File: town2.lua

package info (click to toggle)
kq 0.99.cvs20070319-1.1
  • links: PTS, VCS
  • area: main
  • in suites: lenny
  • size: 8,344 kB
  • ctags: 2,870
  • sloc: ansic: 26,328; sh: 3,737; makefile: 203; perl: 100
file content (647 lines) | stat: -rw-r--r-- 19,291 bytes parent folder | download
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
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
-- town2 - "Randen"

-- /*
-- {
-- P_BLADE: Whether woman mentioned the Phoenix Blade
--   (0) You have not spoken to her
--   (1) She has now
--
-- P_FIGHTONBRIDGE:
--   (0) Have not visited the bridge, not fought
--   (1)..(3) (not used) See bridge[2].lua for more
--   (4) Defeated monster on bridge, have not slept at Inn
--   (5) Slept at inn; bridge is passable
--
-- P_FOUNDMAYOR:
--   (0) Have not found the mayor
--   (1) Found the mayor, he does not want company
--   (2) Found mayor & used WARPSTONE to return; he awaits your company
--   (3) You have spoken to the mayor
--
-- P_MAYORGUARD1:
--   (0) The first of the mayor's guards is still being held in the orc camp
--   (1) The first guard was released: gives you money
--   (2) The first guard already gave you money for releasing him
--
-- P_MAYORGUARD2:
--   (0) The second of the mayor's guards is still being held in the orc camp
--   (1) The second guard was released
--
-- P_SIDEQUEST1: Whether you finished the 1st sidequest to seal the portal in
--               the tunnel
--   (0) Still letting monsters through, Ajathar doesn't join
--   (1) The Portal is sealed shut, Ajathar joins
--
-- P_SIDEQUEST2: Whether you finished the 2nd sidequest to save the mayor
--   (0) Mayor still missing
--   (1) Mayor found, Casandra joins
--
-- P_SHOWBRIDGE:
--   (0) Bridge is incomplete
--   (1) Monsters on bridge defeated; slept at Inn: bridge is passable
--   (2) Bridge is totally complete, bridge(2).(lua|map) no longer used at all
--
-- P_TALK_AJATHAR:
--   (0) Have not spoken to Ajathar when you entered the map
--   (1) You have spoken to him at least once already
--
-- P_WARPSTONE: The teleporter from Ajantara <-> Randen
--   (0) Have not used it yet
--   (1) Stepped on the warp stone and created its counterpart in Randen
-- }
-- */


function autoexec()
  -- WARPSTONE is found late in the game, so some things are now available
  -- that were not available earlier
  if (get_progress(P_WARPSTONE) == 1) then
    -- Move the guard guarding the houses in the north-east section of town
    -- over one tile so we can get in
    place_ent(6, "guard")

    -- The bridge repairs will now be completed
    if (get_progress(P_SHOWBRIDGE) == 1) then
      set_progress(P_SHOWBRIDGE, 2)
    end

    -- If the Mayor had been found, he will now have recovered from his ordeal
    -- and will be willing to speak to you
    if (get_progress(P_FOUNDMAYOR) == 1) then
      set_progress(P_FOUNDMAYOR, 2)
    end
  end

  refresh()
end


function entity_handler(en)
  if (en == 0) then
    if (get_progress(P_WARPSTONE) == 1) then
      bubble(en, "Back again, are you?")
    else
      bubble(en, "You must be an adventurer. There has been an unusual number of you people around lately.")
    end
    if (get_progress(P_FOUNDMAYOR) > 0) then
      bubble(en, "Oh, and thank you for finding the mayor.")
    end

  elseif (en == 1) then
    if (get_progress(P_FOUNDMAYOR) == 0) then
      bubble(en, "My husband is late again.")
    elseif (get_progress(P_FOUNDMAYOR) == 1) then
      bubble(en, "I'm getting so worried...")
      bubble(en, "You don't think Malkaron has something to do with it?")
    elseif (get_progress(P_FOUNDMAYOR) == 2) then
      bubble(en, "Where is that man?")
    else
      bubble(en, "Oh... that bad man, making me worry like this, I'm gonna kill him!")
    end

  elseif (en == 2) then
    if (get_progress(P_FIGHTONBRIDGE) > 4) then
      if (get_progress(P_SHOWBRIDGE) == 2) then
        bubble(en, "Thank you so much for restoring the trade route to the citizens of Randen!")
      else
        bubble(en, "Welcome to Randen.")
      end
    else
      bubble(en, "This is the town of Randen. We're mostly a coastal trade town, but with the bridge out, trade is extremely slow.")
      bubble(en, "Do you think it has something to do with Malkaron? We've heard a lot of rumors about him as of late...")
    end

