summaryrefslogtreecommitdiff
path: root/world/map/npc/033-1/kimarr.txt
blob: 0e4b77afda51a5c2f30823a44c5c453882ecf372 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
// Fluffy hunting quest
// initially by Jenalya
// more by alastrim
// broken by o11c, then fixed

// Variables:
// global $@Fluffy_Hunting - state of the quest
//      0: nobody is hunting
//      1: somebody is hunting. The script checks every second if there is food on the ground.
//      2: not used anymore, was: food dropped but no spawn yet
//      3: not used anymore, was: monsters have been spawned
// global $@Fluffy_Time - the number of seconds since you entered the area
// global $@Fluffy_Spawn - how many fluffies have been spawned
// global $@Fluffy_Kills - how many fluffies you have killed so far
// global $@Fluffy_Min - how many fluffies you have to kill to get a reward
// global $@Fluffy_Alive - how many fluffies are currently alive
// global $@Fluffy_PC_Deaths - used to keep track of whether the fluffies kill you
// global $@Fluffy_Fighter$ - name of the person hunting fluffies (only used for ornamentation)
// global $@Fluffy_FighterID - ID of the person hunting fluffies
// nibble 0 of QUEST_Barbarians - state for this and adjacent NPCs
//      0: haven't talked about it
//      1: heard about it
//      2: finished quest
//      3: got reward

// Note: if you're going to reenable the "drop multiple times" feature
// 1: please do it every second, not just once you've killed everything - Done
// 2: you should change $@Fluffy_Spawn to $@Fluffy_Alive and decrement it on kills
//  Kept $@Fluffy_Spawn and added $@Fluffy_Alive. The script spawns the amount related to what you drop at each specific time.
// 3: add a variable to spawn more fluffies if you drop more than 100 apples, as you kill them

// Also, the $@Fluffy_Extra behaviour should be reconsidered (hardly anything spawns ...)
// that's the only reason I didn't make that one a local variable like it really is


033-1.gat,74,32,0|script|Kimarr|218,{
    if ($@Fluffy_FighterID == getcharid(3))
        goto L_Attention;

    set @Q_Barbarians_MASK, NIBBLE_0_MASK;
    set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT;

    set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT);

    if (@state >= 3) goto L_Again;
    if (@state == 2) goto L_Reward;
    if (@state == 1) goto L_Ask;

    mes "[Barbarian]";
    mes "\"Greetings, little person.\"";
    next;
    mes "\"I am Kimarr, hunter and warrior of the Mangarr.\"";
    next;
    mes "\"You are very small, better be careful in this snowy mountains. It is cold and dangerous monsters are here.\"";
    menu
        "Hello, my name is " + strcharinfo(0) + " and I'm not small. I'm a great warrior!",-,
        "I'm " + strcharinfo(0) + ", don't underestimate me. I'm an experienced adventurer!" ,-,
        "I'm the legendary " + strcharinfo(0) + ", I've fought countless battles.",-;

    mes "Kimarr seems to be amused.";
    mes "[Kimarr]";
    mes "\"Really? Do you want to prove it?\"";
    menu
        "Sure! What shall I do?", -,
        "No, I don't need to prove anything.", L_Close;

L_Explain:
    mes "[Kimarr]";
    mes "\"Every young member of our tribe proves his or her worth by hunting monsters.\"";
    next;
    mes "\"The first monsters to hunt are fluffies. Fluffies give a good meal for a young person and the fur can be used to make clothes and blankets.\"";
    next;
    set @state, 1;
    callsub S_Update_Mask;

L_Explain_Game:
    mes "[Kimarr]";
    mes "\"In that cave there are living fluffies. They like to eat apples.\"";
    next;
    mes "\"I also saw one of them getting excited about one of that sweet things you call 'cake'.\"";
    next;
    mes "\"You should be careful, other monsters living here might like the food as well\"";
    next;
    mes "\"Go to the cave entrance and throw food on the floor to make them come out.\"";
    next;
    mes "\"Then hunt as many fluffies as you can until I tell you to stop.\"";
    next;
    mes "\"Drop more food when no fluffies are left.\"";
    next;

