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477 lines
19 KiB
JavaScript
477 lines
19 KiB
JavaScript
var quest = {
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// Variables
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currentLandIndex : 0, // Index of the current land in land.list
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maxLandOrder : -1, // Max land order we achieved for the moment
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candiesFound : 0, // Number of candies found during a quest
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speed : 0, // Speed of the character during a quest
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things : [], // Array containing all the things present in a quest
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tiredTime : 0, // Number of seconds we need to spend before doing another quest
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tiredFound : 0, // Number of seconds we will need to wait after finishing the current quest
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potionUseCountdown : 0, // Number of movements we have to wait before using another potion
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scrollUseCountdown : 0, // Same thing for scrolls
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escaping : false, // If true, it means we are escaping from the quest
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gmooh : false,
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berserk : false, // If true, we're in berserk mode
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berserkCountdown : 0, // Number of cycles we still have to stay in berserk mode
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invulnerability : false, // If true, we're invincible
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invulnerabilityCountdown : 0, // Number of cycles we still have to stay as invincible
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turtle : false, // If true, we're a turtle
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turtleCountdown : 0, // Number of cycles we still have to stay as a turtle
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weAreQuestingRightNow : false, // True if we're making a quest right now
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characterSpeed : 1, // Speed of the character : if = 2 for example, the character will take two cycles to move. This variable can be reduce by being a turtle
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characterSpeedStep : 1, // Used to apply the characterSpeed var
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onloadAfter : function(){
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this.setMaxLandOrder(0);
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},
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setMaxLandOrder : function(value){
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if(value > this.maxLandOrder){
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this.maxLandOrder = value; // We change the value
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land.updateListOnPage(quest.maxLandOrder); // And we try to update the quest list on the html page, in case a new quest was unlocked
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}
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},
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begin : function(getLandFromList, landIndex){
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// Disable button
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htmlInteraction.disableButton("quest_button");
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// First thing to do !
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this.weAreQuestingRightNow = true;
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// If we have to get the land index from the list on the html page
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if(getLandFromList == true){
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// We get the index in land.list of the current land selected in the html list
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var landNameInHtmlList = htmlInteraction.getElement("quest_destination").options[htmlInteraction.getElement("quest_destination").selectedIndex].text;
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this.currentLandIndex = land.getLandIndexFromName(landNameInHtmlList);
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}
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// Else, we use the index given in the parameters
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else{
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this.currentLandIndex = landIndex;
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}
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// We show the quest panel
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htmlInteraction.setElementVisibility("quest", true);
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htmlInteraction.setElementVisibility("quest_potions_countdowns", true);
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// We empty the things array and put none things in it
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this.things = this.fillWithNoneThings();
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// We add the character
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if(land.ponyTime == false)
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this.things[0] = {type:"character", text:"\\o/", max_hp:this.getCharacterMaxHp(), hp:this.getCharacterMaxHp(), weapon:(sword.name), description:"You"};
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else
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this.things[0] = {type:"character", text:"PON", max_hp:this.getCharacterMaxHp(), hp:this.getCharacterMaxHp(), weapon:(sword.name), description:"You"};
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// We set the speed
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this.speed = this.getSpeed();
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// We set the potion & scroll use countdown
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this.potionUseCountdown = 0;
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this.scrollUseCountdown = 0;
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// Not escaping at first
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this.escaping = false;
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// Not using gmooh potion at first
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this.gmooh = false;
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// Not in berserk mode at first
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this.berserk = false;
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this.berserkCountdown = 0;
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this.speed = this.getSpeed();
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// Not invincible at first
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this.invulnerability = false;
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this.invulnerabilityCountdown = 0;
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// Not turtle at first
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this.turtle = false;
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this.turtleCountdown = 0;
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// Speed = 1 at first and the step = 1 too
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this.characterSpeed = 1;
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this.characterSpeedStep = 1;
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// Load the current land
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land.load();
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// Update the quest and the potions on page
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this.updateOnPage();
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potions.updateOnPage();
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// Set a timeout for the next quest movement
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window.setTimeout(this.move.bind(this), this.speed);
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},
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updateOnPage : function(){
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// Variables declaration
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var text;
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// Land
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text = land.getText();
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text += "\n";
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// Status
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text += status2.getText();
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text += "\n";
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// Drops
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text += drops.getText();
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// Draw text
