// Quest system #include "src/quests/bat_invasion_game.nvgt" #include "src/quests/enchanted_melody_game.nvgt" #include "src/quests/escape_from_hel_game.nvgt" const int QUEST_BAT_INVASION = 0; const int QUEST_ENCHANTED_MELODY = 1; const int QUEST_ESCAPE_FROM_HEL = 2; const int QUEST_TYPE_COUNT = 3; int[] quest_queue; bool quest_roll_done_today = false; string get_quest_name(int quest_type) { if (quest_type == QUEST_BAT_INVASION) return "Bat Invasion"; if (quest_type == QUEST_ENCHANTED_MELODY) return "Enchanted Melody"; if (quest_type == QUEST_ESCAPE_FROM_HEL) return "Escape from Hel"; return "Unknown Quest"; } string get_quest_description(int quest_type) { if (quest_type == QUEST_BAT_INVASION) { return "Bat Invasion. Giant killer bats are attacking. Press space to throw when the bat is centered."; } if (quest_type == QUEST_ENCHANTED_MELODY) { return "Enchanted Melody. Repeat the pattern using E R D F or U I J K. Lowest to highest pitch."; } if (quest_type == QUEST_ESCAPE_FROM_HEL) { return "Escape from Hel. Press space to jump over open graves. The pace quickens."; } return "Unknown quest."; } int get_quest_chance_from_favor() { int chance = int(favor * QUEST_CHANCE_PER_FAVOR); if (chance < QUEST_MIN_CHANCE && favor > 1.0) chance = QUEST_MIN_CHANCE; if (chance > 100) chance = 100; return chance; } void add_quest(int quest_type) { if (quest_queue.length() >= QUEST_MAX_ACTIVE) return; quest_queue.insert_last(quest_type); notify("A new quest is available: " + get_quest_name(quest_type) + "."); } void attempt_daily_quest() { if (quest_roll_done_today) return; if (favor <= 1.0) return; if (world_altars.length() == 0) return; if (quest_queue.length() >= QUEST_MAX_ACTIVE) return; quest_roll_done_today = true; int chance = get_quest_chance_from_favor(); int roll = random(1, 100); if (roll > chance) return; int quest_type = random(0, QUEST_TYPE_COUNT - 1); add_quest(quest_type); } void check_quest_menu() { if (key_pressed(KEY_Q)) { if (x > BASE_END) { speak_with_history("You are not in the base.", true); return; } if (quest_queue.length() == 0) { speak_with_history("No quests available.", true); return; } run_quest_menu(); } } void apply_quest_reward(int score) { if (score <= 0) { speak_with_history("No reward earned.", true); return; } double favor_gain = score * QUEST_FAVOR_PER_POINT; favor += favor_gain; int stones_gain = (score >= QUEST_STONE_SCORE) ? 1 : 0; int logs_gain = (score >= QUEST_LOG_SCORE) ? 1 : 0; int skins_gain = (score >= QUEST_SKIN_SCORE) ? 1 : 0; int stones_added = add_to_stack(inv_stones, stones_gain); inv_stones += stones_added; int logs_added = add_to_stack(inv_logs, logs_gain); inv_logs += logs_added; int skins_added = add_to_stack(inv_skins, skins_gain); inv_skins += skins_added; string message = "Quest reward: favor +" + format_favor(favor_gain) + "."; if (stones_gain > 0) message += " Stones +" + stones_added + "."; if (logs_gain > 0) message += " Logs +" + logs_added + "."; if (skins_gain > 0) message += " Skins +" + skins_added + "."; speak_with_history(message, true); } void run_quest(int quest_type) { speak_with_history(get_quest_description(quest_type), true); wait(800); p.pause_all(); int score = 0; if (quest_type == QUEST_BAT_INVASION) score = run_bat_invasion(); else if (quest_type == QUEST_ENCHANTED_MELODY) score = run_enchanted_melody(); else if (quest_type == QUEST_ESCAPE_FROM_HEL) score = run_escape_from_hel(); apply_quest_reward(score); p.resume_all(); } void run_quest_menu() { speak_with_history("Quest menu.", true); int selection = 0; string[] options; for (uint i = 0; i < quest_queue.length(); i++) { options.insert_last(get_quest_name(quest_queue[i])); } while(true) { wait(5); menu_background_tick(); if (key_pressed(KEY_ESCAPE)) { speak_with_history("Closed.", true); break; } if (key_pressed(KEY_DOWN)) { selection++; if (selection >= options.length()) selection = 0; speak_with_history(options[selection], true); } if (key_pressed(KEY_UP)) { selection--; if (selection < 0) selection = options.length() - 1; speak_with_history(options[selection], true); } if (key_pressed(KEY_RETURN)) { int quest_type = quest_queue[selection]; quest_queue.remove_at(selection); run_quest(quest_type); break; } } }