Minicraft3DS/source/Quests.c
Andre Schweiger 3699414dcd Started work on new update
Added some small new map generation features
Added "NPCs" and "Quests" (atleast a first experiment for them)
Added magic compass to make search for stairs leass annoying
Added mostly visual season and weather effects
2017-01-07 21:54:28 +01:00

417 lines
16 KiB
C

#include "Quests.h"
u8 currentNPC;
int currentNPCMenu;
int currentNPCVal;
int currentTalkSel;
bool currentTalkDone;
int currentTalkOptions;
char * currentTalkOption0;
char * currentTalkOption1;
char * currentTalkOption2;
char * currentTalk0;
char * currentTalk1;
char * currentTalk2;
char * currentTalk3;
char * currentTalk4;
char * currentTalk5;
void initQuests() {
questManager.size = 2;
questManager.questlines = (Questline*)malloc(sizeof(Questline) * (questManager.size));
priestTrades.size = 5;
priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
priestTrades.recipes[1] = defineRecipe(ITEM_WIZARD_SUMMON,1,4,ITEM_CLOUD,100,ITEM_IRONINGOT,10,ITEM_BONE,10,ITEM_LEATHER,10);
priestTrades.recipes[2] = defineRecipe(TOOL_MAGIC_COMPASS,1,2,ITEM_IRONINGOT,10,ITEM_GLASS,5);
priestTrades.recipes[3] = defineRecipe(ITEM_COIN,1,1,ITEM_SLIME,5);
priestTrades.recipes[4] = defineRecipe(ITEM_COIN,1,1,ITEM_FLESH,5);
farmerTrades.size = 7;
farmerTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (farmerTrades.size));
farmerTrades.recipes[0] = defineRecipe(ITEM_WHEAT,5,1,ITEM_COIN,3);
farmerTrades.recipes[1] = defineRecipe(ITEM_BREAD,1,1,ITEM_COIN,3);
farmerTrades.recipes[2] = defineRecipe(ITEM_APPLE,2,1,ITEM_COIN,4);
farmerTrades.recipes[3] = defineRecipe(ITEM_ACORN,3,1,ITEM_COIN,1);
farmerTrades.recipes[4] = defineRecipe(ITEM_SEEDS,4,1,ITEM_COIN,2);
farmerTrades.recipes[5] = defineRecipe(ITEM_COIN,2,1,ITEM_SEEDS,5);
farmerTrades.recipes[6] = defineRecipe(ITEM_COIN,1,1,ITEM_ACORN,5);
dwarfTrades.size = 2;
dwarfTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (dwarfTrades.size));
dwarfTrades.recipes[0] = defineRecipe(ITEM_IRONINGOT,4,1,ITEM_GOLDINGOT,1);
dwarfTrades.recipes[1] = defineRecipe(ITEM_GOLDINGOT,2,1,ITEM_GEM,1);
//TODO: Trade Dragon Scales for something really nice
}
void resetQuests() {
int i;
for(i=0; i<questManager.size; ++i) {
questManager.questlines[i].currentQuest = 0;
questManager.questlines[i].currentQuestDone = false;
}
}
void freeQuests() {
free(questManager.questlines);
free(priestTrades.recipes);
free(farmerTrades.recipes);
free(dwarfTrades.recipes);
}
void openNPCMenu(int npc) {
currentNPC = npc;
currentNPCVal = 0;
currentMenu = MENU_NPC;
currentNPCMenu = NPC_MENU_TALK;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "Bye";
currentTalkOption1 = "";
currentTalkOption2 = "";
currentTalk0 = "";
currentTalk1 = "";
currentTalk2 = "";
currentTalk3 = "";
currentTalk4 = "";
currentTalk5 = "";
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(currentNPC) {
case NPC_GIRL:
break;
case NPC_PRIEST:
currentTalkOptions = 3;
currentTalkOption1 = "Trade";
currentTalkOption2 = "Why are you so few?";
currentTalk0 = "Welcome to our small village";
currentTalk1 = "I am the leader of our group.";
currentTalk2 = "If you have anything usefull";
currentTalk3 = "for us I might be able to";
currentTalk4 = "provide something nice in";
currentTalk5 = "exchange.";
break;
case NPC_FARMER:
currentTalkOptions = 2;
currentTalkOption0 = "Maybe some other time";
currentTalkOption1 = "Trade";
currentTalk0 = "Hello friend!";
currentTalk1 = "Nice seeing somebody else";
currentTalk2 = "visit my little farm.";
currentTalk3 = "Interested in buying some";
