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-rw-r--r--world/map/npc/functions/teleport_manager.txt121
-rw-r--r--world/map/npc/functions/treasure_hunt.txt469
2 files changed, 498 insertions, 92 deletions
diff --git a/world/map/npc/functions/teleport_manager.txt b/world/map/npc/functions/teleport_manager.txt
index 529bd5e0..7a9d8980 100644
--- a/world/map/npc/functions/teleport_manager.txt
+++ b/world/map/npc/functions/teleport_manager.txt
@@ -126,32 +126,33 @@ OnCmdHelp:
// Invoked when player steps on npc. Manager NPC ignores this.
OnTouch:
if (.IS_MANAGER) end; // Manager NPC isnt teleport -> no interaction.
- if (.inactive) end; // If gate deactivated -> no interaction.
+ if (.inactive) goto L_CantPass; // If gate deactivated -> can't pass
if ((.cookie) && (teleport_cookie != .cookie)) goto L_CantPass;
- set teleport_cookie, 0; // Clear teleport cookie of player on teleport use.
- sc_start SC_SLOWMOVE, .fx_time+200, 100000; // Slow player temporarily to avoid movement VS warp DCs
- addtimer .fx_time, strnpcinfo(0)+"::OnTeleport"; // time before teleporting away
+ if (.cookie) set teleport_cookie, 0; // Clear teleport cookie of player on teleport use.
+ sc_start SC_SLOWMOVE, .fx_time+400, 100000; // Slow player temporarily to avoid DCs onwarp
misceffect .fx; // Default .fx set in teleport_add, other code can override it.
+ addtimer .fx_time, strnpcinfo(0)+"::OnTeleport"; // Defer warp to play FX
end;
L_CantPass:
message strcharinfo(0), .cantpass$; // NPC var allows to change message.
end; // "keyed" teleport and player didnt had proper cookie.
-// Teleportation timer event (attached to player). Queued by OnTouch.
+// Deferred teleportation timer event (attached to player). Queued by OnTouch.
OnTeleport:
warp .dstmap$, .dst_x, .dst_y;
- addtimer 3000, strnpcinfo(0)+"::OnWarpDone"; // Mostly to clean up SC icon
+ addtimer 6000, strnpcinfo(0)+"::OnTeleportDone"; // Mostly to clean up SC icon
end;
-// Mostly used to remove slow icon that sticks in some cases.
-OnWarpDone:
- sc_end SC_SLOWMOVE;
+// Invoked after teleportation complete.
+OnTeleportDone:
+ sc_start SC_SLOWMOVE, 1, 100000; // If client been slow to load map
+ sc_end SC_SLOWMOVE; // and missed sc_end, force toggle to remove icon
end;
// Invoked on timed teleport's NPC timer expired.
OnTeleportExpired:
set .inactive, 1; // Flag shutdown so OnTouch ignores incoming players.
- addnpctimer (.fx_time + 1000), strnpcinfo(0)+"::OnTeleportShutdown"; // Give time to in-flight players to teleport.
+ addnpctimer (.fx_time + 7000), strnpcinfo(0)+"::OnTeleportShutdown"; // Give time to in-flight players to teleport.
end;
// Does actual teleport shutdown.
@@ -174,39 +175,27 @@ OnInit:
// PUBLIC API. Creates requested teleport NPC. Arg 0..6 are like puppet().
// This function designed to run in ANY context, whether RID attached or not.
// It creates puppet + setups all relevant data in created NPC.
-// arg(0): Teleport's map.
-// arg(1): Teleport's X
-// arg(2): Teleport's Y
-// arg(3): Teleport's NPC label
-// arg(4): Teleport's NPC sprite ID
-// arg(5): Teleport's X size
-// arg(6): Teleport's Y size
-// arg(7): Destination map name.
-// arg(8): Destination X
-// arg(9): Destination Y
-// arg(10):Teleport lifetime ( > 0 or -1 = indefinite)
-// arg(11):Teleport magic cookie, 0 = everyone allowed, otherwise checks match.
-// arg(12):Whether teleport managed, 0 = unmanaged, != 0 means it is.
-// Return: On success: NPC ID of teleport created.
+// Inputs: see code below.
+// Return: On success: NPC ID of teleport created, > 0
// On failure: 0 if puppet failed, -1 if arg check failed.
function|script|teleport_create
{
- set .@map$, getarg(0, ""); // Get args (+failsafe defailts)
- set .@x, getarg(1, -10); // Get args (+failsafe defailts)
- set .@y, getarg(2, -10); // Get args (+failsafe defailts)
- set .@name$, getarg(3, ""); // Get args (+failsafe defailts)
- set .@sprite, getarg(4, -10); // Get args (+failsafe defailts)
- set .@xsz, getarg(5, -10); // Get args (+failsafe defailts)
- set .@ysz, getarg(6, -10); // Get args (+failsafe defailts)
- set .@dstmap$, getarg(7, -10); // Get args (+failsafe defailts)
- set .@dst_x, getarg(8, -10); // Get args (+failsafe defailts)
- set .@dst_y, getarg(9, -10); // Get args (+failsafe defailts)
- set .@lifetime, getarg(10, -10); // Get args (+failsafe defailts)
- set .@cookie, getarg(11, -10); // Get args (+failsafe defailts)
- set .@managed, getarg(12, -10); // Get args (+failsafe defailts)
+ set .@map$, getarg(0, ""); // Teleport's map.
