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#undef cquest
#define cquest (quest[QUEST_POISON])
static int wild_locs[4][2] =
{
{ 32, 49, },
{ 32, 48, },
{ 33, 48, },
{ 34, 48, },
};
static bool_ create_molds_hook(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->flags4 & RF4_MULTIPLY) return FALSE;
if (r_ptr->d_char == 'm') return TRUE;
else if (r_ptr->d_char == ',') return TRUE;
else if (r_ptr->d_char == 'e') return TRUE;
else return FALSE;
}
bool_ quest_poison_gen_hook(char *fmt)
{
int cy = 1, cx = 1, x, y, tries = 10000, r_idx;
bool_ (*old_get_mon_num_hook)(int r_idx);
if (cquest.status != QUEST_STATUS_TAKEN) return FALSE;
if (p_ptr->wilderness_y != wild_locs[cquest.data[0]][0]) return FALSE;
if (p_ptr->wilderness_x != wild_locs[cquest.data[0]][1]) return FALSE;
if (p_ptr->wild_mode) return FALSE;
/* Find a good position */
while (tries)
{
/* Get a random spot */
cy = randint(cur_hgt - 24) + 22;
cx = randint(cur_wid - 34) + 32;
/* Is it a good spot ? */
if (cave_empty_bold(cy, cx)) break;
/* One less try */
tries--;
}
/* Place the baddies */
/* Backup the old hook */
old_get_mon_num_hook = get_mon_num_hook;
/* Require "okay" monsters */
get_mon_num_hook = create_molds_hook;
/* Prepare allocation table */
get_mon_num_prep();
/* Pick a monster, using the level calculation */
for (x = cx - 25; x <= cx + 25; x++)
for (y = cy - 25; y <= cy + 25; y++)
{
if (!in_bounds(y, x)) continue;
if (distance(cy, cx, y, x) > 25) continue;
if (magik(80) && ((cave[y][x].feat == FEAT_DEEP_WATER) || (cave[y][x].feat == FEAT_SHAL_WATER))) cave_set_feat(y, x, FEAT_TAINTED_WATER);
if (distance(cy, cx, y, x) > 10) continue;
if (magik(60))
{
int m_idx;
r_idx = get_mon_num(30);
m_idx = place_monster_one(y, x, r_idx, 0, FALSE, MSTATUS_ENEMY);
if (m_idx) m_list[m_idx].mflag |= MFLAG_QUEST;
/* Sometimes make it up some levels */
if (magik(80) && m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
if (m_ptr->level < p_ptr->lev)
{
m_ptr->exp = MONSTER_EXP(m_ptr->level + randint(p_ptr->lev - m_ptr->level));
monster_check_experience(m_idx, TRUE);
}
}
}
}
/* Reset restriction */
get_mon_num_hook = old_get_mon_num_hook;
/* Prepare allocation table */
get_mon_num_prep();
return FALSE;
}
bool_ quest_poison_finish_hook(char *fmt)
{
object_type forge, *q_ptr;
s32b q_idx;
q_idx = get_next_arg(fmt);
if (q_idx != QUEST_POISON) return FALSE;
c_put_str(TERM_YELLOW, "The water is clean again! Thank you so much.", 8, 0);
c_put_str(TERM_YELLOW, "The beautiful Mallorns are safe. Take this as a proof of our gratitude.", 9, 0);
q_ptr = &forge;
object_prep(q_ptr, lookup_kind(TV_DRAG_ARMOR, SV_DRAGON_BLUE));
q_ptr->found = OBJ_FOUND_REWARD;
q_ptr->number = 1;
q_ptr->name2 = EGO_ELVENKIND;
apply_magic(q_ptr, 1, FALSE, FALSE, FALSE);
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->ident |= IDENT_STOREB;
(void)inven_carry(q_ptr, FALSE);
