#include "q_dragons.hpp" #include "cave.hpp" #include "cave_type.hpp" #include "dungeon_flag.hpp" #include "feature_flag.hpp" #include "feature_type.hpp" #include "hook_quest_finish_in.hpp" #include "hooks.hpp" #include "init1.hpp" #include "monster2.hpp" #include "monster_type.hpp" #include "player_type.hpp" #include "tables.hpp" #include "util.hpp" #include "variable.hpp" #include "z-rand.hpp" #define cquest (quest[QUEST_DRAGONS]) static bool_ quest_dragons_gen_hook(void *, void *, void *) { 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("dragons.map", &ystart, &xstart, cur_hgt, cur_wid, TRUE, FALSE); dungeon_flags |= DF_NO_GENO; /* Place some columns */ for (i = 35; i > 0; ) { y = rand_int(21) + 3; x = rand_int(31) + 3; /* Bar columns on even squares so the whole level is guaranteed to be accessible */ auto const flags = f_info[cave[y][x].feat].flags; if (!(x % 2) && !(flags & FF_PERMANENT) && (flags & FF_FLOOR)) { --i; cave_set_feat(y, x, FEAT_MOUNTAIN); } } /* Place some random dragons */ for (i = 25; i > 0; ) { y = rand_int(21) + 3; x = rand_int(31) + 3; auto const flags = f_info[cave[y][x].feat].flags; if (!(flags & FF_PERMANENT) && (flags & FF_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; int m_idx = place_monster_one(y, x, dragon, 0, magik(33), MSTATUS_ENEMY); if (m_idx) m_list[m_idx].mflag |= MFLAG_QUEST; } } process_hooks_restart = TRUE; return TRUE; } static bool_ quest_dragons_death_hook(void *, void *, void *) { 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_new(HOOK_MONSTER_DEATH, quest_dragons_death_hook); del_hook_new(HOOK_GEN_QUEST, quest_dragons_gen_hook); process_hooks_restart = TRUE; cmsg_print(TERM_YELLOW, "Gondolin is safer now."); return (FALSE); } return FALSE; } static bool_ quest_dragons_finish_hook(void *, void *in_, void *) { struct hook_quest_finish_in *in = static_cast(in_); s32b q_idx = in->q_idx; 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() { if ((cquest.status >= QUEST_STATUS_UNTAKEN) && (cquest.status < QUEST_STATUS_FINISHED)) { add_hook_new(HOOK_MONSTER_DEATH, quest_dragons_death_hook, "dragons_monster_death", NULL); add_hook_new(HOOK_QUEST_FINISH, quest_dragons_finish_hook, "dragons_finish", NULL); add_hook_new(HOOK_GEN_QUEST, quest_dragons_gen_hook, "dragons_geb", NULL); } return (FALSE); }