diff options
author | Bardur Arantsson <bardur@scientician.net> | 2012-04-08 21:48:41 +0200 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2012-04-08 22:19:24 +0200 |
commit | ebba95ce9866866cccfc6e5fbf7dfbd5445f3b08 (patch) | |
tree | 60b87e6d792fdd2967b1a5f617b6656f58bc252a /src/q_god.c | |
parent | 588796622eef2419931bf759188a90822be8574f (diff) |
Lua: Move per-god dungeon setup to C
Diffstat (limited to 'src/q_god.c')
-rw-r--r-- | src/q_god.c | 438 |
1 files changed, 438 insertions, 0 deletions
diff --git a/src/q_god.c b/src/q_god.c index 5725c984..9b302011 100644 --- a/src/q_god.c +++ b/src/q_god.c @@ -183,3 +183,441 @@ void quest_god_generate_relic() /* Reset some variables */ set_relic_gen_tries(0); } + +void quest_god_set_god_dungeon_attributes_eru() +{ + /* The Eru temple is based on Meneltarma. */ + + /* W: Not too many monsters (they'll be tough though, with big + * levels) */ + d_info[DUNGEON_GOD].min_m_alloc_level = 14; + d_info[DUNGEON_GOD].max_m_alloc_chance = 200; + + /* L: Dirt and grass. More dirt at bottom, more grass at + * top. rocky ground would be nice */ + d_info[DUNGEON_GOD].floor1 = 88; + d_info[DUNGEON_GOD].floor2 = 89; + d_info[DUNGEON_GOD].floor_percent1[0] = 70; + d_info[DUNGEON_GOD].floor_percent2[0] = 30; + d_info[DUNGEON_GOD].floor_percent1[1] = 10; + d_info[DUNGEON_GOD].floor_percent2[1] = 90; + + /* A: Outer wall mountain chain. other walls granite */ + d_info[DUNGEON_GOD].fill_type1 = 97; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 57; + d_info[DUNGEON_GOD].inner_wall = 97; + d_info[DUNGEON_GOD].fill_method = 2; + + /* O: "At Meneltarma no weapon or tool had ever been borne" + * (but invaders would have left a small number) */ + d_info[DUNGEON_GOD].objs.treasure = 45; + d_info[DUNGEON_GOD].objs.combat = 5; + d_info[DUNGEON_GOD].objs.magic = 45; + d_info[DUNGEON_GOD].objs.tools = 5; + + /* F: A large pillar, with stairs created at edges. (You can't + * climb a rock through the middle, can you?) */ + d_info[DUNGEON_GOD].flags1 = + DF1_BIG | DF1_NO_DOORS | DF1_CIRCULAR_ROOMS | + DF1_EMPTY | DF1_TOWER | DF1_FLAT | DF1_ADJUST_LEVEL_2; + d_info[DUNGEON_GOD].flags2 = + DF2_ADJUST_LEVEL_1_2 | + DF2_NO_SHAFT | + DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 50; + + /* M: We want evil or flying characters */ + d_info[DUNGEON_GOD].rules[0].mflags3 = RF3_EVIL; + + d_info[DUNGEON_GOD].rules[1].mode = 3; + d_info[DUNGEON_GOD].rules[1].percent = 50; + + /* M: We want evil or flying characters */ + d_info[DUNGEON_GOD].rules[1].mflags7 = RF7_CAN_FLY; +} + +void quest_god_set_god_dungeon_attributes_manwe() +{ + /* Manwe's lost temple is high in the clouds */ + + /* W: Has average number of monsters. */ + d_info[DUNGEON_GOD].min_m_alloc_level = 18; + d_info[DUNGEON_GOD].max_m_alloc_chance = 160; + + /* L: floor will be 'cloud-like vapour' and pools of + * 'condensing water' */ + d_info[DUNGEON_GOD].floor1 = 208; + d_info[DUNGEON_GOD].floor2 = 209; + d_info[DUNGEON_GOD].floor_percent1[0] = 85; + d_info[DUNGEON_GOD].floor_percent2[0] = 15; + + /* A: Outer wall is 'hail