+ set .@x, getarg(1, -10); // Teleport's X
+ set .@y, getarg(2, -10); // Teleport's Y
+ set .@name$, getarg(3, ""); // Teleport's NPC label
+ set .@sprite, getarg(4, -10); // Teleport's NPC sprite ID
+ set .@xsz, getarg(5, -10); // Teleport's X size
+ set .@ysz, getarg(6, -10); // Teleport's Y size
+ set .@dstmap$, getarg(7, -10); // Destination map name.
+ set .@dst_x, getarg(8, -10); // Destination X
+ set .@dst_y, getarg(9, -10); // Destination Y
+ set .@lifetime, getarg(10, -10); // Teleport lifetime (> 0 or -1 = forever)
+ set .@cookie, getarg(11, -10); // Magic cookie, 0 = everyone allowed, otherwise TP checks match.
+ set .@managed, getarg(12, -10); // Mmanaged? 0:unmanaged, >0: tracked by TP Manager
set .@res, -1; // Validate what caller gave
- if !(call("teleport_map_valid", .@map$ )) goto L_Fail; // Validate src map$
- if !(call("teleport_map_valid", .@dstmap$)) goto L_Fail; // Validate dst map$
+ if !(mapexists(.@map$)) goto L_Fail; // Validate src map$
+ if !(mapexists(.@dstmap$)) goto L_Fail; // Validate dst map$
if ((.@x < 0) || (.@y < 0)) goto L_Fail; // SRC X/Y cant be < 0
if ((.@dst_x < 0) || (.@dst_y < 0)) goto L_Fail; // DST X/Y cant be < 0
if ((.@xsz < 0) || (.@ysz < 0)) goto L_Fail; // NPC X/Y size cant be <= 0
@@ -404,7 +393,7 @@ function|script|teleportadd_parseargs
set @NPCSPRITE, @argv[5]; // Teleport's NPC sprite (optional)
// Check DST map is okay
if ((@DSTMAP$ == "help") || (@DSTMAP$ == "")) goto L_DisplayHelp; // @teleportadd help or @teleportadd
- if !(call("teleport_map_valid", @DSTMAP$)) goto L_FailBadmap; // DST: invalid map?
+ if !(mapexists(@DSTMAP$)) goto L_FailBadmap; // DST: invalid map?
// Check DST X,Y sane
if ((@DST_X <= 0) || (@DST_Y <= 0)) goto L_FailBadDstXY1; // DST: invalids coords <= 0?
if ((getmapmaxx(@DSTMAP$) < @DST_X) || (getmapmaxy(@DSTMAP$) < @DST_Y)) goto L_FailBadDstXY2; // Outside of map?
@@ -454,58 +443,6 @@ L_DisplayHelp:
return -7;
}
-// PUBLIC API: This function checks if map name known and OK to use.
-// This function designed to run in any context.
-// Inputs: arg$[0] is map name to check for sanity.
-// Return: 1 for known maps, 0 for unknown
-function|script|teleport_map_valid
-{
- set .@inputmap$, getarg(0, "");
- set .@i, 0;
- setarray .@maps1$, "001-1", "001-2", "001-3", "002-1", "002-2", "002-3",
- "002-4", "002-5", "003-1", "003-4", "004-1", "004-3",
- "004-4", "004-5", "005-3", "006-1", "006-2", "006-3",
- "007-1", "007-2", "008-1", "009-1", "009-2", "009-3",
- "009-4", "009-5", "009-6", "009-7", "009-8", "010-1",
- "010-2", "011-1", "011-3", "011-4", "011-6", "012-1",
- "012-3", "012-4", "013-1", "013-2", "013-3", "014-1",
- "014-3", "015-1", "015-3", "016-1", "016-2", "017-1",
- "017-2", "017-3", "017-4", "017-9", "018-1", "018-2",
- "018-3", "019-1", "019-3", "019-4", "020-1", "020-2",
- "020-3", "021-3", "023-1", "023-2", "023-3", "025-1",
- "025-3", "025-4", "026-1", "026-2", "027-1", "027-2",
- "027-3", "027-4", "027-5", "027-6", "027-7", "027-8",
- "028-1", "028-3", "029-1", "029-2", "029-3", "029-4",
- "030-1", "030-2", "030-3", "030-4", "031-1", "031-2",
- "031-3", "031-4", "032-3", "033-1", "034-1", "034-2",
- "035-2", "036-2", "041-1", "042-1", "043-1", "043-3",
- "043-4", "045-1", "046-1", "046-3", "047-1", "047-3";
-// Had to split to 2 arrays as its too big for array initializer
- setarray .@maps2$, "048-2", "051-1", "051-3", "052-1", "052-2", "055-1",
- "055-3", "056-2", "057-1", "058-1", "058-2", "069-2",
- "070-1", "070-3", "099-1", "099-2", "099-3", "099-4",
- "099-5", "099-6", "099-7", "099-8", "botcheck";
- set .@arr_sz1, getarraysize(.@maps1$[0]);
- set .@arr_sz2, getarraysize(.@maps2$[0]);
- freeloop 1; // Needed to iterate over array of about 150 maps
- goto L_NextMap; // Start iterating over array of maps.
-
-L_NextMap:
- if (.@inputmap$ == .@maps1$[.@i]) goto L_Found; // Found map in arr 1?