currentTalk4 = "fresh farm goods?";
currentTalk5 = "";
break;
case NPC_LIBRARIAN:
currentTalkOptions = 2;
currentTalkOption0 = "Nothing";
currentTalkOption1 = "What are you doing here?";
if(questManager.questlines[1].currentQuest==1) {
currentTalkOptions = 3;
currentTalkOption2 = "Dwarvish language";
}
currentTalk0 = "Oh hello?";
currentTalk1 = "You must be quite brave";
currentTalk2 = "or stupid to be walking";
currentTalk3 = "around in this dungeon.";
currentTalk4 = "";
currentTalk5 = "Who can I help you?";
break;
case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) {
questManager.questlines[1].currentQuest = 1;
currentTalkOptions = 1;
currentTalkOption0 = "?";
currentTalk0 = "Dwo neal bet reck da lo";
currentTalk1 = "dhum don lir lugn at el";
currentTalk2 = "nur tor erno ur yo trad";
currentTalk3 = "thra so tir kho ukk tin";
currentTalk4 = "hel dro ic";
currentTalk5 = "";
//TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once)
} else if(questManager.questlines[1].currentQuest==2) {
currentTalkOptions = 2;
currentTalkOption0 = "Not really";
currentTalkOption1 = "Trade";
currentTalk0 = "How are ya?";
currentTalk1 = "Pretty unusal meeting a";
currentTalk2 = "human down here.";
currentTalk3 = "";
currentTalk4 = "have something valuable";
currentTalk5 = "to trade?";
}
break;
}
}
void tickTalkMenu() {
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE;
if (k_up.clicked){ ++currentTalkSel; if(currentTalkSel >= currentTalkOptions) currentTalkSel=0;}
if (k_down.clicked){ --currentTalkSel; if(currentTalkSel < 0) currentTalkSel=currentTalkOptions-1;}
if(k_accept.clicked){
currentTalkDone = true;
}
}
void tickNPCMenu() {
//TODO: Handle upon currentNPC as well as the fitting quest progress
if(currentNPCMenu==NPC_MENU_TALK) tickTalkMenu();
switch(currentNPC) {
case NPC_GIRL:
break;
case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &priestTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} else if(currentTalkSel==2) {
currentNPCVal = 1;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
currentTalk0 = "For quite some time now this";
currentTalk1 = "village has been tyrannized";
currentTalk2 = "by a powerfull Air Wizard.";
currentTalk3 = "We are the only ones who";
currentTalk4 = "still have not given up";
currentTalk5 = "our old homes.";
}
} else if(currentNPCVal==1) {
if(currentTalkSel==0) {
currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
currentTalk0 = "Most of the time the wizard";
currentTalk1 = "hides somewhere in the";
currentTalk2 = "cloudes. They can only be";
currentTalk3 = "reached by a stairwell";
currentTalk4 = "protected by an almost";
currentTalk5 = "undestroyable stone barrier.";
}
} else if(currentNPCVal==2) {
if(currentTalkSel==0) {
currentNPCVal = 3;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
currentTalk0 = "I am guessing you would ";
currentTalk1 = "need tools atleast as";
currentTalk2 = "strong as diamonds to be";
currentTalk3 = "able to destroy it.";
currentTalk4 = "";
currentTalk5 = "";
}
} else if(currentNPCVal==3) {
if(currentTalkSel==0) {
currentNPCVal = 4;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 2;
currentTalkOption0 = "Let me do it!";
currentTalkOption1 = "I am not sure";
currentTalk0 = "I am willing to give an";
currentTalk1 = "ancient artifact passed";
currentTalk2 = "down over generations to";
currentTalk3 = "anybody who manages to";
currentTalk4 = "chase the wizard away and";
currentTalk5 = "come back with proof.";
}
} else if(currentNPCVal==4) {
currentMenu = MENU_NONE;
}
}
break;
