コード例 #1
0
void mission_start::place_informant(mission *miss)
{
 point site = target_om_ter_random("evac_center_19", 1, miss, false);
 tinymap bay;
 bay.load_abs(site.x * 2, site.y * 2, g->levz, false);
 miss->target_npc_id = bay.place_npc(SEEX, SEEY, "evac_guard3");
 bay.save();

 site = target_om_ter_random("evac_center_7", 1, miss, false);
 tinymap bay2;
 bay2.load_abs(site.x * 2, site.y * 2, g->levz, false);
 bay2.place_npc(SEEX+rng(-3,3), SEEY+rng(-3,3), "scavenger_hunter");
 bay2.save();
 site = target_om_ter_random("evac_center_17", 1, miss, false);
}
コード例 #2
0
void mission_start::place_zombie_bay(mission *miss)
{
 point site = target_om_ter_random("evac_center_9", 1, miss, false);
 tinymap bay;
 bay.load_abs(site.x * 2, site.y * 2, g->levz, false);
 bay.add_spawn("mon_zombie_electric", 1, SEEX, SEEY, false, -1, miss->uid, "Sean McLaughlin");
 bay.save();
}
コード例 #3
0
void mission_start::place_grabber(mission *miss)
{
 point site = target_om_ter_random("field", 5, miss, false);
 tinymap there;
 there.load_abs(site.x * 2, site.y * 2, g->levz, false);
 there.add_spawn("mon_graboid", 1, SEEX+rng(-3,3), SEEY+rng(-3,3));
 there.add_spawn("mon_graboid", 1, SEEX, SEEY, false, -1, miss->uid, "Little Guy");
 there.save();
}
コード例 #4
0
void mission_start::place_bandit_cabin(mission *miss)
{
 point site = target_om_ter_random("bandit_cabin", 1, miss, false);
 tinymap cabin;
 cabin.load_abs(site.x * 2, site.y * 2, g->levz, false);
 cabin.trap_set(SEEX-5, SEEY-6, tr_landmine_buried);
 cabin.trap_set(SEEX-7, SEEY-7, tr_landmine_buried);
 cabin.trap_set(SEEX-4, SEEY-7, tr_landmine_buried);
 cabin.trap_set(SEEX-12, SEEY-1, tr_landmine_buried);
 miss->target_npc_id = cabin.place_npc(SEEX, SEEY, "bandit");
 cabin.save();
}
コード例 #5
0
void mission_start::place_caravan_ambush(mission *miss)
{
 point site = target_om_ter_random("field", 1, miss, false);
 tinymap bay;
 bay.load_abs(site.x * 2, site.y * 2, g->levz, false);
 bay.add_vehicle("cube_van", SEEX, SEEY, 0);
 bay.add_vehicle("quad_bike", SEEX+6, SEEY-5, 270, 500, -1, true);
 bay.add_vehicle("motorcycle", SEEX-2, SEEY-9, 315, 500, -1, true);
 bay.add_vehicle("motorcycle", SEEX-5, SEEY-5, 90, 500, -1, true);
 bay.draw_square_ter(t_grass, SEEX-6, SEEY-9, SEEX+6, SEEY+3);
 bay.draw_square_ter(t_dirt, SEEX-4, SEEY-7, SEEX+3, SEEY+1);
 bay.furn_set(SEEX, SEEY-4, f_ash);
 bay.spawn_item(SEEX-1, SEEY-3, "rock");
 bay.spawn_item(SEEX, SEEY-3, "rock");
 bay.spawn_item(SEEX+1, SEEY-3, "rock");
 bay.spawn_item(SEEX-1, SEEY-4, "rock");
 bay.spawn_item(SEEX+1, SEEY-4, "rock");
 bay.spawn_item(SEEX-1, SEEY-5, "rock");
 bay.spawn_item(SEEX, SEEY-5, "rock");
 bay.spawn_item(SEEX+1, SEEY-5, "rock");
 bay.trap_set(SEEX+3, SEEY-5, tr_rollmat);
 bay.trap_set(SEEX, SEEY-7, tr_rollmat);
 bay.trap_set(SEEX-3, SEEY-4, tr_fur_rollmat);