- if (.@inputmap$ == .@maps2$[.@i]) goto L_Found; // Found map in arr 2?
- set .@i, (.@i + 1); // increment .@maps$[] index
- if ((.@i >= .@arr_sz1) && (.@i >= .@arr_sz2)) goto L_NotFound; // Abort if whole arrays scanned
- goto L_NextMap; // Try next map in .@maps$[]
-
-L_NotFound:
- freeloop 0;
- return 0;
-
-L_Found:
- freeloop 0;
- return 1;
-}
-
// PRIVATE: This function displays usage help for TeleportManager - @teleportadd
// This function should be invoked by TeleportManager with RID attached.
// Inputs: nothing.
diff --git a/world/map/npc/functions/treasure_hunt.txt b/world/map/npc/functions/treasure_hunt.txt
new file mode 100644
index 00000000..0e97adce
--- /dev/null
+++ b/world/map/npc/functions/treasure_hunt.txt
@@ -0,0 +1,469 @@
+// Pirate Treasures Hunt quest (c) 2025 Hello=)
+
+// This NPC handles treasure placement
+-|script|TreasureHunt|32767
+{
+ end;
+
+OnTreasurePlace:
+ if (GM < 60) end;
+ gmlog strcharinfo(0) + " shuffled treasure placement";
+ wgm strcharinfo(0) + " shuffled treasure placement";
+ set $TREASURE_X, 0; // To force reinit
+ void call("treasure_place");
+ end;
+
+OnInit:
+ registercmd "@treasure_place", "TreasureHunt::OnTreasurePlace";
+ void call("treasure_place");
+ end;
+}
+
+// Applies defaults to global vars if unconfigured
+function|script|treasure_place
+{
+ if ($TREASURE_MAP$ == "") || !($TREASURE_X) || !($TREASURE_Y) // Not looks configured?
+ goto L_Setup;
+ return;
+
+L_Setup:
+ // Apply defaults
+ set $TREASURE_REWARD, Eyepatch; // main reward
+ set $TREASURE_BOOTY, 200; // max amount of booty (worst case anti-milking cap)
+ set $TREASURE_DIFFICULTY, 100; // common rounds difficulty
+ set $TREASURE_DIFFICULTY2, 100; // extra rounds difficulty (if player found treasure)
+ set $TREASURE_MAP$, "003-4"; // Map to use. Ships are hardwired so far, beware.
+ set $TREASURE_X1, 97; // Rectangle
+ set $TREASURE_X2, 104;
+ set $TREASURE_Y1, 61;
+ set $TREASURE_Y2, 100;
+ // $TREASURE_DEBUG // Debug mode, a lot of battle flow/trace spam.
+ // $TREASURE_TURBO // Play battle real fast. You'll need @hide and GM Hat to survive.
+ goto L_TryPlacement;
+
+L_TryPlacement:
+ // Try placement
+ set $TREASURE_X, rand($TREASURE_X1, $TREASURE_X2); // Choose exact spot
+ set $TREASURE_Y, rand($TREASURE_Y1, $TREASURE_Y2);
+ if (iscollision($TREASURE_MAP$, $TREASURE_X, $TREASURE_Y))
+ goto L_TryPlacement; // do not place trasure on collisions
+ debugmes "treasure_place: treasure placed and configured";
+ return;
+}
+
+// Handler to be invoked from item usage attempt of shovels.
+// This function supposed to be called with player RID attached (its item use by player)
+// Input: Arg0: shovel name from item use handler function.
+// Return: 1 = item use handled (swallowed) by quest, 0 = not handled.
+function|script|treasure_try_shovel
+{
+ set .@shovel$, getarg(0, "");
+ set .@handled, 0;
+ if ($TREASURE_DEBUG) debugmes "treasure_try_shovel, shovel=" + .@shovel$;
+ if (.@shovel$ == "LegendaryShovel") set .@handled, 1; // TH handles everything about Legendary Shovel
+ if (!(.@handled) && (getmap() == $TREASURE_MAP$)) // Hint player they need different shovel on treasure map
+ message strcharinfo(0), "There're rocks in these sands. You'll need different shovel here...";
+ if ($TREASURE_DEBUG) debugmes "treasure_try_shovel, .@handled=" + .@handled;
+ if (.@handled) addtimer 0, "TreasureDig::OnDig", BL_ID; // Request NPC to do its thing just like #treasuredig.
+ return .@handled;
+}
+
+// Handler to be invoked from item usage attempt of maps.
+// This function supposed to be called with player RID attached (its item use by player)
+// Input: Arg0: map name from item use handler function.
+// Return: 1 = item use handled (swallowed) by quest, 0 = not handled.