stone wall', inner wall 'dense + * fog'. FIlled at max smoothing, like islands. */ + d_info[DUNGEON_GOD].fill_type1 = 211; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 210; + d_info[DUNGEON_GOD].inner_wall = 211; + d_info[DUNGEON_GOD].fill_method = 4; + + /* O: Can't imagine Manwe having much treasure. Little need + * for tools in a cloud temple. lots of magical stuff + * though... */ + d_info[DUNGEON_GOD].objs.treasure = 15; + d_info[DUNGEON_GOD].objs.combat = 25; + d_info[DUNGEON_GOD].objs.magic = 55; + d_info[DUNGEON_GOD].objs.tools = 5; + + /* F: It's open, goes up like a tower, give it a few + * interesting rooms, make the monsters hard(ish). */ + d_info[DUNGEON_GOD].flags1 = + DF1_NO_DOORS | DF1_TOWER | + DF1_CAVERN | DF1_ADJUST_LEVEL_2; + d_info[DUNGEON_GOD].flags2 = + DF2_NO_SHAFT | DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 20; + d_info[DUNGEON_GOD].rules[1].mode = 3; + d_info[DUNGEON_GOD].rules[1].percent = 20; + d_info[DUNGEON_GOD].rules[2].mode = 3; + d_info[DUNGEON_GOD].rules[2].percent = 20; + d_info[DUNGEON_GOD].rules[3].mode = 3; + d_info[DUNGEON_GOD].rules[3].percent = 20; + d_info[DUNGEON_GOD].rules[4].mode = 3; + d_info[DUNGEON_GOD].rules[4].percent = 20; + + /* M: We want air(poison-type) or flying characters. Orcs + * too. They would have ransacked his elf-loving temple :) */ + d_info[DUNGEON_GOD].rules[0].mflags2 = RF2_INVISIBLE; + d_info[DUNGEON_GOD].rules[1].mflags3 = RF3_ORC | RF3_IM_POIS; + d_info[DUNGEON_GOD].rules[2].mflags4 = RF4_BR_POIS | RF4_BR_GRAV; + d_info[DUNGEON_GOD].rules[3].mflags5 = RF5_BA_POIS; + d_info[DUNGEON_GOD].rules[4].mflags7 = RF7_CAN_FLY; +} + +void quest_god_set_god_dungeon_attributes_tulkas() +{ + /* Tulkas dungeon is quite normal, possibly a bit boring to be + * honest. Maybe I should add something radical to it. 'The + * house of Tulkas in the midmost of Valmar was a house of + * mirth and revelry. It sprang into the air with many + * storeys, and had a tower of bronze and pillars of copper in + * a wide arcade' + */ + + /* W: but with lots of monsters */ + d_info[DUNGEON_GOD].min_m_alloc_level = 20; + d_info[DUNGEON_GOD].max_m_alloc_chance = 120; + + /* L: floor is normal */ + d_info[DUNGEON_GOD].floor1 = 1; + d_info[DUNGEON_GOD].floor_percent1[0] = 100; + + /* A: Granite walls */ + d_info[DUNGEON_GOD].fill_type1 = 56; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 58; + d_info[DUNGEON_GOD].inner_wall = 57; + d_info[DUNGEON_GOD].fill_method = 0; + + /* O: Loads of combat drops */ + d_info[DUNGEON_GOD].objs.treasure = 10; + d_info[DUNGEON_GOD].objs.combat = 70; + d_info[DUNGEON_GOD].objs.magic = 5; + d_info[DUNGEON_GOD].objs.tools = 15; + + /* F: fairly standard */ + d_info[DUNGEON_GOD].flags1 = DF1_NO_DESTROY | DF1_ADJUST_LEVEL_2; + d_info[DUNGEON_GOD].flags2 = DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 100; + + /* M: plenty demons please */ + d_info[DUNGEON_GOD].rules[0].mflags3 = RF3_DEMON | RF3_EVIL; +} + +void quest_god_set_god_dungeon_attributes_melkor() +{ + /* Melkors dungeon will be dark, fiery and stuff */ + + /* Many many monsters! (but prob ADJUST_LEVEL_1_2) */ + d_info[DUNGEON_GOD].min_m_alloc_level = 24; + d_info[DUNGEON_GOD].max_m_alloc_chance = 80; + + /* L: floor is dirt/mud/nether */ + d_info[DUNGEON_GOD].floor1 = 88; + d_info[DUNGEON_GOD].floor2 = 94; + d_info[DUNGEON_GOD].floor3 = 102; + d_info[DUNGEON_GOD].floor_percent1[0] = 45; + d_info[DUNGEON_GOD].floor_percent2[0] = 45; + d_info[DUNGEON_GOD].floor_percent3[0] = 10; + d_info[DUNGEON_GOD].floor_percent1[1] = 35; + d_info[DUNGEON_GOD].floor_percent2[1] = 35; + d_info[DUNGEON_GOD].floor_percent3[1] = 30; + + /* A: Granite walls to fill but glass walls for room + * perimeters (you can see the nasty monsters coming) */ + d_info[DUNGEON_GOD].fill_type1 = 188; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 188; + d_info[DUNGEON_GOD].inner_wall = 57; + d_info[DUNGEON_GOD].fill_method = 1; + + /* O: Even drops */ + d_info[DUNGEON_GOD].objs.treasure = 25; + d_info[DUNGEON_GOD].objs.combat = 25; + d_info[DUNGEON_GOD].objs.magic = 25; + d_info[DUNGEON_GOD].objs.tools = 25; + + /* F: Small, lava rivers, nasty monsters hehehehehe */ + d_info[DUNGEON_GOD].flags1 = DF1_SMALL | DF1_LAVA_RIVERS | DF1_ADJUST_LEVEL_1; + d_info[DUNGEON_GOD].flags2 = DF2_ADJUST_LEVEL_1_2 | DF2_ADJUST_LEVEL_PLAYER; + + /* R: No restrictions on monsters here */ + d_info[DUNGEON_GOD].rules[0].mode = 0; + d_info[DUNGEON_GOD].rules[0].percent = 80; + + /* R: Apart from making sure we have some GOOD ones */ + d_info[DUNGEON_GOD].rules[1].mode = 3; + d_info[DUNGEON_GOD].rules[1].percent = 20; + + /* M: */ + d_info[DUNGEON_GOD].rules[1].mflags3 = RF3_GOOD; +} + +void quest_god_set_god_dungeon_attributes_yavanna() +{ + /* Yavannas dungeon will be very natural, tress and stuff. */ + + d_info[DUNGEON_GOD].min_m_alloc_level = 22; + d_info[DUNGEON_GOD].max_m_alloc_chance = 100; + + /* L: floor is grass/flowers, plus dirt so not always + * regenerating quick! */ + d_info[DUNGEON_GOD].floor1 = 89; + d_info[DUNGEON_GOD].floor2 = 199; + d_info[DUNGEON_GOD].floor3 = 88; + d_info[DUNGEON_GOD].floor_percent1[0] = 40; + d_info[DUNGEON_GOD].floor_percent2[0] = 15; + d_info[DUNGEON_GOD].floor_percent3[0] = 45; + + /* A: Tree walls to fill, small trees for inner walls */ + d_info[DUNGEON_GOD].fill_type1 = 96; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 202; + d_info[DUNGEON_GOD].inner_wall = 96; + d_info[DUNGEON_GOD].fill_method = 1; + + /* O: not much combat.. tools where ransackers have tried to + * chop trees down. */ + d_info[DUNGEON_GOD].objs.treasure = 20; + d_info[DUNGEON_GOD].objs.combat = 10; + d_info[DUNGEON_GOD].objs.magic = 30; + d_info[DUNGEON_GOD].objs.tools = 40; + + /* F: Natural looking */ + d_info[DUNGEON_GOD].flags1 = + DF1_NO_DOORS | DF1_WATER_RIVERS | + DF1_NO_DESTROY | DF1_ADJUST_LEVEL_1 | + DF1_NO_RECALL; + d_info[DUNGEON_GOD].flags2 = + DF2_ADJUST_LEVEL_1_2 | DF2_NO_SHAFT | + DF2_NO_GENO | DF2_ADJUST_LEVEL_PLAYER; + + /* R: Demons, Undead, non-living */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 100; + + /* M: */ + d_info[DUNGEON_GOD].rules[0].mflags3 = + RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING; +} + +void quest_god_set_god_dungeon_attributes_aule() +{ + d_info[DUNGEON_GOD].min_m_alloc_level = 24; + d_info[DUNGEON_GOD].max_m_alloc_chance = 80; + + /* L: floor is dirt/mud/shallow water */ + d_info[DUNGEON_GOD].floor1 = 88; + d_info[DUNGEON_GOD].floor2 = 94; + d_info[DUNGEON_GOD].floor3 = 84; + d_info[DUNGEON_GOD].floor_percent1[0] = 45; + d_info[DUNGEON_GOD].floor_percent2[0] = 45; + d_info[DUNGEON_GOD].floor_percent3[0] = 10; + d_info[DUNGEON_GOD].floor_percent1[1] = 35; + d_info[DUNGEON_GOD].floor_percent2[1] = 35; + d_info[DUNGEON_GOD].floor_percent3[1] = 30; + + /* A: Grey mountains, inner walls are low hills */ + d_info[DUNGEON_GOD].fill_type1 = 216; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 216; + d_info[DUNGEON_GOD].inner_wall = 213; + d_info[DUNGEON_GOD].fill_method = 1; + + /* O: Weapons and tools only */ + d_info[DUNGEON_GOD].objs.treasure = 0; + d_info[DUNGEON_GOD].objs.combat = 50; + d_info[DUNGEON_GOD].objs.magic = 0; + d_info[DUNGEON_GOD].objs.tools = 50; + + /* F: Small, no destroyed levels, min monster level = dungeon + * level */ + d_info[DUNGEON_GOD].flags1 = + DF1_SMALL | DF1_NO_DESTROY | + DF1_ADJUST_LEVEL_1 | DF1_NO_STREAMERS; + + /* R: No restrictions on monsters here */ + d_info[DUNGEON_GOD].rules[0].mode = 0; + d_info[DUNGEON_GOD].rules[0].percent = 80; +} + +void quest_god_set_god_dungeon_attributes_varda() +{ + /* Varda lives with Manwe, so high in the clouds */ + + /* W: Has average number of monsters. */ + d_info[DUNGEON_GOD].min_m_alloc_level = 18; + d_info[DUNGEON_GOD].max_m_alloc_chance = 160; + + /* L: floor will be grass and flowers */ + d_info[DUNGEON_GOD].floor1 = 89; + d_info[DUNGEON_GOD].floor2 = 82; + d_info[DUNGEON_GOD].floor_percent1[0] = 85; + d_info[DUNGEON_GOD].floor_percent2[0] = 15; + + /* A: Outer wall is 'hail stone wall', inner wall 'dense + * fog'. Filled at max smoothing, like islands. */ + d_info[DUNGEON_GOD].fill_type1 = 211; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 210; + d_info[DUNGEON_GOD].inner_wall = 211; + d_info[DUNGEON_GOD].fill_method = 4; + + /* O: Varda likes magical items and tools, not much treasure + * or weapons */ + d_info[DUNGEON_GOD].objs.treasure = 15; + d_info[DUNGEON_GOD].objs.combat = 5; + d_info[DUNGEON_GOD].objs.magic = 55; + d_info[DUNGEON_GOD].objs.tools = 25; + + /* F: It's open, goes up like a tower, give it a few + * interesting rooms, make the monsters hard(ish). */ + d_info[DUNGEON_GOD].flags1 = + DF1_NO_DOORS | DF1_TOWER | + DF1_CAVERN | DF1_ADJUST_LEVEL_1; + d_info[DUNGEON_GOD].flags2 = + DF2_NO_SHAFT | DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 20; + d_info[DUNGEON_GOD].rules[1].mode = 3; + d_info[DUNGEON_GOD].rules[1].percent = 20; + d_info[DUNGEON_GOD].rules[2].mode = 3; + d_info[DUNGEON_GOD].rules[2].percent = 20; + d_info[DUNGEON_GOD].rules[3].mode = 3; + d_info[DUNGEON_GOD].rules[3].percent = 20; + d_info[DUNGEON_GOD].rules[4].mode = 3; + d_info[DUNGEON_GOD].rules[4].percent = 20; + + /* M: We want air(poison-type) or