  elseif (en == 3) then
    if (get_progress(P_FOUNDMAYOR) > 1 and get_progress(P_MAYORGUARD1) > 0 and get_progress(P_MAYORGUARD2) > 0) then
      bubble(en, "My husband is so excited that everyone returned safely. He tends to get forgetful when he's like this. Sometimes he doesn't even lock up after himself on his way to work.")
      set_obs("room_5door", 0)
      set_zone ("room_5door", 0)
    elseif (get_progress(P_FIGHTONBRIDGE) > 4) then
      bubble(en, "Good day.")
    else
      if (get_progress(P_BLADE) == 0)  then
        -- PH: Just my little joke hehe
        bubble(en, "I'm just preparing some vegetables.")
        bubble(HERO1, "That's a strange knife you've got there.")
        bubble(en, "What? Oh, this. Yes, it's a Phoenix Blade.")
        bubble(en, "I found it lying about under a pile of leaves in the forest.")
        bubble(HERO1, "Isn't there supposed to be someone out looking for that?")
        bubble(en, "I heard that, too, but it's been ages and no-one has turned up.")
        bubble(en, "I would give it back, but I need it for slicing carrots!")
        bubble(HERO1, "Your secret's safe with me.")
        set_progress(P_BLADE, 1)
      else
        bubble(en, "Oh, goodness, I didn't make enough for company... sorry.")
      end
    end

  elseif (en == 4) then
    if (get_progress(P_FIGHTONBRIDGE) > 4) then
      if (get_progress(P_SHOWBRIDGE) == 2) then
        bubble(en, "Wow! Mom says you're the ones who beat up the bad guys! You're so cool!")
      else
        bubble(en, "Hi!")
      end
    else
      bubble(en, "I'm hungry, I hope mom is done making lunch soon.")
    end

  elseif (en == 5) then
    if (get_progress(P_FIGHTONBRIDGE) > 4) then
      if (get_progress(P_WARPSTONE) == 1) then
        bubble(en, "Business is good.")
      else
        bubble(en, "Now that the bridge is repaired I'm back in business!")
      end

      if (get_treasure(9) == 0) then
        bubble(en, "I hear you had something to do with speeding along the bridge's construction. I'd like you to have this.")
        chest(9, I_B_SHOCK, 1)
      end

      if (get_progress(P_SHOWBRIDGE) < 2) then
        bubble(en, "You should look around there to see if the workers left anything behind.")
      else
        if (get_treasure(8) == 0) then
          bubble(en, "I found this Olginar Seed on the bridge. You can have it.")
          chest(8, I_OSEED, 1)
        end
        if (get_treasure(90) == 0) then
          bubble(en, "Oh, and I found this curious artifact there as well...")
          chest(90, I_REGENERATOR, 1)
        end
      end
    else
      bubble(en, "If you haven't already noticed, the bridge across Brayden river is gone.")
      bubble(en, "It appears that some travelers were stopped by Malkaron's brigands on the bridge, resulting in a volley of magic that left it in cinders.")
      set_ent_script(en, "W25")
      wait_for_entity(en)
      bubble(en, "A new bridge is supposed to be built soon. This town can't survive for long without our major trade route.")
    end

  elseif (en == 6) then
    if (get_progress(P_WARPSTONE) == 1) then
      if (get_progress(P_FOUNDMAYOR) < 2) then
        bubble(en, "Our mayor is still missing. We're not sure what to do at this point.")
      elseif (get_progress(P_FOUNDMAYOR) == 2) then
        bubble(en, "$0! The mayor is back now, thank you! He wants to see you right away!")
      else
        bubble(en, "Thank you again for everything!")
      end
    else
      if (get_progress(P_FOUNDMAYOR) == 0) then
        if (get_progress(P_FIGHTONBRIDGE) > 4) then
          bubble(en, "The mayor has yet to return from Andra. A few of our men are out looking for him as we speak.")
        else
          bubble(en, "The mayor was going to Andra to talk to the Council there. I think that he should have been back by now.")
          bubble(en, "We may have to go and look for him soon. We need to make sure that he is safe.")
        end
      elseif (get_progress(P_FOUNDMAYOR) < 2) then
        bubble(en, "The mayor is back now, thanks to you. However, the mayor is not seeing any visitors for a while.")
        bubble(en, "He is still recovering from his ordeal.")
      else
        bubble(en, "I have a scripting error.")
      end
    end