+function|script|treasure_try_map
+{
+ set .@mapname$, getarg(0, "");
+ if ($TREASURE_DEBUG) debugmes "treasure_try_map, map=" + .@mapname$;
+ set .@handled, 0;
+ if (.@mapname$ == "LegendaryTreasureMap") set .@handled, 1; // TH handles everything about Legendary Treasure Map
+ if ($TREASURE_DEBUG) debugmes "treasure_try_map, .@handled=" + .@handled;
+ if ((getmap() != $TREASURE_MAP$) && (.@handled))
+ message strcharinfo(0), "Treasure Map : This place doesn't looks like one on map.";
+ if ((getmap() == $TREASURE_MAP$) && (.@handled) &&
+ !(isin($TREASURE_MAP$, $TREASURE_X1, $TREASURE_Y1, $TREASURE_X2, $TREASURE_Y2)))
+ message strcharinfo(0), "Treasure Map : This place looks right! Yet [X] mark isn't where you stand.";
+ if ((getmap() == $TREASURE_MAP$) && (.@handled) &&
+ (isin($TREASURE_MAP$, $TREASURE_X1, $TREASURE_Y1, $TREASURE_X2, $TREASURE_Y2)))
+ message strcharinfo(0), "Treasure Map : Aha! Right spot! Unfortunately X mark is big and crude. Promising area is " +
+ "(" + $TREASURE_X1 +"," + $TREASURE_Y1 + ")<->(" + $TREASURE_X2 + "," + $TREASURE_Y2 + ")";
+ return .@handled;
+}
+
+// This NPC handles traeasure dig.
+-|script|TreasureDig|32767
+{
+ end;
+
+OnDig:
+ if ($TREASURE_DISABLE) message strcharinfo(0), "Tough luck, seems there's no booty at this time!";
+ if ($TREASURE_DISABLE) end;
+ set @treasureMobs,
+ mobcount($TREASURE_MAP$, "TreasureDigAux::OnMobKill") +
+ mobcount($TREASURE_MAP$, "TreasureDigAux::OnPirateKill");
+ if ($TREASURE_DEBUG) debugmes "OnDig: mob count = " + @treasureMobs;
+ if (@treasureMobs > 300) message strcharinfo(0), "Its too crowded here to dig! Perhaps kill some mob first?";
+ if (@treasureMobs > 300) end; // Do not let users spam server by mobs indefinitely
+ set .@puppet$, "#"+strnpcinfo(0)+"#"+BL_ID;
+ set .@puppet, puppet(getmap(), POS_X, POS_Y, .@puppet$, 127);
+ if (.@puppet < 1) end; // It also denies player launching N instances at once.
+ // Set up instance of treasure hunt attempt
+ set .digger, BL_ID, .@puppet;
+ set .diggernm$, strcharinfo(0), .@puppet;
+ set .delay, 1000, .@puppet; // Initial round delay
+ set .tiles, TILES_WALKED, .@puppet;
+ if ($TREASURE_DEBUG) debugmes "OnDig: starting";
+ npctalk .@puppet$, "Digging : " + strcharinfo(0) + " starts digging in hope to find something..";
+ if ($TREASURE_MAP$ == getmap())
+ addnpctimer 4000, .@puppet$+"::OnDiggingRound"; // Start digging rounds.
+ else
+ addnpctimer 12000, .@puppet$+"::OnDiggingRound"; // Start digging rounds - fake - slow 'em a bit.
+ addnpctimer 700000, .@puppet$+"::OnDestroy"; // Failsafe quest shutdown on timeout
+ end;
+
+OnDiggingRound:
+ set .dig_round, .dig_round + 1;
+ if ($TREASURE_DEBUG) debugmes "OnDiggingRound: my name=" + strnpcinfo(0) + " digger=" + .digger;
+ if ($TREASURE_DEBUG) debugmes "OnDiggingRound: PLAYER: POSX=" + get(POS_X, .digger) + " POSY=" + get(POS_Y, .digger) + " MAP=" + getmap(.digger) + " TILES=" + get(TILES_WALKED, .digger);
+ if ($TREASURE_DEBUG) debugmes "OnDiggingRound: NPC: POSX=" + getnpcx() + " POSY=" + getnpcy() + " MAP=" + strnpcinfo(3) + " TILES=" + .tiles;
+ if (!(isloggedin(.digger))) set .failed, 2; // Treasure digger disappeared?
+ if (get(Hp, .digger) < 1) set .failed, 3; // Digger digger died?
+ if ((getmap(.digger) != strnpcinfo(3)) || // Digger left map?
+ (get(POS_X, .digger) != getnpcx()) ||
+ (get(POS_Y, .digger) != getnpcy()) ||
+ (get(TILES_WALKED, .digger) != .tiles))
+ set .failed, 4; // Has digger moved?
+ if ($TREASURE_MAP$ != strnpcinfo(3)) set .failed, 9; // Trying to dig on wrong map? Side effects avoidance.
+ if ($TREASURE_DEBUG) debugmes "OnDiggingRound: failed1=" + .failed;
+ if (.failed) goto L_DiggFail;
+ // Basic checks ok -> next round starts
+ misceffect FX_CHANNELLING_RAISE_RED, strcharinfo(0, .digger);
+ set .failed, call("treasure_dig_round", .dig_round); // core function of digging
+ if ($TREASURE_DEBUG) debugmes "OnDiggingRound: failed2=" + .failed;
+ if !($TREASURE_TURBO) set .delay, .delay + 1000; // Turbo == "skip AI moves" for test/debug: FAST battle, @hide+gm map to observe
+ if ((.failed == 9) && call("treasure_is_here") && ($TREASURE_REWARD != 0))
+ goto L_DiggFound; // MaxRound && Found treasure?! Its WIN, not .fail :)
+ if ((.failed == 9) && call("treasure_is_here") && ($TREASURE_REWARD == 0))
+ set .failed, 10; // Found it - but someone got there first? How unfortunate.