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "can_beans");
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "beer");
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "beer");
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "bottle_glass");
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "bottle_glass");
 bay.spawn_item(SEEX+rng(-6,6), SEEY+rng(-9,3), "heroin");
 bay.place_items("dresser", 75, SEEX-3, SEEY, SEEX-2, SEEY+2, true, 0 );
 bay.place_items("softdrugs", 50, SEEX-3, SEEY, SEEX-2, SEEY+2, true, 0 );
 bay.place_items("camping", 75, SEEX-3, SEEY, SEEX-2, SEEY+2, true, 0 );
 bay.spawn_item(SEEX+1, SEEY+4, "9mm_casing",1,1,0,0,true);
 bay.spawn_item(SEEX+rng(-2,3), SEEY+rng(3,6), "9mm_casing",1,1,0,0,true);
 bay.spawn_item(SEEX+rng(-2,3), SEEY+rng(3,6), "9mm_casing",1,1,0,0,true);
 bay.spawn_item(SEEX+rng(-2,3), SEEY+rng(3,6), "9mm_casing",1,1,0,0,true);
 bay.add_corpse(SEEX+1, SEEY+7);
 bay.add_corpse(SEEX, SEEY+8);
 bay.add_field(SEEX, SEEY+7,fd_blood,1);
 bay.add_field(SEEX+2, SEEY+7,fd_blood,1);
 bay.add_field(SEEX-1, SEEY+8,fd_blood,1);
 bay.add_field(SEEX+1, SEEY+8,fd_blood,1);
 bay.add_field(SEEX+2, SEEY+8,fd_blood,1);
 bay.add_field(SEEX+1, SEEY+9,fd_blood,1);
 bay.add_field(SEEX, SEEY+9,fd_blood,1);
 bay.place_npc(SEEX+3,SEEY-5, "bandit");
 bay.place_npc(SEEX, SEEY-7, "thug");
 miss->target_npc_id = bay.place_npc(SEEX-3, SEEY-4, "bandit");
 bay.save();
}
コード例 #6
0
void mission_start::place_bandit_camp(mission *miss)
{
 npc *p = g->find_npc(miss->npc_id);
 g->u.i_add( item("ruger_redhawk", 0, false) );
 g->u.i_add( item("44magnum", 0, false) );
 g->u.i_add( item("holster", 0, false) );
 g->u.i_add( item("badge_marshal", 0, false) );
 add_msg(m_good, _("%s has instated you as a marshal!"), p->name.c_str());

 point site = target_om_ter_random("bandit_camp_1", 1, miss, false);
 tinymap bay1;
 bay1.load_abs(site.x * 2, site.y * 2, g->levz, false);
 miss->target_npc_id = bay1.place_npc(SEEX+5, SEEY-3, "bandit");
 bay1.save();
}
コード例 #7
0
void mission_start::place_bandit_camp(mission *miss)
{
 npc *p = g->find_npc(miss->npc_id);
 g->u.i_add( item("ruger_redhawk", 0, false) );
 g->u.i_add( item("44magnum", 0, false) );
 g->u.i_add( item("holster", 0, false) );
 g->u.i_add( item("badge_marshal", 0, false) );
 add_msg(m_good, _("%s has instated you as a marshal!"), p->name.c_str());
 // Ideally this would happen at the end of the mission
 // (you're told that they entered your image into the databases, etc)
 // but better to get it working.
 g->u.toggle_mutation("PROF_FED");

 point site = target_om_ter_random("bandit_camp_1", 1, miss, false);
 tinymap bay1;
 bay1.load_abs(site.x * 2, site.y * 2, g->levz, false);
 miss->target_npc_id = bay1.place_npc(SEEX+5, SEEY-3, "bandit");
 bay1.save();
}