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); }
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(); }
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(); }
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(); }
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(); }
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(); }
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(); }