+ if (.failed) goto L_DiggFail; // catches e.g. (running to max round && no treasure)
+ else addnpctimer .delay, strnpcinfo(0)+"::OnDiggingRound";
+ end;
+
+// Invoked when digging failed for any reason, by both OnDiggingRound and OnBootyRound.
+L_DiggFail:
+ if ($TREASURE_DEBUG) debugmes "TreasureDig: digging done, .failed=" + .failed;
+ if (.failed == 2) npctalk strnpcinfo(0), "Digging : ##3##BDigger " + .diggernm$ + " disappeared... strange...";
+ elif (.failed == 3) npctalk strnpcinfo(0), "Digging : ##3##BDigger " + .diggernm$ + " haven't made it, digging site collapsed";
+ elif (.failed == 4) npctalk strnpcinfo(0), "Digging : ##3##BDigger " + .diggernm$ + " has lost focus and digging site collapsed";
+ elif (.failed == 9) npctalk strnpcinfo(0), "Digging : ##3##BDoh! Seems there's no treasure on this spot!";
+ elif (.failed == 10) npctalk strnpcinfo(0), "Digging : ##3##BDoh! Someone already digged treasure out!";
+ else /*error, etc*/ npctalk strnpcinfo(0), "Digging : ##3##BDigger " + .diggernm$ + " something went wrong, digging site collapsed";
+ destroy;
+
+L_DiggFound:
+ if !($TREASURE_TURBO) set .delay, 16000; // Configure booty rounds
+ else set .delay, 3000;
+ set .failed, 0;
+ set .round, 1;
+ monster $TREASURE_MAP$, 94, 74, "Pirates!", MontBlanc, 1, "TreasureDigAux::OnPirateKill"; // FIXME hardwired thing
+ monster $TREASURE_MAP$, 95, 66, "Pirates!", MontBlanc, 1, "TreasureDigAux::OnPirateKill";
+ monster $TREASURE_MAP$, 97, 91, "Pirates!", MontBlanc, 1, "TreasureDigAux::OnPirateKill";
+ mapannounce strnpcinfo(3), "Emo : WHAT DO WE HAVE HERE?! Contenders for OUR booty?! Pirates! Kill them all! YARRR!!", 0;
+ addnpctimer .delay, strnpcinfo(0)+"::OnBootyRound"; // Hand over -> OnBootyRound but do not destroy puppet.
+ end;
+
+// Invoked when digger survived initial digging && found treasure. Called when OnDiggRound rounds end.
+OnBootyRound:
+ if ($TREASURE_DEBUG) debugmes "OnBootyRound ->";
+ if (!(isloggedin(.digger))) set .failed, 2; // Treasure digger disappeared?
+ if (get(Hp, .digger) < 1) set .failed, 3; // Digger digger died?
+ if ((getmap(.digger) != strnpcinfo(3)) || // Digger left map?
+ (get(POS_X, .digger) != getnpcx()) ||
+ (get(POS_Y, .digger) != getnpcy()) ||
+ (get(TILES_WALKED, .digger) != .tiles))
+ set .failed, 4; // Has digger moved?
+ if (.failed) goto L_DiggFail; // Reuse digg failure handling above.
+ if (.round > 8) goto L_Finalize;
+ npctalk strnpcinfo(0), "Digging : ##3##B [TREASURE] [" + .round + "] "+ .diggernm$ + " found treasure, keep digger alive to collect collateral!";
+ if ($TREASURE_BOOTY > 0)
+ addtimer 0, "TreasureDigAux::OnCollateral10", .digger; // Collateral for supporters
+ set $TREASURE_BOOTY, $TREASURE_BOOTY - 10; // anti-milking cap, total ~20 rounds with booty top (configurable)
+ set .@round_power, call("treasure_estimate_team"); // get team level
+ if ($TREASURE_DEBUG) debugmes "treasure_dig_round: round power B0=" + .@round_power;
+ set .@round_power, (.@round_power * $TREASURE_DIFFICULTY2) / 170 + (.round / 7) + rand(3); // Adjust & randomize
+ if ($TREASURE_DEBUG) debugmes "treasure_dig_round: round power B1=" + .@round_power;
+ if (.round == 1) set .@mob, Emo; // Guy who yelled
+ else set .@mob, Ratto; // His ship ratto, also treasure contender
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 2, .@mob, 1, "TreasureDigAux::OnPirateKill");
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 4, Swashbuckler, .@round_power, "TreasureDigAux::OnPirateKill");
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 4, Grenadier, .@round_power, "TreasureDigAux::OnPirateKill");
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 4, Thug, .@round_power, "TreasureDigAux::OnPirateKill");
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 4, Ratto, 5, "TreasureDigAux::OnPirateKill");
+ set .round, .round + 1;
+ addnpctimer .delay, strnpcinfo(0)+"::OnBootyRound"; // Hand over -> OnBootyRound but do not destroy puppet.
+ end;
+
+L_Finalize:
+ addtimer 0, "TreasureDigAux::OnMainBooty", .digger; // Hand over to final reward handler.
+ mapannounce strnpcinfo(3), "Treasure : Digger " + .diggernm$ + " found treasure!", 0;
+ npctalk strnpcinfo(0), "Digging : ##3##B [TREASURE] Victory! Treasure hunter " + .diggernm$ + " got booty!";
+ destroy;
+
+OnDestroy:
+ debugmes "TreasureDig: GLOBAL TIME OUT, this shouldn't happen"; // Failsafe logic
+ npctalk strnpcinfo(0), "Digging : ##3##BSomething went wrong, your digging site has collapsed";
+ destroy;
+
+OnInit:
+ end;
+}
+
+// This function only meant to be called by TreasureDig's puppet.
