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#include "q_evil.hpp"
#include "cave.hpp"
#include "hooks.h"
#include "init1.hpp"
#include "monster2.hpp"
#include "tables.hpp"
#include "util.hpp"
#include "variable.hpp"
#define cquest (quest[QUEST_EVIL])
static bool_ quest_evil_gen_hook(void *, void *, void *)
{
int x, y, i;
int xstart = 2;
int ystart = 2;
if (p_ptr->inside_quest != QUEST_EVIL) 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("evil.map", &ystart, &xstart, cur_hgt, cur_wid, TRUE, FALSE);
dungeon_flags2 |= DF2_NO_GENO;
/* Place some random balrogs */
for (i = 6; i > 0; )
{
int m_idx, 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, 996, 0, FALSE, MSTATUS_ENEMY);
if (m_idx) m_list[m_idx].mflag |= MFLAG_QUEST;
--i;
}
}
process_hooks_restart = TRUE;
return TRUE;
}
static bool_ quest_evil_death_hook(void *, void *, void *)
{
int i, mcnt = 0;
if (p_ptr->inside_quest != QUEST_EVIL) 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)
{
/* TODO: change to COMPLETED and remove NULL when mayor is added */
quest[p_ptr->inside_quest].status = QUEST_STATUS_FINISHED;
*(quest[p_ptr->inside_quest].plot) = QUEST_NULL;
del_hook_new(HOOK_MONSTER_DEATH, quest_evil_death_hook);
del_hook_new(HOOK_GEN_QUEST, quest_evil_gen_hook);
process_hooks_restart = TRUE;
cmsg_print(TERM_YELLOW, "Khazad-Dum is safer now.");
return (FALSE);
}
return FALSE;
}
static bool_ quest_evil_finish_hook(void *, void *in_, void *)
{
struct hook_quest_finish_in *in = static_cast<struct hook_quest_finish_in *>(in_);
s32b q_idx = in->q_idx;
if (q_idx != QUEST_EVIL) return FALSE;
c_put_str(TERM_YELLOW, "Thank you for saving us!", 8, 0);
c_put_str(TERM_YELLOW, "You can use the cave as your house as a reward.", 9, 0);
/* End the plot */
*(quest[q_idx].plot) = QUEST_NULL;
return TRUE;
}
bool_ quest_evil_init_hook(int q_idx)
{
if ((cquest.status >= QUEST_STATUS_UNTAKEN) && (cquest.status < QUEST_STATUS_FINISHED))
{
add_hook_new(HOOK_MONSTER_DEATH, quest_evil_death_hook, "evil_monster_death", NULL);
add_hook_new(HOOK_QUEST_FINISH, quest_evil_finish_hook, "evil_finish", NULL);
add_hook_new(HOOK_GEN_QUEST, quest_evil_gen_hook, "evil_geb", NULL);
}
return (FALSE);
}
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