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htmlInteraction.setInnerHtml("quest", text);
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},
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getCharacterMaxHp : function(){
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return 100 + Math.floor(Math.pow(candies.nbrEaten, 0.4)*2.1); // This function means ~ one day of candies eaten at 1cnd/s = +200 hp
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},
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getSpeed : function(){
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if(objects.list.boots.have && this.berserk) return 125;
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if(objects.list.boots.have || this.berserk) return 250;
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return 500;
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},
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getCharacterIndex : function(){
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for(i = 0; i < this.things.length; i++){
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if(this.things[i].type == "character") return i;
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}
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},
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move : function(){
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// If we're not escaping, we don't stop the quest
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if(this.escaping == false && this.gmooh == false){
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for(var index = 0; index < this.things.length; index++){
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if(this.things[index].type == "character" || this.things[index].type == "ally" || this.things[index].type == "trap"){
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// If we are at the end of the quest
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if(index + 1 == this.things.length){
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// If we're the character
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if(this.things[index].type == "character"){
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// We set a timeout to the winning function and we return
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window.setTimeout(this.won.bind(this), 3000);
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return;
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}
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// Else, we're just an ally or a trap
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else{
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// We disappear
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quest.things[index] = quest.makeNoneThing();
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}
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}
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// Else, we move ourselves
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else{
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// If there's nothing in front of us and we're not a trap, we just move
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if(this.things[index].type != "trap" && this.things[index + 1].type == "none"){
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if(this.characterSpeedStep >= this.characterSpeed){
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this.characterSpeedStep = 1; // We set the step back to 1
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this.things[index + 1] = this.things[index];
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this.things[index] = this.makeNoneThing();
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index += 1; // We increment the index to avoid re evaluating the same thing just after
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}
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else{
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this.characterSpeedStep += 1; // We increment the step
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}
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}
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// Else, we try to fight
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else{
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// If the thing in front of us is a mob or a trap (and we're not one..), we fight
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if(this.things[index + 1].type == "mob" || (this.things[index + 1].type == "trap" && this.things[index].type != "trap")){
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if(this.fight(index, index + 1) == true) return;
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}
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}
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}
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}
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}
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// We set the timeout to move again
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window.setTimeout(this.move.bind(this), this.speed);
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// We decrement the potion use countdown
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if(this.potionUseCountdown > 0){
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this.potionUseCountdown -= 1;
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if(this.potionUseCountdown == 0){
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potions.updateOnPage();
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}
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else potions.updateCountdownOnPage();
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}
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// Same thing for the scroll use countdown
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if(this.scrollUseCountdown > 0){
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this.scrollUseCountdown -= 1;
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if(this.scrollUseCountdown == 0){
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potions.updateOnPage();
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}
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else potions.updateCountdownOnPage();
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}
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// We decrement the berserk mode countdown
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if(this.berserkCountdown > 0){
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this.berserkCountdown -= 1;
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if(this.berserkCountdown == 0) this.stopBerserk();
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potions.updateCountdownOnPage();
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}
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// We decrement the invulnerability mode countdown
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if(this.invulnerabilityCountdown > 0){
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this.invulnerabilityCountdown -= 1;
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if(this.invulnerabilityCountdown == 0) this.stopInvulnerability();
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potions.updateCountdownOnPage();
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}
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// We decrement the turtle mode countdown
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if(this.turtleCountdown > 0){
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this.turtleCountdown -= 1;
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if(this.turtleCountdown == 0) this.stopTurtle();
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potions.updateCountdownOnPage();
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}
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// We make the land move too
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if(land.list[this.currentLandIndex].moveFunction != undefined){
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land.list[this.currentLandIndex].moveFunction();
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}
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// Horn bonus
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if(objects.list.magicalHorn.have){
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this.applyMagicalHornBonus();
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}
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// We update on page
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this.updateOnPage();
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}
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// Else we're escaping : we stop the quest
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else if(this.escaping){
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this.stop();
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}
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// Else if we're using a gmooh potion
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else if(this.gmooh){
