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// author: Jenalya
// state0: Cindy is totally scared and does nothing helpful
// state1: you are able to open the cage
// state2: Cindy is saved, she gives you a reward (wizard hat or wooden staff)
// state3: and greater: Cindy is saved, she asks you to visit them

031-4.gat,42,42,0|script|Cindy|198
{
    if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti;

    set @KEYS_AMOUNT, 10;
    set @minlevel, 70;

    set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
    set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;

    set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);

    if (Sex == 0) set @title$, "Misses";
    if (Sex == 1) set @title$, "Mister";

    if (@rescue_Cindy >= 3) goto L_Please_Visit;
    if (@rescue_Cindy == 2) goto L_Reward;
    if (@rescue_Cindy == 1) goto L_Please_Help;

    mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
    next;
    mes "You don't know what to do.";
    goto L_Close;

L_Please_Help:
    mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage.";
    next;
    menu
        "Hello Cindy, I'm here to save you.", L_Next;

L_Next:
    mes "Cindy doesn't look so scared anymore.";
    next;
    mes "[Cindy]";
    mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\"";
    next;
    mes "\"It's so cold in here! Can you please open the cage?\"";
    next;
    mes "\"But be careful. If the Yetis hear you, they will come!\"";
    menu
        "Try to open the cage", L_Try_Cage,
        "Leave", L_Close;

L_Try_Cage:
    if (BaseLevel < @minlevel)
        goto L_To_Weak;
    if (countitem("TreasureKey") < @KEYS_AMOUNT)
        goto L_Not_Enough_Keys;
    delitem "TreasureKey", @KEYS_AMOUNT;
    mes "As you try to open the door of the cage, there is a loud squeaking noise.";
    next;
    mes "You get an uncomfortable feeling and Cindy starts to shiver.";
    if ($@FIGHT_YETI_STATUS != 0)
        goto L_Yeti;
    npctalk "Oh no, the Yetis...";

    // initialize fight
    set $@FIGHT_YETI_STATUS, 1;
    set $@FIGHT_YETI_WAVE, 0;
    set $@YETI_COUNT, 1;
    set $@FIGHT_YETI_PLAYER_COUNT, getmapusers("031-4.gat");
    areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, 1, "Cindy::OnPetDeath";

    initnpctimer;
    goto L_Close;

L_Yeti:
    mes "[Cindy]";
    mes "\"Watch out, the Yetis!\"";
    goto L_Close;

L_Reward:
    mes "[Cindy]";
    mes "\"You are a hero! All these strong monsters!\"";
    next;
    mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\"";
    next;
    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_Full_Inv;

    set @reward, rand(15);
    if (@reward < 10)
        goto L_Wizard_Hat;
    getitem "WoodenStaff", 1;
    set @rescue_Cindy, 3;
    callsub S_Update_Mask;
    goto L_Visit;

L_Wizard_Hat:
    // get a wizard hat in one of the ten colors - no white
    setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209;
    getitem @wizardhats[@reward], 1;
    set @rescue_Cindy, 3;
    callsub S_Update_Mask;
    goto L_Visit;

L_Visit:
    mes "\"Thank you so much; please come to my home. It's the house at the beach.\"";
    next;
    mes "\"I'm sure my mother wants to thank you as well.\"";
    goto L_Close;

L_Please_Visit:
    mes "[Cindy]";
    mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\"";
    goto L_Close;

L_To_Weak:
    mes "You try to open the cage, but it's stuck. It seems you're too weak!";
    goto L_Close;

L_Not_Enough_Keys:
    mes "You don't have enough keys to open the cage.";
    goto L_Close;

L_Full_Inv:
    mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\"";
    goto L_Close;

L_Close:
    set @KEYS_AMOUNT, 0;
    set @Q_Nivalis_state_MASK, 0;
    set @Q_Nivalis_state_SHIFT, 0;
    set @rescue_Cindy, 0;
    set @title$, "";
    set @minlevel, 0;
    set @inventorylist_count, 0;
    cleararray @wizardhats, 0, 10;
    set @reward, 0;
    close;

// Fight logic attached to npc
OnTimer5000:
    setnpctimer 0;
    if ($@FIGHT_YETI_STATUS != 0)
        goto L_CaveLogic;
    goto L_Return_1;

L_Return_1:
    set $@FIGHT_YETI_PLAYER_COUNT, 0;
    areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::OnTick";
    end;