  elseif (en == 7) then
    if (get_progress(P_WARPSTONE) == 1) then
      bubble(en, "Are you enjoying your stay?")
    else
      if (get_progress(P_FOUNDMAYOR) == 0) then
        bubble(en, "The mayor left for Andra with an adventurer that he had just hired and his usual contingent of guards.")
        bubble(en, "I wonder if they avoided the trouble at the bridge?")
      else
        bubble(en, "Thank you!")
      end
    end

  elseif (en == 8) then
    bubble(en, "I wonder why those adventurers were stopped at the bridge? I'm not sure I want to try crossing it just yet.")

  elseif (en == 9) then
    bubble(en, "How long does it take to build a bridge?")

  elseif (en == 10) then
    LOC_join_ajathar(en)
    refresh()

  elseif (en == 11) then
    bubble(en, "Hey, you can't be back here! What are you trying to do, steal from me?")

  elseif (en == 12) then
    if (get_progress(P_MAYORGUARD1) == 1) then
      bubble(en, "Thanks for rescuing me back there! Here, have this:")
      set_gp(get_gp() + 1000)
      msg("You acquired 1000 gold pieces!")
      set_progress(P_MAYORGUARD1, 2)
    else
      bubble(en, "Those forces of Malkaron's sure are tough!")
    end

  elseif (en == 13) then
    LOC_join_casandra(en)
    refresh()

  elseif (en == 14) then
    if (get_progress(P_FOUNDMAYOR) < 2) then
      bubble(en, "How did you get in here past my locked door?")
    elseif (get_progress(P_FOUNDMAYOR) == 2) then
      bubble(en, "Oh, $0, thank you for rescuing me!")
      set_progress(P_FOUNDMAYOR, 3)
    else
      bubble(en, "I had a spa installed in my house! What do you think?")
    end

  end
end


function postexec()
  return
end


function refresh()
  local x, y
  showch("treasure1", -1)
  showch("treasure2", -1)

  showch("treasure3", 96)
  showch("treasure4", 3)
  showch("treasure5", 4)
  showch("treasure6", 5)
  showch("treasure7", 31)
  showch("treasure8", 46)
  showch("treasure9", 97)

  x, y = marker("travelpoint")
  if (get_progress(P_WARPSTONE) == 1) then
    set_mtile(x, y, 0)
  else
    set_zone (x, y, 0)
  end

  -- This NPC will only appear if you spoke with him in the camp
  if (get_progress(P_MAYORGUARD1) == 0) then
    set_ent_active(12, 0)
  end

  -- Ditto, plus make sure you cannot speak to a "ghost" over the counter
  if (get_progress(P_MAYORGUARD2) == 0) then
    x, y = get_ent_tile(11)
    set_ent_active(11, 0)
    set_zone (x, y + 1, 0)
  end

  if (not LOC_manor_or_party(AJATHAR)) then
    -- Make the NPC look like Ajathar if he has not been recruited yet
    set_ent_id(10, AJATHAR)
  else
    -- Otherwise, remove him from screen
    set_ent_active(10, 0)
  end

  if (get_progress(P_FOUNDMAYOR) > 0 and
      not LOC_manor_or_party(CASANDRA)) then
    -- Casandra should be available to join your party
    set_ent_id(13, CASANDRA)
  else
    set_ent_active(13, 0)
  end

  if (get_progress(P_FOUNDMAYOR) > 0 and
      get_progress(P_SHOWBRIDGE) > 1) then
    set_ent_active(8, 0)
    set_ent_active(9, 0)
  end

end


-- Show the status of a treasures
function showch(which_marker, which_chest)

  -- The zones 'which_chest == -1' means that there is no "chest" where the
  -- current treasure is found, but is something like a flower patch that
  -- can't be walked upon.  If those treasures have been found, remove the
  -- obstacle at that location, as well as the triggering zone.

  if (which_chest < 0) then
    -- Evaluate the chest-less treasure at this location
    set_obs(which_marker, 0)

    -- We have already found the "treasure chest-less" secret treasure here,
    -- so get rid of the 'activating zone' for it
    set_zone(which_marker, 0)
  elseif (get_treasure(which_chest) == 1) then
    set_mtile(which_marker, 265)