// dialog starts here if you've asked about it but not done it (@state == 1)
L_Ask:
    mes "[Kimarr]";
    mes "\"So, are you going to try?\"";
    menu
        "Yeah, let's start!", L_Game,
        "Could you explain again?", L_Explain_Game,
        "Maybe later.", -;
    goto L_Close;

L_AlreadyGotReward:
    callsub S_Clean;
    mes "Once again you prove you are worth as a hunter, " + strcharinfo(0);
    goto L_Close;

L_Reward1:
    if (@state >= 2)
        goto L_AlreadyGotReward;

    set @state, 2;
    callsub S_Update_Mask;
    callsub S_Clean;

    // as far as I can tell, this fails because it won't resume from the "next"
    // when the script is executed via the "OnFluffyDeath" callback
    // (I haven't tried via the 301st call of OnTimer1000)
    message strcharinfo(0), "Kimarr: talk to me for your reward";
    goto L_Close;

// this label is reached on completion of the quest, or, if you inventory was
// full at the time, when you next initiate dialog (with @state == 2)
L_Reward:
    mes "[Kimarr]";
    mes "\"That was very impressive - now you can call yourself a hunter, " + strcharinfo(0) + ".\"";
    next;

    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_Full_Inv;
    set @inventorylist_count, 0;
    mes "[Kimarr]";
    mes "\"Take this as a symbol of your strength. You're a member of our tribe now.\"";
    getitem "YetiSkinShirt", 1;
    set @state, 3;
    callsub S_Update_Mask;

    goto L_Close;

L_Full_Inv:
    mes "[Kimarr]";
    mes "\"You can't carry the reward I want to give you.\"";
    goto L_Close;

// dialog starts here after you've completed this quest
L_Again:
    mes "[Kimarr]";
    mes "\"Does the hunter " + strcharinfo(0) + " want to hunt some fluffies again?\"";
    menu
        "Yeah!", L_Game,
        "Can you tell me who were the most successful fluffy hunters?", L_ShowRecord,
        "Not now.", L_Close;

L_Game:
    if ($@Fluffy_Hunting)
        goto L_Someone_Else;
    set $@Fluffy_Hunting, 1;
    set $@Fluffy_Kills, 0;
    set $@Fluffy_PC_Deaths, PC_DIE_COUNTER;
    set $@Fluffy_Fighter$, strcharinfo(0);
    set $@Fluffy_FighterID, getcharid(3);
    set $@Fluffy_Time, 0;

//TODO: set minimum number of killed fluffies (maybe based on level?)
    set $@Fluffy_Min, 2;
    warp "033-1.gat", 79, 34;
    initnpctimer;
    goto L_Close;

L_Someone_Else:
    mes "[Kimarr]";
    mes "\"At the moment someone else is hunting. Let's wait until that hunting has ended.\"";
    goto L_Close;

L_Attention:
    message strcharinfo(0), "Kimarr: You should be focused on hunting fluffies, not talking.";
    end;

OnTimer1000:
// Checking if player is logged
    if (isloggedin($@Fluffy_FighterID) == 0)
        goto L_GotOut;
    attachrid($@Fluffy_FighterID);
// Checking if player is still in the map or used a towell or spell to get out
    if (getareausers("033-1.gat", 79, 28, 88, 42) == 0)
        goto L_GotOut;
    if (PC_DIE_COUNTER > $@Fluffy_PC_Deaths)
        goto L_Died;

    set $@Fluffy_Time, $@Fluffy_Time + 1;
    if ($@Fluffy_Time > 180)
        goto L_TimeOver;
        goto L_CheckDrops;

L_ContinueTimer:
    setnpctimer 0;
    end;