case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &farmerTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
}
}
}
break;
case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "Ok";
currentTalk0 = "The books in this dungeon";
currentTalk1 = "house secrets that cannot be";
currentTalk2 = "found anywhere else in the";
currentTalk3 = "world. So I came to study";
currentTalk4 = "them. Most are written in";
currentTalk5 = "an ancient language.";
} else if(currentTalkSel==2) {
currentNPCVal = 1;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 2;
currentTalkOption0 = "I need to think about it";
currentTalkOption1 = "Here they are";
currentTalk0 = "So you have met a dwarf but";
currentTalk1 = "had a little communication";
currentTalk2 = "problem? I do have a dwarvish";
currentTalk3 = "translation book but I havent";
currentTalk4 = "read it yet. For 10 Gold bars";
currentTalk5 = "I will give it to you anyway.";
}
} else if(currentNPCVal==1) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "";
if(countItemInv(ITEM_GOLDINGOT,0,player.p.inv)>=10) {
//remove gold from player inventory
//TODO: Maybe I should make a generic substract items method sometime
Item* item = getItemFromInventory(ITEM_GOLDINGOT, player.p.inv);
item->countLevel -= 10;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, player.p.inv);
questManager.questlines[1].currentQuest = 2;
currentTalk0 = "Thank you these will be";
currentTalk1 = "really helpfull.";
currentTalk2 = "Here take this book with";
currentTalk3 = "it you should be able to";
currentTalk4 = "easily understand anything";
currentTalk5 = "a dwarf can say.";
currentTalkOption0 = "Thanks";
} else {
currentTalk0 = "You do not seem to have";
currentTalk1 = "enough Gold Bars with you.";
currentTalk2 = "";
currentTalk3 = "Ask again when you have";
currentTalk4 = "collected the 10 Bars.";
currentTalk5 = "";
currentTalkOption0 = "Ok";
}
}
} else if(currentNPCVal==2) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
}
}
}
break;
case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) currentMenu = MENU_NONE;
}
} else if(questManager.questlines[1].currentQuest==2) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &dwarfTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
}
}
}
break;
}
}
void renderTalkMenu(char * name) {
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor(name,24+1,14+1,0xFF000000);
drawTextColor(name,24,14,0xFF6FE2E2);
drawText(currentTalk0, 32, 32);
drawText(currentTalk1, 32, 48);
drawText(currentTalk2, 32, 64);
drawText(currentTalk3, 32, 80);
drawText(currentTalk4, 32, 96);
drawText(currentTalk5, 32, 112);
if(currentTalkOptions>=3) drawText(currentTalkOption2, 64, 147);
if(currentTalkOptions>=2) drawText(currentTalkOption1, 64, 171);
if(currentTalkOptions>=1) drawText(currentTalkOption0, 64, 195);
if(currentTalkOptions>=3 && currentTalkSel==2) drawText(">", 48, 147);
if(currentTalkOptions>=2 && currentTalkSel==1) drawText(">", 48, 171);
if(currentTalkOptions>=1 && currentTalkSel==0) drawText(">", 48, 195);
}
void renderNPCMenu(int xscr, int yscr) {
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(currentNPC) {
case NPC_GIRL:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("TODO");
break;
case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Priest Brom");
break;
case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Farmer Garrow");
break;
case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Librarian Ajihad");
break;
case NPC_DWARF:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Dwarf Orik");
break;
}
}