+// Main digging round handling logic happens here, spawns + dig fallouts
+// Input: Arg0: round #
+// Arg1: players str
+// Returns: 0 if all ok, 1 = failure, 9 = max round reached.
+function|script|treasure_dig_round
+{
+ set .@round, getarg(0, -1);
+ set .@res, 0; // > 0 halts next rounds, 1 = failure, 9 = "failed to find treasure"
+ set .@rounds0, 2; // # of rounds configuration.
+ set .@rounds1, 6;
+ set .@rounds2, 12;
+ set .@rounds3, 18;
+ set .@rounds4, 22;
+ if ($TREASURE_DEBUG) debugmes "treasure_digg_round: round # " +.@round + " r4=" + .@rounds4;
+ if (.@round < 1) goto L_Failed;
+ if ((.@round >= .@rounds4)) goto L_Done;
+ setarray .@mobs_0[0], CaveMaggot, HouseMaggot, VoidMaggot, Ratto; // Mobs for round spawns
+ setarray .@mobs_1[0], AngryScorpion, Hyvern, Snake, Spider, Archant, RedSlime, AngrySeaSlime, AngryGreenSlime;
+ setarray .@mobs_2[0], VoidSnake, MountainSnake, GrassSnake, SoulSnake, BlackScorpion, CrotcherScorpion, VoidBat, HuntsmanSpider;
+ setarray .@mobs_3[0], Skeleton, LadySkeleton, Wight, RedBone, SoulEater;
+ setarray .@mobs_4[0], Thug, Swashbuckler, Grenadier;
+ if (.@round <= .@rounds0) set .@mobID, .@mobs_0[rand(getarraysize(.@mobs_0))]; // Pick random mob for i-th round
+ elif (.@round <= .@rounds1) set .@mobID, .@mobs_1[rand(getarraysize(.@mobs_1))]; // Make mobs progressiveky harder
+ elif (.@round <= .@rounds2) set .@mobID, .@mobs_2[rand(getarraysize(.@mobs_2))];
+ elif (.@round <= .@rounds3) set .@mobID, .@mobs_3[rand(getarraysize(.@mobs_3))];
+ elif (.@round <= .@rounds4) set .@mobID, .@mobs_4[rand(getarraysize(.@mobs_4))];
+ else set .@mobID, MobMoubootaur; // Failsafe :)
+ set .@rand, rand(1, 100); // Does digging site blows up, releases poison or stays stable?
+ if (.@rand < 22) set .@dig_action$, "treasure_dig_poison";
+ elif (.@rand > 78) set .@dig_action$, "treasure_dig_blowup";
+ else /* 30..70 */ set .@dig_action$, "treasure_dig_stable";
+ if ($TREASURE_DEBUG) debugmes "treasure_digg_round: round # " + .dig_round + " .@rand=" + .@rand + " .@dig_action$=" + .@dig_action$;
+ void call(.@dig_action$, .dig_round); // Avoids goto spaghetti but chosen func MUST exist, or server WILL crash!
+ set .@round_power, call("treasure_estimate_team"); // get team level
+ if ($TREASURE_DEBUG) debugmes "treasure_dig_round: round power0=" + .@round_power;
+ set .@round_power, (.@round_power * $TREASURE_DIFFICULTY) / 130 + (.@round / 7) + rand(3); // Adjust & randomize
+ if ($TREASURE_DEBUG) debugmes "treasure_dig_round: round power1=" + .@round_power;
+ addtimer 0, "TreasureDigAux::OnCollateral1", .digger;
+ void call("spawn_in_radius", strnpcinfo(3), getnpcx(), getnpcy(), 4, .@mobID, .@round_power, "TreasureDigAux::OnMobKill");
+ // Show some fancy messages
+ if (.@round <= .@rounds2) npctalk strnpcinfo(0), "Digging : [" +.@round + "] " + .diggernm$ + " hit monster nest!";
+ elif (.@round <= .@rounds3) npctalk strnpcinfo(0), "Digging : [" +.@round + "] " + .diggernm$ + " Yuck! Skeleton I found moves!";
+ elif (.@round <= .@rounds4) npctalk strnpcinfo(0), "Digging : [" +.@round + "] " + .diggernm$ + " pirates got curious what this noise all about";
+ else npctalk strnpcinfo(0), "Digging : [" +.@round + "] " + .diggernm$ + " ?!?!?!";
+ return 0;
+
+L_Done:
+ if ($TREASURE_DEBUG) debugmes "treasure_digg_round: rounds done";
+ return 9; // Inform quest max rounds reached and no treasure been found.
+
+L_Failed:
+ debugmes "treasure_digg_round: call failed, arg0=" + getarg(0) + "arg1=" + getarg(1);
+ return 1;
+}
+
+// This spawns mobs in a given radius. Fallbacks to spot it it not fits map.
+// This function can be called in any context.