L_GotOut:
    // TODO: this is the only use of $@Fluffy_Fighter$, can we remove it?
    npctalk "What a strange thing... " + $@Fluffy_Fighter$ + " just disappeared!";
    callsub S_Clean;
    end;

L_Died:
    warp "033-1.gat", 77, 34;
    message strcharinfo(0), "You are dead.";
    callsub S_Clean;
    end;

L_TimeOver:
    message strcharinfo(0), "Your time is over.";
    goto L_MaybeRecordScore;

L_CheckDrops:
    if ($@Fluffy_Alive >= 100)
        goto L_TooManyFluffies;
    set @Fluffy_Toomany, 0;
    set @Fluffy_RedApple,      getareadropitem("033-1.gat", 79, 29, 88, 42, "RedApple", 1);
    set @Fluffy_XmasCake,      getareadropitem("033-1.gat", 79, 29, 88, 42, "XmasCake", 1);
    set @Fluffy_Cake,          getareadropitem("033-1.gat", 79, 29, 88, 42, "Cake", 1);
    set @Fluffy_GreenApple,    getareadropitem("033-1.gat", 79, 29, 88, 42, "GreenApple", 1);
    if (@Fluffy_RedApple || @Fluffy_XmasCake || @Fluffy_Cake || @Fluffy_GreenApple)
        goto L_BeginHunting;
    goto L_ContinueTimer;

L_TooManyFluffies:
    if (@Fluffy_Toomany)
        goto L_ContinueTimer;
    message strcharinfo(0), "Wow, calm down, there are already too many fluffies around here.";
    set @Fluffy_Toomany, 1;
    goto L_ContinueTimer;

L_BeginHunting:
    set $@Fluffy_Spawn, @Fluffy_RedApple + 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + @Fluffy_GreenApple;
    // limit the number of monsters that can be spawned, to prevent people creating lag with massive amount of monsters
    if ($@Fluffy_Spawn > 100)
        set $@Fluffy_Spawn, 100;

    areamonster "033-1.gat", 79, 29, 88, 42, "", 1020, $@Fluffy_Spawn, "Kimarr::OnFluffyDeath";

    // other monsters don't generate a real event
    set $@Fluffy_Extra, 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + 10 * BaseLevel;
    if ((BaseLevel > 40) && (rand($@Fluffy_Extra) > 500)) // Ice Goblin
        areamonster "033-1.gat", 79, 29, 88, 42, "", 1058, 1, "Kimarr::OnOtherDeath";
    if ((BaseLevel > 60) && (rand($@Fluffy_Extra) > 550)) // Santa Slime
        areamonster "033-1.gat", 79, 29, 88, 42, "", 1015, 1, "Kimarr::OnOtherDeath";
    // TODO: add the wolvern as well when it has been added
    if ((BaseLevel > 70) && (rand($@Fluffy_Extra) > 600)) // Yeti
        areamonster "033-1.gat", 79, 29, 88, 42, "", 1072, 1, "Kimarr::OnOtherDeath";

    set $@Fluffy_Extra, 0;
    set @Fluffy_RedApple, 0;
    set @Fluffy_XmasCake, 0;
    set @Fluffy_Cake, 0;
    set @Fluffy_GreenApple, 0;
    set $@Fluffy_Alive, $@Fluffy_Alive + $@Fluffy_Spawn;
    goto L_ContinueTimer;

OnOtherDeath:
    // nothing happens
    end;

OnFluffyDeath:
    if ($@Fluffy_Hunting == 0)
        end;
    set $@Fluffy_Kills, $@Fluffy_Kills + 1;
    set $@Fluffy_Alive, $@Fluffy_Alive - 1;
    //TODO: remove announce after debugging
//  message strcharinfo(0), "Fluffies alive: " + $@Fluffy_Alive;
//  message strcharinfo(0), "Fluffies killed: " + $@Fluffy_Kills;
    if ($@Fluffy_Alive != 0)
        end;
    if (attachrid($@Fluffy_FighterID))
        goto L_Killedall;
    goto L_GotOut;
    end;

