
- {
- if (quest[j].status != QUEST_STATUS_UNTAKEN)
- {
- /* Increment count of quests taken. */
- i++;
- }
- }
-
- /* Return the number of quests taken */
- return (i);
-}