+// Input: Arg0: map where to spawn
+// Arg1: X
+// Arg2: Y
+// Arg3: Radius
+// Arg4: Mob id
+// Arg5: # of mobs
+// Arg6: Event for mob death (must be given, even as "")
+function|script|spawn_in_radius
+{
+ set .@map$, getarg(0, "");
+ set .@x, getarg(1, -1);
+ set .@y, getarg(2, -1);
+ set .@r, getarg(3, -1);
+ set .@mob, getarg(4, -1);
+ set .@qty, getarg(5, -1);
+ set .@evt$, getarg(6, "");
+ // Args check.
+ if ((.@map$ == "") || (.@evt$ == "6") || (.@mob < 1) ||
+ (.@x < 1) || (.@x > getmapmaxx(.@map$)) || (.@r < 1) || (.@qty < 1) ||
+ (.@y < 1) || (.@y > getmapmaxy(.@map$)))
+ goto L_Fail;
+ // Does (x-r, y-r, x+r, y+r) rectangle fits map?
+ if ((.@x > .@r) && (.@y > .@r) &&
+ ((.@x + .@r) < getmapmaxx(.@map$)) &&
+ ((.@y + .@r) < getmapmaxy(.@map$))) //Enough room? Use area.
+ areamonster .@map$, (.@x-.@r), (.@y-.@r), (.@x+.@r), .@y+.@r, "", .@mob, .@qty, .@evt$;
+ else // Rectangle does not fits, fallback
+ monster .@map$, .@x, .@y, "", .@mob, .@qty, .evt$;
+ return;
+
+L_Fail:
+ debugmes "spawn_in_radius: call failed, arg0=" + getarg(0) + " arg1=" + getarg(1) +
+ " arg2=" + getarg(2) + " arg3=" + getarg(3) + " arg4=" + getarg(4) +
+ " arg5=" + getarg(5)+ " arg6=" + getarg(6);
+ return;
+}
+
+// This function meant to be run in context of TreasureDig's *puppet* only
+function|script|treasure_dig_poison
+{
+ if ($TREASURE_DEBUG) debugmes "TreasureDigg: dig_poison";
+ npctalk strnpcinfo(0), "Digging : ["+getarg(0)+"] attempt to dig released poisonous gas!"; // Next throws events in digger (player) context
+ foreach 0, strnpcinfo(3), (getnpcx() - 7), (getnpcy() - 7), (getnpcx() + 7), (getnpcy() + 7), "TreasureDigAux::OnPoisonousGasPlayer", .digger;
+ foreach 2, strnpcinfo(3), (getnpcx() - 4), (getnpcy() - 4), (getnpcx() + 4), (getnpcy() + 4), "TreasureDigAux::OnPoisonousGasMob", .digger;
+ return;
+}
+
+// This function meant to be run in context of TreasureDig's *puppet* only
+function|script|treasure_dig_blowup
+{
+ if ($TREASURE_DEBUG) debugmes "TreasureDigg: dig_blowup";
+ npctalk strnpcinfo(0), "Digging : ["+getarg(0)+"] underground gas bubble blows up!"; // Next throws events in digger (player) context
+ foreach 0, strnpcinfo(3), (getnpcx() - 7), (getnpcy() - 7), (getnpcx() + 7), (getnpcy() + 7), "TreasureDigAux::OnBlowUpPlayer", .digger;
+ foreach 2, strnpcinfo(3), (getnpcx() - 4), (getnpcy() - 4), (getnpcx() + 4), (getnpcy() + 4), "TreasureDigAux::OnBlowUpMob", .digger;
+ return;
+}
+
+// This function meant to be run in context of TreasureDig's *puppet* only
+function|script|treasure_dig_stable
+{
+ if ($TREASURE_DEBUG) debugmes "TreasureDigg: dig_stable";
+ return;
+}
+
+// This function meant to be run in context of TreasureDig's *puppet* only
+function|script|treasure_is_here
+{
+ if ($TREASURE_DEBUG) debugmes "treasure_is_here ->";
+ set .@res, 0;
+ if (($TREASURE_MAP$ == strnpcinfo(3)) &&
+ ($TREASURE_X == getnpcx()) &&
+ ($TREASURE_Y == getnpcy()))
+ set .@res, 1;
+ if ($TREASURE_DEBUG) debugmes "treasure_is_here <- .@res=" + .@res;
+ return .@res;
+}
+
+// This function meant to be run in context of TreasureDig's *puppet* only
+function|script|treasure_estimate_team
+{
+ if ($TREASURE_DEBUG) debugmes "treasure_estimate_team: ->";
+ set @treasure_estimate_team, 1, .digger; // Prepare digger's context
+ if ($TREASURE_DEBUG) debugmes "team_est0 = " + get(@treasure_estimate_team, .digger); // This throws events in digger's context
+ foreach 0, strnpcinfo(3), (getnpcx() - 7), (getnpcy() - 7), (getnpcx() + 7), (getnpcy() + 7), "TreasureDigAux::OnPlayerEstimate", .digger;
+ if ($TREASURE_DEBUG) debugmes "team_est1 = " + get(@treasure_estimate_team, .digger); // This throws events in digger's context
+ return get(@treasure_estimate_team, .digger);
+}
+
+// This NPC handles aux things like poisoning, blow up, statuses cleanup, items placement, ...
+-|script|TreasureDigAux|32767
+{
+ end;
+
+// This cleans players statues like leftovers of poison or blowup stunning.