L_CaveLogic:
    set $@FIGHT_YETI_ROUND_PEN, $@FIGHT_YETI_PLAYER_COUNT;
    if ($@FIGHT_YETI_ROUND_PEN > 60)
        set $@FIGHT_YETI_ROUND_PEN, 60;
    if ($@FIGHT_YETI_PLAYER_COUNT <= 0)
        goto L_CleanUp;
    set $@FIGHT_YETI_ROUND_TIMER, $@FIGHT_YETI_ROUND_TIMER + 5; // Advance 5 seconds
    if (mobcount("031-4.gat", "Cindy::OnPetDeath") < 0)
        goto L_NextWave;
    if ($@FIGHT_YETI_ROUND_TIMER + $@FIGHT_YETI_ROUND_PEN >= 120)
        goto L_NextWave;
    goto L_Return_1;

L_NextWave:
    set $@FIGHT_YETI_ROUND_TIMER, 0;
    set $@FIGHT_YETI_WAVE, $@FIGHT_YETI_WAVE + 1;
    if ($@FIGHT_YETI_WAVE > 10
        && $@YETI_COUNT == 0)
            goto L_CleanUp;
    if ($@FIGHT_YETI_WAVE > 10
        && $@FIGHT_YETI_WAVE < 22)
            goto L_Return_1;
    if ($@FIGHT_YETI_WAVE > 22)
        areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*-5 "Cindy::OnPetDeath";
    if ($@FIGHT_YETI_WAVE > 22)
        set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5;
    set $@FIGHT_YETI_NUMBER, (5 + (1 * $@FIGHT_YETI_WAVE) + (2 * $@FIGHT_YETI_PLAYER_COUNT))/4;
    set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_NUMBER;

    areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_NUMBER, "Cindy::OnPetDeath";

    set $@msg$, $@FIGHT_YETI_MESSAGES$[$@FIGHT_YETI_WAVE];
    if ($@msg$ == "")
        goto L_Return_1;
    mapannounce "031-4.gat", $@msg$, 0;
    mapannounce "031-3.gat", $@msg$, 0;
    set $@msg$, "";
    goto L_Return_1;

// Called on each player once every 5 seconds
OnTick:
    if (isdead()) end;
    set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1;
    end;

OnPetDeath:
    set $@YETI_COUNT, $@YETI_COUNT - 1;
    end;

L_CleanUp:
    areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::OnReward";
    set $@FIGHT_YETI_STATUS, 0;
    set $@FIGHT_YETI_PLAYER_COUNT, 0;
    set $@FIGHT_YETI_WAVE, 0;
    set $@FIGHT_YETI_ROUND_TIMER, 0;
    set $@YETI_COUNT, 0;
    set $@FIGHT_YETI_ROUND_PEN, 0;
    set $@FIGHT_YETI_NUMBER, 0;
    killmonster "031-4.gat", "Cindy::OnPetDeath";
    stopnpctimer;
    setnpctimer 0;
    end;

OnReward:
    if (isdead()) end;
    set @bonus, (BaseLevel/2);
    set DailyQuestBonus, DailyQuestBonus + @bonus;
    message strcharinfo(0), "You feel a temporary rush of power and zest for action. " + @bonus + " daily bonus gained." ;
    set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
    set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
    set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
    if (@rescue_Cindy != 1 )
        goto L_End;
    set @rescue_Cindy, 2;
    callsub S_Update_Mask;
    message strcharinfo(0), "Cindy looks relieved and as if she wants to talk with you.";
    set BOSS_POINTS, BOSS_POINTS + 70;
    message strcharinfo(0), "You gain 70 Boss Points giving you a total of " + BOSS_POINTS + ".";
    goto L_End;

L_End:
    set @bonus, 0;
    set @Q_Nivalis_state_MASK, 0;
    set @Q_Nivalis_state_SHIFT, 0;
    set @rescue_Cindy, 0;
    end;

OnInit:
    setarray $@FIGHT_YETI_MESSAGES$,
        "", // unused
        // ":* " is magic so that it says "global announcement from"
        "Cindy:* Yetis!",
        "Cindy:* Watch out!",
        "Cindy:* More of them are coming!",
        "Cindy:* Be careful! More of them!",
        "Cindy:* Attention! There is another bunch of them!",
        "Cindy:* Hang on! More of them!",
        "Cindy:* More Yetis! Will this never end?",
        "Cindy:* There are coming more and more!",
        "Cindy:* Watch your back! There are so many of them!",
        "Cindy:* This seems to be their final attack! I believe in you!";
    end;

/////////
S_Update_Mask:
    set QUEST_Nivalis_state,
        (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
            | (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
    return;
}