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this.stop();
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potions.gmoohEffect();
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}
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},
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applyMagicalHornBonus : function(){
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var index = this.getCharacterIndex();
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// If we're not dead
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if(this.things[index].hp > 0){
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this.things[index].hp += 3;
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if(this.things[index].hp > this.things[index].max_hp) this.things[index].hp = this.things[index].max_hp;
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}
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},
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fight : function(index1, index2){
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// We launch a fight between us and the mob if the mob still have some hp (he may lose its hp because of a scroll)
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if(this.things[index2].hp > 0) damage.makeTwoQuestThingsFighting(index1, index2);
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// Check for deads
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if(this.checkIfDead(index1, index2) == true) return true;
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if(this.checkIfDead(index2, index1) == true) return true;
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return false;
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},
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checkIfDead : function(index, indexKiller){
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// If we're dead
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if(this.things[index].hp <= 0){
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// If we're the character
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if(this.things[index].type == "character"){
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this.updateOnPage(); // We update on page
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window.setTimeout(this.stop.bind(this), 5000); // We set the timeout to stop the quest
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return true; // We quit
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}
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// Else, we're just an ally or a trap
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else if(this.things[index].type == "ally" || this.things[index].type == "trap"){
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// We disappear
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if(this.things[index].drops != []) drops.getAllDropsFromList(this.things[index].drops); // We gain the drops of the defeated ally or trap
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quest.things[index] = quest.makeNoneThing();
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}
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// Else, we're a mob
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else if(this.things[index].type == "mob" && (this.things[index].text != "\\o/" || yourself.canSurpass == true)){
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drops.getAllDropsFromList(this.things[index].drops); // We gain the drops of the defeated mob
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this.things[index] = this.makeNoneThing(); // We remove the mob
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// If we we were killed by the character
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if(this.things[indexKiller].type == "character"){
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// Sword of Summoning bonus : we may spawn something here
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if(sword.name == "Sword of Summoning" || sword.name == "Sword of Liflamesummoning"){
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sword.summonHere(index);
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}
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// Sword of Life : we gain life
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if(sword.name == "Sword of Life" || sword.name == "Sword of Liflamesummoning"){
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this.things[indexKiller].hp += sword.specialPower + 1;
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if(this.things[indexKiller].hp > this.things[indexKiller].max_hp) this.things[indexKiller].hp = this.things[indexKiller].max_hp;
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}
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}
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}
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}
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return false;
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},
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beginBerserk : function(){
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this.berserk = true;
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this.berserkCountdown = 25 + random.getRandomIntUpTo(10);
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this.speed = this.getSpeed();
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this.things[this.getCharacterIndex()].text = "O_O";
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},
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stopBerserk : function(){
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this.berserk = false;
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this.speed = this.getSpeed();
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this.things[this.getCharacterIndex()].text = "\\o/";
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},
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beginInvulnerability : function(){
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this.invulnerability = true;
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this.invulnerabilityCountdown = 15;
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this.things[this.getCharacterIndex()].text = "GOD";
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},
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stopInvulnerability : function(){
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this.invulnerability = false;
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this.things[this.getCharacterIndex()].text = "\\o/";
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},
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beginTurtle : function(){
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this.turtle = true;
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this.turtleCountdown = 30;
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this.things[this.getCharacterIndex()].text = "TUR";
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this.characterSpeed = 3; // We reduce the speed !
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},
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stopTurtle : function(){
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this.turtle = false;
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this.things[this.getCharacterIndex()].text = "\\o/";
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this.characterSpeed = 1; // The speed goes back to its normal state !
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},
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won : function(){
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// won ?
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if(land.getLandIndexFromName("Developper's computer") == quest.currentLandIndex){
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developperComputer.setWon(true);
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inventory.updateOnPage();
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}
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// Drops
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drops.gainDrops();
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// We may enable a new destination, we store the drop-down list
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var list = htmlInteraction.getElement("quest_destination");
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// We change the max land order : it's the order of the just finnished quest + 1
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this.setMaxLandOrder(land.list[this.currentLandIndex].order + 1);
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// We stop the quest
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this.stop();
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},
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stop : function(){
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// Enable button
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htmlInteraction.enableButton("quest_button");
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// First thing to do !