    -- We have already collected this treasure,
    -- so get rid of the 'activating zone' for it
    set_zone(which_marker, 0)
  end
end


function zone_handler(zn)
  if (zn == 1) then
    change_map("cave1", "exit")

  elseif (zn == 2) then
    door_in("room_1i")

  elseif (zn == 3) then
    door_in("room_3i")

  elseif (zn == 4) then
    door_in("room_2i")

  elseif (zn == 5) then
    door_in("room_4i")

  elseif (zn == 6) then
    door_in("inn_i")

  elseif (zn == 7) then
    door_in("shop_1i")

  elseif (zn == 8) then
    door_in("shop_4i")

  elseif (zn == 9) then
    bubble(HERO1, "Locked.")

  elseif (zn == 10) then
    door_out("room_1o")

  elseif (zn == 11) then
    door_out("room_3o")

  elseif (zn == 12) then
    door_out("room_2o")

  elseif (zn == 13) then
    door_out("room_4o")

  elseif (zn == 14) then
    door_out("inn_o")

  elseif (zn == 15) then
    door_out("shop_1o")

  elseif (zn == 16) then
    door_out("shop_4o")

  elseif (zn == 17) then
    -- /* PH added code to check if you do stay over night.
    --    This is done indirectly; if your GP goes down it
    --    means you must have slept here. */
    local old_gp = get_gp()
    inn("Wayside Inn", 30, 1)
    -- This means you MUST stay at the inn before the bridge gets repaired.
    if (get_gp() < old_gp) then
      if (get_progress(P_FIGHTONBRIDGE) == 4) then
        set_progress(P_FIGHTONBRIDGE, 5)
        set_progress(P_SHOWBRIDGE, 1)
      end
    end

  elseif (zn == 18) then
    shop(4)

  elseif (zn == 19) then
    shop(5)

  elseif (zn == 20) then
    warp("hall_stairs1", 8)

  elseif (zn == 21) then
    warp("room_5i", 8)

  elseif (zn == 22) then
    warp("room_4stairs", 8)

  elseif (zn == 23) then
    warp("hall_stairs2", 8)

  elseif (zn == 24) then
    chest(3, I_KNIFE2, 1)
    refresh()

  elseif (zn == 25) then
    chest(4, 0, 250)
    refresh()

  elseif (zn == 26) then
    chest(5, I_SALVE, 1)
    refresh()

  elseif (zn == 27) then
    chest(7, I_PURITYGEM, 1)
    refresh()

  elseif (zn == 28) then
    change_map("main", "town2")

  elseif (zn == 29) then
    chest(10, I_MHERB, 1)
    refresh()

  elseif (zn == 30) then
    book_talk(party[0])

  elseif (zn == 31) then
    chest(11, I_LTONIC, 1)
    refresh()

  elseif (zn == 32) then
    book_talk(party[0])

  elseif (zn == 33) then
    bubble(HERO1, "Hmmm... books about herbs.")

  elseif (zn == 34) then
    if (get_progress(P_FOUNDMAYOR) > 1) then
      door_in("mayor_i")
    else
      bubble(HERO1, "Locked.")
    end

  elseif (zn == 35) then
    bubble(HERO1, "Inns always have boring books.")

  elseif (zn == 36) then
    change_map("town6", "travelpoint")

  elseif (zn == 37) then
    touch_fire(party[0])

  elseif (zn == 38) then
    warp("shop_4hidden", 8)

  elseif (zn == 39) then
    warp("room_5door", 8)

  elseif (zn == 40) then
    chest(31, 0, 150)
    refresh()

  elseif (zn == 41) then
    chest(46, I_STRSEED, 2)
    refresh()

  elseif (zn == 42) then
    chest(96, 0, 250)
    refresh()

  elseif (zn == 43) then
    if (get_progress(MAYORGUARD2) > 0) then
      bubble(11, "Thank you for rescuing me!")
    end

  elseif (zn == 44) then
    LOC_door("door_guard1")

  elseif (zn == 45) then
    LOC_door("door_guard2")

  elseif (zn == 46) then
    chest(97, 0, 1500)
    refresh()

  elseif (zn == 47) then
    door_in("shop_2i")

  elseif (zn == 48) then
    door_out("shop_2o")

  elseif (zn == 49) then
    door_in("shop_3i")

  elseif (zn == 50) then
    door_out("shop_3o")

  elseif (zn == 51) then
    door_out("mayor_o", 0, -1)

  end
end


function LOC_door(which_marker)
  sfx(25)