+// Invoked by timer set by site blowup/poison gas handlers
+OnPlayerStatusCleanup:
+ if ($TREASURE_DEBUG) debugmes "TreasureDigAux: status cleanup, BL ID=" + BL_ID;
+ if (sc_check(SC_POISON)) sc_end SC_POISON;
+ if (sc_check(SC_SLOWMOVE)) sc_end SC_SLOWMOVE;
+ if (sc_check(SC_HALT_REGENERATE)) sc_end SC_HALT_REGENERATE;
+ end;
+
+// Dig site poisonous gas - invoked per player (hurts players)
+OnPoisonousGasPlayer:
+// debugmes "TreasureDigAux: poison/player, target ID=" + @target_id;
+ misceffect FX_EMOTE_DISGUST, strcharinfo(0, @target_id);
+ sc_start SC_POISON, 1, 60, @target_id; // Poison player
+ sc_start SC_HALT_REGENERATE, 5000, 0; // Even if fails, at least halt regen.
+ addtimer 5000, "TreasureDigAux::OnPlayerStatusCleanup"; // clean PC statuses
+ end;
+
+// Dig site poisonous gas - invoked per mob (aggravates mobs)
+OnPoisonousGasMob:
+// debugmes "TreasureDigAux: poison/mob, target ID=" + @target_id;
+ set .@type, get(Class, @target_id); // Dont poison undead
+ if ((.@type != Skeleton) && (.@type != LadySkeleton) && (.@type != Wight) &&
+ (.@type != RedBone) && (.@type != SoulEater))
+ sc_start SC_POISON, 1, 10, @target_id; // Poison MOBS, too.
+ aggravate @target_id; // This aggravates mobs.
+ end;
+
+// Dig site blow up - invoked per player (hurts players)
+OnBlowUpPlayer:
+// debugmes "TreasureDigAux: blowup/player, target ID=" + @target_id;
+ misceffect FX_MEDIUM_SMOKE, strcharinfo(0, @target_id); // Show slow effect
+ sc_start SC_SLOWMOVE, 3000, 300, @target_id; // Slow player temporarily
+ sc_start SC_HALT_REGENERATE, 5000, 0; // Stop regen temporarily
+ set Hp, (get(Hp, @target_id) * 2 / 3), @target_id; // Yes explosion hurts.
+ addtimer 5000, "TreasureDigAux::OnPlayerStatusCleanup"; // clean statuses
+ end;
+
+// Dig site blow up - invoked per mob (aggravates mobs)
+OnBlowUpMob:
+// debugmes "TreasureDigAux: blowup/mob, target ID=" + @target_id;
+ injure BL_ID, @target_id, get(Hp, @target_id) / 3; // Yes, explosion can hurt mobs, too!
+ aggravate @target_id; // This aggravates them!
+ end;
+
+// Event thrown when quest mobs die.
+OnMobKill:
+ if ($TREASURE_DEBUG) debugmes "TreasureDigAux: mob killed, @mobID=" + @mobID;
+ end;
+
+OnPirateKill:
+ if ($TREASURE_DEBUG) debugmes "TreasureDigAux: pirate killed, @mobID=" + @mobID;
+ end;
+
+// Event invoked by team estimation function.
+OnPlayerEstimate:
+ if (get(Hp, @target_id) > 0) set @treasure_estimate_team, @treasure_estimate_team + (get(BaseLevel, @target_id) / 10);
+ if ($TREASURE_DEBUG) debugmes "TreasureDigAux: player_estimate: @treasure_estimate_team=" + @treasure_estimate_team;
+ end;
+
+// Emit few collateral items spawner
+OnCollateral1:
+ if ($TREASURE_DEBUG) debugmes "OnCollateral1";
+ setarray .@items1[0], SulphurPowder, IronPowder, BlackScorpionStinger, TreasureKey, Bone, Skull;
+ set .@itemID, .@items1[rand(getarraysize(.@items1))]; // random collateral
+ if ($TREASURE_DEBUG) debugmes "OnCollateral1 .@itemID=" + .@itemID;
+ makeitem .@itemID, 1, getmap(), rand(POS_X-2,POS_X+2), rand(POS_Y-2,POS_Y+2);
+ end;
+
+// Emit plenty of collateral items spawner (treasure reward mode)
+OnCollateral10:
+ if ($TREASURE_DEBUG) debugmes "OnCollateral10";
+ setarray .@items10[0], Pearl, Sapphire, Amethyst, GoldenTooth, GoldOre, CoinBag;
+ set .@count, 0;
+ goto L_RandomItems;
+
+L_RandomItems:
+ set .@itemID, .@items10[rand(getarraysize(.@items10))]; // random collateral
+ makeitem .@itemID, 4+rand(16), getmap(), rand(POS_X-3,POS_X+3), rand(POS_Y-3,POS_Y+3);
+ set .@count, .@count + 1;
+ if (.@count < 25) goto L_RandomItems;
+ end;
+
+// Hand over rewards + extra "collateral"
+// This handler invoked on digger who initiated digging session and won.
+OnMainBooty:
+ addtimer 0, "TreasureDigAux::OnCollateral10";
+ gmlog strcharinfo(0) + " found treasure!";
+ wgm strcharinfo(0) + " found treasure!";
+ getitem $TREASURE_REWARD, 1;
+ message strcharinfo(0), "Treasure Hunt : Success! You found [" + getitemlink($TREASURE_REWARD) + "]";
+ set $TREASURE_REWARD, 0; // Deny re-runs, treasure acquired
+ end;
+
+OnInit:
+ end;
+}