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#undef cquest
#define cquest (quest[QUEST_DRAGONS])
bool quest_dragons_gen_hook(char *fmt)
{
int x, y, i;
int xstart = 2;
int ystart = 2;
if (p_ptr->inside_quest != QUEST_DRAGONS) return FALSE;
/* Just in case we didnt talk the the mayor */
if (cquest.status == QUEST_STATUS_UNTAKEN)
cquest.status = QUEST_STATUS_TAKEN;
/* Start with perm walls */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
cave_set_feat(y, x, FEAT_PERM_SOLID);
}
}
dun_level = quest[p_ptr->inside_quest].level;
/* Set the correct monster hook */
set_mon_num_hook();
/* Prepare allocation table */
get_mon_num_prep();
init_flags = INIT_CREATE_DUNGEON;
process_dungeon_file(NULL, "dragons.map", &ystart, &xstart, cur_hgt, cur_wid, TRUE);
dungeon_flags2 |= DF2_NO_GENO;
/* Place some columns */
for (i = 35; i > 0; )
{
int flags;
y = rand_int(21) + 3;
x = rand_int(31) + 3;
/* Bar columns on even squares so the whole level is guaranteed to be
accessible */
flags = f_info[cave[y][x].feat].flags1;
if (!(flags % 2) && !(flags & FF1_PERMANENT) && (flags & FF1_FLOOR))
{
--i;
cave_set_feat(y, x, FEAT_MOUNTAIN);
}
}
/* Place some random dragons */
for (i = 25; i > 0; )
{
int flags;
y = rand_int(21) + 3;
x = rand_int(31) + 3;
flags = f_info[cave[y][x].feat].flags1;
if (!(flags & FF1_PERMANENT) && (flags & FF1_FLOOR))
{
/* blue, white, red, black, bronze, gold, green, multi-hued */
int baby_dragons[8] = {163, 164, 167, 166, 218, 219, 165, 204};
int young_dragons[8] = {459, 460, 563, 546, 462, 559, 461, 556};
int mature_dragons[8] = {560, 549, 589, 592, 562, 590, 561, 593};
int happy_dragons[8] = {601, 617, 644, 624, 602, 645, 618, 675};
int chance, dragon, color;
color = rand_int(8);
chance = rand_int(100);
if (chance == 0)
dragon = happy_dragons[color];
else if (chance < 33)
dragon = baby_dragons[color];
else if (chance < 66)
dragon = young_dragons[color];
else
dragon = mature_dragons[color];
--i;
place_monster_one(y, x, dragon, 0, magik(33), MSTATUS_ENEMY);
}
}
process_hooks_restart = TRUE;
return TRUE;
}
bool quest_dragons_death_hook(char *fmt)
{
int i, mcnt = 0;
if (p_ptr->inside_quest != QUEST_DRAGONS) return FALSE;
/* Process the monsters (backwards) */
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_ENEMY) mcnt++;
}
/* Nobody left ? */
if (mcnt <= 1)
{
quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
del_hook(HOOK_MONSTER_DEATH, quest_dragons_death_hook);
del_hook(HOOK_GEN_QUEST, quest_dragons_gen_hook);
process_hooks_restart = TRUE;
cmsg_print(TERM_YELLOW, "Gondolin is safer now.");
return (FALSE);
}
return FALSE;
}
bool quest_dragons_finish_hook(char *fmt)
{
s32b q_idx;
q_idx = get_next_arg(fmt);
if (q_idx != QUEST_DRAGONS) return FALSE;
c_put_str(TERM_YELLOW, "Thank you for killing the dragons!", 8, 0);
c_put_str(TERM_YELLOW, "You can use the cave as your house as a reward.", 9, 0);
/* Continue the plot */
*(quest[q_idx].plot) = QUEST_EOL;
return TRUE;
}
bool quest_dragons_init_hook(int q_idx)
{
if ((cquest.status >= QUEST_STATUS_UNTAKEN) && (cquest.status < QUEST_STATUS_FINISHED))
{
add_hook(HOOK_MONSTER_DEATH, quest_dragons_death_hook, "dragons_monster_death");
add_hook(HOOK_QUEST_FINISH, quest_dragons_finish_hook, "dragons_finish");
add_hook(HOOK_GEN_QUEST, quest_dragons_gen_hook, "dragons_geb");
}
return (FALSE);
}
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