File: cave3a.lua

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-- cave3a - "First part of cave on way to Oracle's tower"

--

function autoexec()
  local x1, y1 = marker("exit")
  local x2, y2 = marker("uldoor1")
  local herox, heroy = get_ent_tile(200)
  if (herox == x1 and heroy == y1) then
    set_warp(1, 264, 57)
  elseif (herox == x2 and heroy == y2) then
    set_warp(1, 264, 60)
  end

  if (get_progress(111) > 0) then
    local a
    for a = 0, 4, 1 do
      set_ent_active(a, 0)
    end
  end

  if (get_progress(112) == 1) then
    set_progress(112, 0)
  else
    set_desc(0)
  end

  set_progress(105, 0)

  refresh()
end


function entity_handler(en)
  if (en == 0) then
    bubble(en, "You cannot stop us! Begone!")
  elseif (en == 1) then
    bubble(en, "This statue is ours! You cannot have it!")
  elseif (en == 2) then
    bubble(200, "This is the other broken half of the stolen Oracle Statue!")
  elseif (en == 3) then
    bubble(en, "We will die before we give you the statue!")
  elseif (en == 4) then
    bubble(en, "A curse be upon you... a curse upon you all!")
  end
end


function postexec()
  return
end


function refresh()
  showch("treasure1", 17)
  showch("treasure2", 18)
  showch("treasure3", 19)

  if (get_progress(39) > 0) then
    local x, y = marker("dldoor1")
    set_ftile(x, y - 1, 119) -- set_ftile(13, 49, 119)
    set_obs(x, y - 1, 0) -- set_obs(13, 49, 0)
  end

  TOC_switch_layers()
end


-- Show the status of a chest
function showch(which_marker, which_chest)
  -- Set tiles if -1 passed in as 'which_chest' or if chest already opened
  if (which_chest < 0 or get_treasure(which_chest) == 1) then
    set_mtile(which_marker, 41)
    set_zone(which_marker, 0)
  end
end


function zone_handler(zn)
  if (zn == 0) then
    combat(8)

  elseif (zn == 1) then
    change_map("main", "cave3", 0, 2)

  elseif (zn == 2) then
    warp("halldoor", 8)

  elseif (zn == 3) then
    warp("dldoor2", 8)

  elseif (zn == 4) then
    change_map("cave3b", "entrance")

  elseif (zn == 5) then
    warp("uldoor3", 8)

  elseif (zn == 6) then
    chest(18, 104, 1)
    refresh()

  elseif (zn == 7) then
    chest(17, 116, 1)
    refresh()

  elseif (zn == 8) then
    chest(19, 99, 1)
    refresh()

  elseif (zn == 9) then
    warp("uldoor2", 8)

  elseif (zn == 10) then
    if (get_progress(39) == 0) then
      msg("The door creaks open noisily.", 255, 0)
      set_progress(39, 1)
      refresh()
    else
      warp("mrdoor1", 8)
      if (get_progress(111) == 0) then
        LOC_monsters_statue()
      end
    end

  -- zn == 11 is a no-combat zone

  elseif (zn == 12) then
    warp("dldoor1", 8)

  elseif (zn == 13) then
    if (get_progress(39) < 3) then
      set_progress(111, 3)
      change_map("town4", "bad_portal")
    else
      set_progress(112, 1)
      change_map("town7", "travelpoint")
    end

  elseif (zn == 14) then
    warp("usportal1", 8)

  elseif (zn == 15) then
    change_map("cave3b", "exit")

  elseif (zn == 16) then
    warp("urstairs1", 8)

  elseif (zn == 17) then
    warp("drstairs1", 8)

  elseif (zn == 18) then
    change_map("main", "cave3", 0, -1)

  elseif (zn == 19) then
    if (get_progress(111) == 1) then
      local or1, or2
      if (get_numchrs() == 1) then
        or1 = "I"
        or2 = "I"
      else
        or1 = "We"
        or2 = "we"
      end

      bubble(200, "No, really. "..or1.." need to tell the Oracle about this before "..or2.." go through this TravelPoint!")
    end

  elseif (zn == 20) then
    local cancombat = 0

    -- 25% chance of battle by looking into the empty chests
    cancombat = pick({pr=25, value = 1}, {pr=75, value = 0}).value

    if (cancombat == 0) then
      bubble(200, "Looks like it's empty.")
    else
      msg("Something from inside grabs you!", 255, 0)
      combat(60)
    end

  elseif (zn == 21) then
    warp("dsportal1", 8)

  elseif (zn == 22) then
    bubble(200, "What a strange, glowing portal we have here...")

  elseif (zn == 23) then
    set_progress(105, 0)
    refresh()

  elseif (zn == 24) then
    set_progress(105, 1)
    refresh()

  elseif (zn == 25) then
    local x, y = marker("dsportal1")
    bubble(200, "This wall looks funny...")
    msg("You push at the wall. Something shifts.", 255, 0)
    set_zone(x + 16, y + 2, 0)
    set_zone(x + 17, y + 2, 0)
    set_obs(x + 16, y + 2, 0)
    set_obs(x + 17, y + 2, 0)

  end
end


function LOC_monsters_statue()
  local a
  set_progress(111, 1)

  set_ent_script(0, "R5K")
  set_ent_script(1, "R6K")
  set_ent_script(2, "R7K")
  set_ent_script(3, "R8K")
  set_ent_script(4, "U1R8K")

  bubble(200, "Hey, who's that?!")

  if (get_numchrs() == 1) then
    set_ent_script(200, "U2")
    wait_for_entity(200, 200)
  else
    set_ent_script(200, "U2")
    set_ent_script(201, "U1")
    wait_for_entity(200, 201)
    orient_heroes()
  end

  wait_for_entity(0, 4)
  for a = 0, 4, 1 do
    set_ent_movemode(a, 2)
  end

  if (get_progress(55) == 0) then
    bubble(200, "That looked like the missing statue Tsorin was talking about!")
    bubble(200, "And those were Malkaron's men!")
  else
    bubble(200, "That looked like Malkaron's men with the Denorian's statue!")
  end

  if (get_numchrs() == 1) then
    bubble(200, "I've got to report this to the Oracle!")
  else
    bubble(200, "We've got to report this to the Oracle!")
  end

end


function TOC_switch_layers()
  local x1, y1 = marker("monster_portal")
  local a

  if (get_progress(105) == 0) then
    set_obs(x1 - 2, y1 - 1, 4)
    set_obs(x1 + 2, y1 - 1, 4)
    set_ftile(x1 - 2, y1 - 1, 45)
    set_ftile(x1 + 2, y1 - 1, 47)
    set_mtile(x1 - 2, y1 - 1, 0)
    set_mtile(x1 + 2, y1 - 1, 0)

    for a = x1 - 1, x1 + 1, 1 do
      set_obs(a, y1 - 1, 4)
      set_ftile(a, y1 - 1, 46)
      set_mtile(a, y1 - 1, 0)
    end
  else
    set_obs(x1 - 2, y1 - 1, 1)
    set_obs(x1 + 2, y1 - 1, 1)
    set_ftile(x1 - 2, y1 - 1, 0)
    set_ftile(x1 + 2, y1 - 1, 0)
    set_mtile(x1 - 2, y1 - 1, 45)
    set_mtile(x1 + 2, y1 - 1, 47)

    for a = x1 - 1, x1 + 1, 1 do
      set_obs(a, y1 - 1, 2)
      set_ftile(a, y1 - 1, 0)
      set_mtile(a, y1 - 1, 46)
    end
  end
end