/* Continue the plot */
*(quest[q_idx].plot) = QUEST_NULL;
del_hook(HOOK_QUEST_FINISH, quest_poison_finish_hook);
process_hooks_restart = TRUE;
return TRUE;
}
bool_ quest_poison_dump_hook(char *fmt)
{
if (cquest.status >= QUEST_STATUS_COMPLETED)
{
fprintf(hook_file, "\n You saved the beautiful Mallorns of Lothlorien.");
}
return (FALSE);
}
bool_ quest_poison_quest_hook(char *fmt)
{
object_type forge, *q_ptr;
s32b q_idx;
q_idx = get_next_arg(fmt);
if (q_idx != QUEST_POISON) return FALSE;
q_ptr = &forge;
object_prep(q_ptr, lookup_kind(TV_POTION2, SV_POTION2_CURE_WATER));
q_ptr->number = 99;
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->ident |= IDENT_STOREB;
q_ptr->note = quark_add("quest");
(void)inven_carry(q_ptr, FALSE);
del_hook(HOOK_INIT_QUEST, quest_poison_quest_hook);
process_hooks_restart = TRUE;
return FALSE;
}
bool_ quest_poison_drop_hook(char *fmt)
{
s32b mcnt = 0, i, x, y, o_idx;
object_type *o_ptr;
o_idx = get_next_arg(fmt);
o_ptr = &p_ptr->inventory[o_idx];
if (cquest.status != QUEST_STATUS_TAKEN) return FALSE;
if (p_ptr->wilderness_y != wild_locs[cquest.data[0]][0]) return FALSE;
if (p_ptr->wilderness_x != wild_locs[cquest.data[0]][1]) return FALSE;
if (p_ptr->wild_mode) return FALSE;
if (o_ptr->tval != TV_POTION2) return FALSE;
if (o_ptr->sval != SV_POTION2_CURE_WATER) return FALSE;
for (i = m_max - 1; i >= 1; i--)
{
/* Access the monster */
monster_type *m_ptr = &m_list[i];
/* Ignore "dead" monsters */
if (!m_ptr->r_idx) continue;
if (m_ptr->status <= MSTATUS_NEUTRAL) mcnt++;
}
if (mcnt < 10)
{
for (x = 1; x < cur_wid - 1; x++)
for (y = 1; y < cur_hgt - 1; y++)
{
if (!in_bounds(y, x)) continue;
if (cave[y][x].feat == FEAT_TAINTED_WATER) cave_set_feat(y, x, FEAT_SHAL_WATER);
}
cmsg_print(TERM_YELLOW, "Well done! The water seems to be clean now.");
cquest.status = QUEST_STATUS_COMPLETED;
del_hook(HOOK_DROP, quest_poison_drop_hook);
process_hooks_restart = TRUE;
return FALSE;
}
else
{
msg_print("There are too many monsters left to cure the water.");
return TRUE;
}
return FALSE;
}
bool_ quest_poison_init_hook(int q_idx)
{
/* Get a place to place the poison */
if (!cquest.data[1])
{
cquest.data[1] = TRUE;
cquest.data[0] = rand_int(4);
if (wizard) message_add(MESSAGE_MSG, format("Wilderness poison %d, %d", wild_locs[cquest.data[0]][0], wild_locs[cquest.data[0]][1]), TERM_BLUE);
}
if ((cquest.status >= QUEST_STATUS_TAKEN) && (cquest.status < QUEST_STATUS_FINISHED))
{
add_hook(HOOK_DROP, quest_poison_drop_hook, "poison_drop");
add_hook(HOOK_WILD_GEN, quest_poison_gen_hook, "poison_gen");
add_hook(HOOK_QUEST_FINISH, quest_poison_finish_hook, "poison_finish");
}
if (cquest.status < QUEST_STATUS_COMPLETED)
{
add_hook(HOOK_INIT_QUEST, quest_poison_quest_hook, "poison_iquest");
}
add_hook(HOOK_CHAR_DUMP, quest_poison_dump_hook, "poison_dump");
return (FALSE);
}
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