#undef cquest #define cquest (quest[QUEST_HAUNTED]) bool_ quest_haunted_gen_hook(char *fmt) { int x, y, i, m_idx; 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("haunted.map", &ystart, &xstart, cur_hgt, cur_wid, TRUE, FALSE); 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)) { m_idx = place_monster_one(y, x, 477, 0, FALSE, MSTATUS_ENEMY); if (m_idx) m_list[m_idx].mflag |= MFLAG_QUEST; --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)]; m_idx = place_monster_one(y, x, monster, 0, FALSE, MSTATUS_ENEMY); m_list[m_idx].mflag |= MFLAG_QUEST; --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); }