flying characters. Orcs too. */ + d_info[DUNGEON_GOD].rules[0].mflags2 = RF2_INVISIBLE; + d_info[DUNGEON_GOD].rules[1].mflags3 = RF3_ORC | RF3_IM_POIS; + d_info[DUNGEON_GOD].rules[2].mflags4 = RF4_BR_POIS | RF4_BR_GRAV; + d_info[DUNGEON_GOD].rules[3].mflags5 = RF5_BA_POIS; + d_info[DUNGEON_GOD].rules[4].mflags7 = RF7_CAN_FLY; +} + +void quest_god_set_god_dungeon_attributes_ulmo() +{ + /* Ulmo dungeon is basically Tulkas, except with acquatic creatures. */ + + /* W: but with lots of monsters */ + d_info[DUNGEON_GOD].min_m_alloc_level = 20; + d_info[DUNGEON_GOD].max_m_alloc_chance = 120; + + /* L: floor is dirt */ + d_info[DUNGEON_GOD].floor1 = 88; + d_info[DUNGEON_GOD].floor_percent1[0] = 100; + + /* A: Cheat: walls are water. */ + d_info[DUNGEON_GOD].fill_type1 = 187; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 238; + d_info[DUNGEON_GOD].inner_wall = 84; + d_info[DUNGEON_GOD].fill_method = 0; + + /* O: Lots of treasure, not much else. */ + d_info[DUNGEON_GOD].objs.treasure = 90; + d_info[DUNGEON_GOD].objs.combat = 0; + d_info[DUNGEON_GOD].objs.magic = 5; + d_info[DUNGEON_GOD].objs.tools = 5; + + /* F: fairly standard */ + d_info[DUNGEON_GOD].flags1 = DF1_NO_DESTROY | DF1_ADJUST_LEVEL_2; + d_info[DUNGEON_GOD].flags2 = DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 35; + d_info[DUNGEON_GOD].rules[1].mode = 3; + d_info[DUNGEON_GOD].rules[1].percent = 30; + d_info[DUNGEON_GOD].rules[2].mode = 3; + d_info[DUNGEON_GOD].rules[2].percent = 30; + + /* M: Aquatic creatures only. */ + d_info[DUNGEON_GOD].rules[0].mflags3 = RF7_CAN_FLY; + d_info[DUNGEON_GOD].rules[1].mflags3 = RF7_AQUATIC; + d_info[DUNGEON_GOD].rules[2].mflags3 = RF3_RES_WATE; +} + +void quest_god_set_god_dungeon_attributes_mandos() +{ + /* Mandos dungeon is basically Tulkas, except with undead. */ + + /* W: but with lots of monsters */ + d_info[DUNGEON_GOD].min_m_alloc_level = 20; + d_info[DUNGEON_GOD].max_m_alloc_chance = 120; + + /* L: floor is normal */ + d_info[DUNGEON_GOD].floor1 = 1; + d_info[DUNGEON_GOD].floor_percent1[0] = 100; + + /* A: Granite walls */ + d_info[DUNGEON_GOD].fill_type1 = 56; + d_info[DUNGEON_GOD].fill_percent1[0] = 100; + d_info[DUNGEON_GOD].outer_wall = 58; + d_info[DUNGEON_GOD].inner_wall = 57; + d_info[DUNGEON_GOD].fill_method = 0; + + /* O: Loads of combat drops */ + d_info[DUNGEON_GOD].objs.treasure = 10; + d_info[DUNGEON_GOD].objs.combat = 70; + d_info[DUNGEON_GOD].objs.magic = 5; + d_info[DUNGEON_GOD].objs.tools = 15; + + /* F: fairly standard */ + d_info[DUNGEON_GOD].flags1 = DF1_NO_DESTROY | DF1_ADJUST_LEVEL_2; + d_info[DUNGEON_GOD].flags2 = DF2_ADJUST_LEVEL_PLAYER; + + /* R: */ + d_info[DUNGEON_GOD].rules[0].mode = 3; + d_info[DUNGEON_GOD].rules[0].percent = 100; + + /* M: vampires! */ + d_info[DUNGEON_GOD].rules[0].r_char[0] = 'V'; + d_info[DUNGEON_GOD].rules[0].r_char[1] = '\0'; + d_info[DUNGEON_GOD].rules[0].r_char[2] = '\0'; + d_info[DUNGEON_GOD].rules[0].r_char[3] = '\0'; + d_info[DUNGEON_GOD].rules[0].r_char[4] = '\0'; + d_info[DUNGEON_GOD].rules[0].mflags3 = RF3_UNDEAD | RF3_EVIL; +} |