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-rw-r--r--src/q_haunted.c145
1 files changed, 145 insertions, 0 deletions
diff --git a/src/q_haunted.c b/src/q_haunted.c
new file mode 100644
index 00000000..d27e62e3
--- /dev/null
+++ b/src/q_haunted.c
@@ -0,0 +1,145 @@
+#undef cquest
+#define cquest (quest[QUEST_HAUNTED])
+
+bool quest_haunted_gen_hook(char *fmt)
+{
+ int x, y, i;
+ int xstart = 2;
+ int ystart = 2;
+
+ if (p_ptr->inside_quest != QUEST_HAUNTED) 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, "haunted.map", &ystart, &xstart, cur_hgt, cur_wid, TRUE);
+ dungeon_flags2 |= DF2_NO_GENO;
+
+ /* Place some ghosts */
+ for (i = 12; 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))
+ {
+ place_monster_one(y, x, 477, 0, FALSE, MSTATUS_ENEMY);
+ --i;
+ }
+ }
+
+ /* Place some random monsters to haunt us */
+ for (i = damroll(4, 4); 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))
+ {
+ int monsters[22] = { 65, 100, 124, 125, 133, 231, 273, 327, 365, 416, 418,
+ 507, 508, 533, 534, 553, 554, 555, 577, 607, 622, 665};
+ int monster = monsters[rand_int(22)];
+ place_monster_one(y, x, monster, 0, FALSE, MSTATUS_ENEMY);
+ --i;
+ }
+ }
+
+ /* Place some random traps */
+ for (i = 10 + damroll(4, 4); 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))
+ {
+ --i;
+ place_trap(y, x);
+ }
+ }
+
+ process_hooks_restart = TRUE;
+
+ return TRUE;
+}
+
+bool quest_haunted_death_hook(char *fmt)
+{
+ int i, mcnt = 0;
+
+ if (p_ptr->inside_quest != QUEST_HAUNTED) 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_haunted_death_hook);
+ del_hook(HOOK_GEN_QUEST, quest_haunted_gen_hook);
+ process_hooks_restart = TRUE;
+
+ cmsg_print(TERM_YELLOW, "Minas Anor is safer now.");
+ return (FALSE);
+ }
+ return FALSE;
+}
+
+bool quest_haunted_finish_hook(char *fmt)
+{
+ s32b q_idx;
+
+ q_idx = get_next_arg(fmt);
+
+ if (q_idx != QUEST_HAUNTED) return FALSE;
+
+ c_put_str(TERM_YELLOW, "Thank you for saving us!", 8, 0);
+ c_put_str(TERM_YELLOW, "You can use the building as your house as a reward.", 9, 0);
+
+ /* Continue the plot */
+ *(quest[q_idx].plot) = QUEST_BETWEEN;
+
+ return TRUE;
+}
+
+bool quest_haunted_init_hook(int q_idx)
+{
+ if ((cquest.status >= QUEST_STATUS_UNTAKEN) && (cquest.status < QUEST_STATUS_FINISHED))
+ {
+ add_hook(HOOK_MONSTER_DEATH, quest_haunted_death_hook, "haunted_monster_death");
+ add_hook(HOOK_QUEST_FINISH, quest_haunted_finish_hook, "haunted_finish");
+ add_hook(HOOK_GEN_QUEST, quest_haunted_gen_hook, "haunted_geb");
+ }
+ return (FALSE);
+}