L_Killedall:
    message strcharinfo(0), "Good job, but you still have time to throw more food on the ground.";
    end;

S_Clean:
    stopnpctimer;
    set $@Fluffy_Hunting, 0;
    set $@Fluffy_Time, 0;
    set $@Fluffy_PC_Deaths, 0;
    set $@Fluffy_Fighter$, "";
    set $@Fluffy_FighterID, 0;
    set $@Fluffy_Kills, 0;
    set $@Fluffy_Spawn, 0;
    set $@Fluffy_Alive, 0;
    killmonster "033-1.gat", "Kimarr::OnOtherDeath";
    killmonster "033-1.gat", "Kimarr::OnFluffyDeath";
    return;

L_MaybeRecordScore:
    warp "033-1.gat", 77, 34;
    if ($@Fluffy_Kills < $@Fluffy_Min)
        goto L_NotGoodEnough;
    set @rank, 0;
L_MaybeInsertNext:
    if ($@Fluffy_Kills > $Record_Fluffy_Kills[@rank])
        goto L_InsertScore;
    // you already had a better score
    if (strcharinfo(0) == $Record_Fluffy_Name$[@rank])
        goto L_Reward1;
    set @rank, @rank + 1;
    if (@rank == MAX_HIGH_SCORES)
        goto L_Reward1;
    goto L_MaybeInsertNext;

L_InsertScore:
    set @loop, @rank;
L_FindLastScore:
    // comment this out to allow the player to be in the list more than once
    // though actually, it might be better just to assume the list is full
    if (strcharinfo(0) == $Record_Fluffy_Name$[@loop])
        goto L_MoveStuff;

    set @loop, @loop + 1;
    if (@loop == MAX_HIGH_SCORES)
        goto L_MoveStuff;
    goto L_FindLastScore;

L_MoveStuff:
    if (@loop == @rank)
        goto L_FinallyInsertMe;
    set $Record_Fluffy_Kills[@loop], $Record_Fluffy_Kills[@loop - 1];
    set $Record_Fluffy_Name$[@loop], $Record_Fluffy_Name$[@loop - 1];
    set $Record_Fluffy_Date$[@loop], $Record_Fluffy_Date$[@loop - 1];
    set @loop, @loop - 1;
    goto L_MoveStuff;

L_FinallyInsertMe:
    set $Record_Fluffy_Kills[@rank], $@Fluffy_Kills;
    set $Record_Fluffy_Name$[@rank], strcharinfo(0);
    callfunc "time_stamp";
    set $Record_Fluffy_Date$[@rank], @ts_date$ + " " + @ts_time$;
    set @ts_date$, "";
    set @ts_time$, "";
    goto L_Reward1;

L_NotGoodEnough:
    callsub S_Clean;

L_ShowRecord:
    set @rank, 0;
    set @loop, 0;
L_ShowNextRecord:
    if ($Record_Fluffy_Kills[@loop] == 0)
        goto L_Close;
    mes (@loop + 1) + " - " + $Record_Fluffy_Name$[@loop] + " - " + $Record_Fluffy_Kills[@loop] + " fluffies killed at " + $Record_Fluffy_Date$[@loop];
    set @loop, @loop + 1;
    goto L_ShowNextRecord;

L_Close:
    // clear all temporary player variables that are not otherwise cleared

    // it is not feasible to otherwise clear @loop
    // but, not all jumpers to L_Close have necessarily used it ...
    // still, I think it's a good precent to ALWAYS exit via L_Close
    set @loop, 0;

    // if you unset @state, @Q_Barbarians_MASK or @Q_Barbarians_SHIFT, it might break the script
    // If only we had the concept of "local constants" ...

    close;

S_Update_Mask:
    set QUEST_Barbarians,
        (QUEST_Barbarians & ~(@Q_Barbarians_MASK))
            | (@state << @Q_Barbarians_SHIFT);
    return;
}