  local x, y = marker(which_marker)
  set_btile(x, y, 0)
  set_mtile(x, y + 1, 519)
  set_ftile(x, y, 518)
  set_zone(x, y, 0)
  set_obs(x, y, 0)
end


function LOC_join_ajathar(en)
  local id
  local hero = 9

  if (get_progress(P_SIDEQUEST1) == 0) then
    if (get_progress(P_TALK_AJATHAR) == 0) then
      bubble(HERO1, "Hello! You haven't ventured very far!")
      bubble(en, "I have been maintaining a constant prayer vigil at this point. It should discourage the monsters from emerging into the town.")
      bubble(HERO1, "And what if they DO come out?")
      bubble(en, "My training also included swordsmanship.")
      set_progress(P_TALK_AJATHAR, 1)
    elseif (get_progress(P_TALK_AJATHAR) == 1) then
      bubble(en, "I hope I am doing the right thing here.")
    end
    return
  end

  if (get_progress(P_TALK_AJATHAR) == 0) then
    bubble(en, "Be careful! That tunnel is infested with monsters.")
    bubble(HERO1, "Fortunately, I have been successful in closing the Portal. No more monsters will trouble us now.")
    set_progress(P_TALK_AJATHAR, 1)
  else
    bubble(HERO1, "You can rest easy now. I have closed the Portal that let the monsters through.")
  end
  bubble(en, "Great! Can I offer my services?")

  -- Give Ajathar his default equipment
  set_all_equip(AJATHAR, I_MACE2, I_SHIELD1, I_HELM1, I_ROBE2, I_BAND1, 0)
  id = select_team{AJATHAR}
  -- Add the characters that were not selected to the manor
  add_to_manor(id)

  if (id[1]) then
    local script = "L1U2L2U1K"
    set_ent_id(en, id[1])
    set_ent_script(en, "L1U1"..script)

    if (id[2]) then
      -- Two heroes were de-selected
      set_ent_id(hero, id[2])
      set_ent_active(hero, 1)

      local x, y = get_ent_tile(en)
      place_ent(hero, x, y + 1)
      bubble(en, "If you need us, we'll be back at the manor.")
      set_ent_speed(hero, 4)
      set_ent_speed(en, 4)
      set_ent_script(hero,  "L1U2"..script)
      wait_for_entity(hero, en)
    else
      -- One hero was de-selected
      bubble(en, "If you need me, I'll be back at the manor.")
      wait_for_entity(en, en)
    end
  end
  set_ent_active(hero, 0)
  set_ent_active(en, 0)
  set_progress(P_PLAYERS, get_progress(P_PLAYERS) + 1)
end


function LOC_join_casandra(en)
  local id
  local hero = 8

  bubble(en, "$0, thank you for helping us escape from the orc's camp!")
  bubble(HERO1, "Don't mention it. How did you get caught up in that mess anyway?")
  bubble(en, "Well, like I mentioned earlier, the mayor needed a bodyguard while he delivered an urgent message to some guy named Tsorin in Andra.")
  bubble(en, "That's when we were caught by the orcs. They Mayor ate the note when we were under attack. I have no idea what it was about.")
  bubble(HERO1, "Hmm, still sounds a bit fishy.")
  bubble(en, "I'd gladly join you to find out what this is all about!")

  -- Give Casandra her default equipment
  set_all_equip(CASANDRA, I_MACE2, I_SHIELD1, I_HELM1, I_ROBE2, I_BAND1, 0)
  id = select_team{CASANDRA}
  -- Add the characters that were not selected to the manor
  add_to_manor(id)

  if (id[1]) then
    set_ent_id(en, id[1])
    set_ent_script(en, "U8K")

    if (id[2]) then
      -- Two heroes were de-selected
      set_ent_id(hero, id[2])
      set_ent_active(hero, 1)

      local x, y = get_ent_tile(en)
      place_ent(hero, x, y - 1)
      bubble(en, "If you need us, we'll be back at the manor.")
      set_ent_speed(hero, 4)
      set_ent_speed(en, 4)
      set_ent_script(hero,  "U9K")
      wait_for_entity(hero, en)
    else
      -- One hero was de-selected
      bubble(en, "If you need me, I'll be back at the manor.")
      wait_for_entity(en, en)
    end
  end
  set_ent_active(hero, 0)
  set_ent_active(en, 0)
  set_progress(P_PLAYERS, get_progress(P_PLAYERS) + 1)
end