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this.weAreQuestingRightNow = false;
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// Get the character index
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var index = this.getCharacterIndex();
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// No more quest panel or potions shown
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htmlInteraction.setInnerHtml("quest", "");
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htmlInteraction.setInnerHtml("quest_potions_countdowns", "");
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// We re-enable home buttons
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//buttons.enableHomeButtons();
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// We update the potions on page
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potions.updateOnPage();
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// We're tired after this quest
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if(this.things[index].hp < this.things[index].max_hp) this.setTiredFound(this.tiredFound + 200 * (1 - (this.things[index].hp / this.things[index].max_hp)));
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if(this.escaping == false) this.setTiredTime(Math.floor(this.tiredFound));
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// Nothing found anymore
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this.setCandiesFound(0);
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this.setTiredFound(0);
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for(obj in objects.list) objects.list[obj].found = false;
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},
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defineMood : function(){
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if(this.tiredTime == 0) htmlInteraction.setInnerHtml("mood", "You're in the pink! Ready for fighting!");
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else htmlInteraction.setInnerHtml("mood", "You're tired. You have to wait before doing another quest. Waiting time : " + this.tiredTime);
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htmlInteraction.setElementVisibility("mood", true);
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},
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setCandiesFound : function(value){
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this.candiesFound = value;
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},
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setTiredTime : function(value){
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if(value < 0) value = 0;
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this.tiredTime = value;
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this.defineMood();
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buttons.checkQuestTiredTime();
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},
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setTiredFound : function(value){
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this.tiredFound = value;
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},
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makeNoneThing : function(){
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return {type:"none", text:"___"};
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},
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makeBasicChest : function(){
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return land.createMob("CHS", 80, 80, "none", "A chest !! Very rare.", [drops.createDrop("candies", 300 + random.getRandomIntUpTo(500)), drops.createDrop("object", "key", true), drops.createDrop("object", "boots", random.oneChanceOutOf(3)), drops.createDrop("object", "swampMap", random.oneChanceOutOf(3)), drops.createDrop("object", "hutMap", random.oneChanceOutOf(3))]);
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},
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makeOpenChest : function(){
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return land.createMob("CHS", 1, 1, "none", "An open chest, full of candies !", [drops.createDrop("candies", 6000 + random.getRandomIntUpTo(2000))]);
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},
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makeImp : function(){
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var hp = 15 + random.getRandomIntUpTo(10);
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return land.createAlly("IMP", hp, hp, "its whole body", "An imp.", []);
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},
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makeOrc : function(){
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return land.createAlly("ORC", 30, 30, "bludgeon", "An orc. It looks stupid.", []);
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},
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makeDraugr : function(){
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return land.createAlly("DRG", 35, 35, "various bones", "A draugr. It seems to be dead, but it's still moving..", []);
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},
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makeChupacabra : function(){
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return land.createAlly("CBA", 30, 30, "fangs", "A chupacabra. A real goat sucker !", []);
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},
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makeGolem : function(){
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return land.createAlly("GOL", 100, 100, "rock", "A golem. Solid, solid golem.", []);
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},
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makeChimera : function(){
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var hp = 50 + random.getRandomIntUpTo(7);
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return land.createAlly("CHI", hp, hp, "fire", "A chimera : lion, serpent and goat at the same time.", []);
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},
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makeCandyMonster : function(){
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var hp = 80 + 5*sword.specialPower;
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return land.createAlly("CND", hp, hp, "exploding candies", "A candy monster. He throws candies on his ennemies.", []);
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},
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makeFakeCharacter : function(){
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return land.createFakeCharacter();
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},
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fillWithNoneThings : function(){
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var things = [];
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for(var i = 0; i < land.list[this.currentLandIndex].size; i++) things.push(this.makeNoneThing());
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return things;
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}
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};
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