summaryrefslogtreecommitdiff
path: root/lib
diff options
context:
space:
mode:
authorBardur Arantsson <bardur@scientician.net>2012-04-09 00:07:46 +0200
committerBardur Arantsson <bardur@scientician.net>2012-04-09 00:34:03 +0200
commit7fc396e625a96e48419b60359f721ad082d7f475 (patch)
tree910d0499567992377faf7ce7e2b6dcb4fab0168d /lib
parent19a72f1025b0c25b62db56748e0e1f7097227abc (diff)
Lua: God quests: Move HOOK_PLAYER_LEVEL code to C
Diffstat (limited to 'lib')
-rw-r--r--lib/mods/theme/scpt/god.lua48
-rw-r--r--lib/scpt/god.lua48
2 files changed, 2 insertions, 94 deletions
diff --git a/lib/mods/theme/scpt/god.lua b/lib/mods/theme/scpt/god.lua
index a7c79924..061b23e6 100644
--- a/lib/mods/theme/scpt/god.lua
+++ b/lib/mods/theme/scpt/god.lua
@@ -108,53 +108,7 @@ add_quest
god_quest.relic_generated = FALSE
end,
[HOOK_PLAYER_LEVEL] = function(gained)
- if gained > 0 then
- -- roll for chance of quest
- local give_god_quest = magik(god_quest.CHANCE_OF_GOD_QUEST)
-
- -- check player is worshipping a god, not already on a god quest.
- if (player.astral ~= FALSE) or (player.pgod <= 0)
- or (quest(GOD_QUEST).status == QUEST_STATUS_TAKEN) or (quest(GOD_QUEST).status == QUEST_STATUS_FAILED)
- or (god_quest.quests_given >= god_quest.MAX_NUM_GOD_QUESTS) or (give_god_quest == FALSE)
- or ((current_dungeon_idx == god_quest.DUNGEON_GOD) and (dun_level > 0)) or (player.lev <= god_quest.dun_minplev) then
- -- Don't let a player get quests with trickery
- if player.lev > god_quest.dun_minplev then
- god_quest.dun_minplev = player.lev
- end
- return
- else
- -- each god has different characteristics, so the quests are differnet depending on your god
- setup_relic_number()
-
- -- This var will need resetting
- god_quest.relic_generated = FALSE
- quest(GOD_QUEST).status = QUEST_STATUS_TAKEN
- god_quest.quests_given = god_quest.quests_given + 1
-
- -- actually place the dungeon in a random place
- quest_god_place_rand_dung()
-
- -- store the variables of the coords where the player was given the quest
- god_quest.player_y, god_quest.player_x = player.get_wild_coord()
-
- -- God issues instructions
- cmsg_print(TERM_L_BLUE, "The voice of "..deity(player.pgod).name.." booms in your head:")
-
- cmsg_print(TERM_YELLOW, "'I have a task for thee.")
- cmsg_print(TERM_YELLOW, "Centuries ago an ancient relic of mine was broken apart.")
- cmsg_print(TERM_YELLOW, "The pieces of it have been lost in fallen temples.")
- cmsg_print(TERM_YELLOW, "Thou art to find my lost temple and retrieve a piece of the relic.")
- cmsg_print(TERM_YELLOW, "When thy task is done, thou art to lift it in the air and call upon my name.")
- cmsg_print(TERM_YELLOW, "I shall then come to reclaim what is mine!")
-
- msg_directions()
-
- -- Prepare depth of dungeon. If this was generated in set_god_dungeon_attributes(),
- -- then we'd have trouble if someone levelled up in the dungeon!
- god_quest.dun_mindepth = player.lev*2/3
- god_quest.dun_maxdepth = god_quest.dun_mindepth + 4
- end
- end
+ quest_god_player_level_hook(gained)
end,
[HOOK_LEVEL_END_GEN] = function()
quest_god_level_end_gen_hook()
diff --git a/lib/scpt/god.lua b/lib/scpt/god.lua
index 53363d65..3ccd14a0 100644
--- a/lib/scpt/god.lua
+++ b/lib/scpt/god.lua
@@ -100,53 +100,7 @@ add_quest
god_quest.relic_generated = FALSE
end,
[HOOK_PLAYER_LEVEL] = function(gained)
- if gained > 0 then
- -- roll for chance of quest
- local give_god_quest = magik(god_quest.CHANCE_OF_GOD_QUEST)
-
- -- check player is worshipping a god, not already on a god quest.
- if (player.astral ~= FALSE) or (player.pgod <= 0)
- or (quest(GOD_QUEST).status == QUEST_STATUS_TAKEN) or (quest(GOD_QUEST).status == QUEST_STATUS_FAILED)
- or (god_quest.quests_given >= god_quest.MAX_NUM_GOD_QUESTS) or (give_god_quest == FALSE)
- or ((current_dungeon_idx == god_quest.DUNGEON_GOD) and (dun_level > 0)) or (player.lev <= god_quest.dun_minplev) then
- -- Don't let a player get quests with trickery
- if player.lev > god_quest.dun_minplev then
- god_quest.dun_minplev = player.lev
- end
- return
- else
- -- each god has different characteristics, so the quests are differnet depending on your god
- setup_relic_number()
-
- -- This var will need resetting
- god_quest.relic_generated = FALSE
- quest(GOD_QUEST).status = QUEST_STATUS_TAKEN
- god_quest.quests_given = god_quest.quests_given + 1
-
- -- actually place the dungeon in a random place
- quest_god_place_rand_dung()
-
- -- store the variables of the coords where the player was given the quest
- god_quest.player_y, god_quest.player_x = player.get_wild_coord()
-
- -- God issues instructions
- cmsg_print(TERM_L_BLUE, "The voice of "..deity(player.pgod).name.." booms in your head:")
-
- cmsg_print(TERM_YELLOW, "'I have a task for thee.")
- cmsg_print(TERM_YELLOW, "Centuries ago an ancient relic of mine was broken apart.")
- cmsg_print(TERM_YELLOW, "The pieces of it have been lost in fallen temples.")
- cmsg_print(TERM_YELLOW, "Thou art to find my lost temple and retrieve a piece of the relic.")
- cmsg_print(TERM_YELLOW, "When thy task is done, thou art to lift it in the air and call upon my name.")
- cmsg_print(TERM_YELLOW, "I shall then come to reclaim what is mine!")
-
- msg_directions()
-
- -- Prepare depth of dungeon. If this was generated in set_god_dungeon_attributes(),
- -- then we'd have trouble if someone levelled up in the dungeon!
- god_quest.dun_mindepth = player.lev*2/3
- god_quest.dun_maxdepth = god_quest.dun_mindepth + 4
- end
- end
+ quest_god_player_level_hook(gained)
end,
[HOOK_LEVEL_END_GEN] = function()
quest_god_level_end_gen_hook()