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diff --git a/lib/scpt/fireprof.lua b/lib/scpt/fireprof.lua
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--- The Old Mages/Fireproofing quest: Bring back an essence from a fiery cave and get some books/scrolls/staves fireproofed in return
-
-fireproof_quest = {}
-
-
--- change this constant (and the FOO_POINTS ones) to adjust the no of items fire-proofed as a reward
-fireproof_quest.TOTAL_ITEM_POINTS = 12
-
--- These constants are how many 'points' each type of item will take up. So currently, you can fireproof 3 books, 4 staves or 12 scrolls.
-fireproof_quest.BOOK_POINTS = 4
-fireproof_quest.STAFF_POINTS = 3
-fireproof_quest.SCROLL_POINTS = 1
-
-add_quest
-{
- ["global"] = "FIREPROOF_QUEST",
- ["name"] = "Old Mages quest",
- ["desc"] = function()
- local num_books, num_staff, num_scroll
-
- num_books = fireproof_quest.item_points_remaining / fireproof_quest.BOOK_POINTS
- num_staff = fireproof_quest.item_points_remaining / fireproof_quest.STAFF_POINTS
- num_scroll = fireproof_quest.item_points_remaining / fireproof_quest.SCROLL_POINTS
-
- -- Quest taken
- if (quest(FIREPROOF_QUEST).status == QUEST_STATUS_TAKEN) then
- print_hook("#####yAn Old Mages Quest!\n")
- print_hook("Retrieve the strange essence for the old mage in Lothlorien.\n")
- print_hook("\n")
- -- essence retrieved, not taken to mage
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
- print_hook("#####yAn Old Mages Quest!\n")
- print_hook("You have retrieved the essence for the old mage in Lothlorien. Perhaps you \n")
- print_hook("should see about a reward.\n")
- print_hook("\n")
- -- essence returned, not all books fireproofed
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FINISHED) and (fireproof_quest.item_points_remaining > 0) then
- print_hook("#####yAn Old Mages Quest!\n")
- print_hook("You have retrieved the essence for the old mage in Lothlorien. He will still \n")
- print_hook("fireproof "..num_books.." book(s) or "..num_staff.." staff/staves or "..num_scroll.." scroll(s) for you.\n")
- print_hook("\n")
- end
- end,
- ["level"] = 20,
- ["data"] = {
- -- store some variables
- ["fireproof_quest.item_points_remaining"] = fireproof_quest.TOTAL_ITEM_POINTS,
- ["fireproof_quest.essence"] = 0,
- },
- ["hooks"] = {
- -- Start the game without the quest, need to request it
- [HOOK_BIRTH_OBJECTS] = function()
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_UNTAKEN
-
- -- reset some variables on birth
- fireproof_quest.item_points_remaining = fireproof_quest.TOTAL_ITEM_POINTS
- fireproof_quest.essence = 0
- end,
- [HOOK_GEN_QUEST] = function()
- local essence, y, x, traps, tries, trap_y, trap_x, grid
-
- -- Only if player doing this quest
- if (player.inside_quest ~= FIREPROOF_QUEST) then
- return FALSE
- else
- -- load the map
- load_map("fireprof.map", 2, 2)
-
- -- no teleport
- level_flags2 = DF2_NO_TELEPORT
-
- -- determine type of essence
- fireproof_quest.essence = randint(18)
-
- -- create essence
- essence = create_object(TV_BATERIE, fireproof_quest.essence)
-
- -- mark essence
- essence.pval2 = fireproof_quest.essence
- essence.note = quark_add("quest")
-
- -- roll for co-ordinates in top half of map
- y = randint(3) + 2
- x = randint(45) + 2
-
- -- drop it
- drop_near(essence, -1, y, x)
-
- -- how many traps to generate
- traps = rand_range(10, 30)
-
- -- generate the traps
- while (traps > 0) do
-
- -- initialise tries variable
- tries = 0
-
- -- make sure it's a safe place
- while (tries == 0) do
-
- -- get grid coordinates
- trap_y = randint(19) + 2
- trap_x = randint(45) + 2
- grid = cave(trap_y, trap_x)
-
- -- are the coordinates on a stair, or a wall?
- if (cave_is(grid, FF1_PERMANENT) ~= 0) or (cave_is(grid, FF1_FLOOR) == 0) then
-
- -- try again
- tries = 0
- else
- -- not a stair, then stop this 'while'
- tries = 1
- end
- end
-
- -- randomise level of trap
- trap_level = rand_range(20, 40)
-
- -- put the trap there
- place_trap(trap_y, trap_x, trap_level)
-
- -- that's one less trap to place
- traps = traps - 1
- end
- return TRUE
- end
- end,
- [HOOK_STAIR] = function()
- local ret
-
- -- only ask this if player about to go up stairs of quest and hasn;t retrieved essence
- if (player.inside_quest ~= FIREPROOF_QUEST) or
- (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
- return FALSE
- else
- if cave(player.py, player.px).feat ~= FEAT_LESS then return end
-
- -- flush all pending input
- flush()
-
- -- confirm
- ret = get_check("Really abandon the quest?")
-
- -- if yes, then
- if (ret == TRUE) then
-
- -- fail the quest
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_FAILED
- return FALSE
- else
- -- if no, they stay in the quest
- return TRUE
- end
- end
- end,
- [HOOK_GET] = function(o_ptr)
-
- -- if they're in the quest and haven't picked up the essence already, continue
- if (player.inside_quest ~= FIREPROOF_QUEST) or
- (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
- return FALSE
- else
-
- -- check that it's the real essence and not another one generated via the random object placing in fireproof.map
- if (o_ptr.pval2 == fireproof_quest.essence) then
-
- -- ok mark the quest 'completed'
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_COMPLETED
- msg_print(TERM_YELLOW, "Fine! Looks like you've found it.")
- end
- end
- end,
-
- },
-}
-
--- add the bit that determines what happens when the request 'q'uest bit is done in the wizard spire
-add_building_action
-{
- -- Index is used in ba_info.txt to set the actions
- ["index"] = 56,
- ["action"] = function()
-
- local num_books, num_staff, num_scroll
-
- num_books = fireproof_quest.item_points_remaining / fireproof_quest.BOOK_POINTS
- num_staff = fireproof_quest.item_points_remaining / fireproof_quest.STAFF_POINTS
- num_scroll = fireproof_quest.item_points_remaining / fireproof_quest.SCROLL_POINTS
-
- -- the quest hasn;t been requested already, right?
- if quest(FIREPROOF_QUEST).status == QUEST_STATUS_UNTAKEN then
-
- -- quest has been taken now
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_TAKEN
- fireproof_quest.item_points_remaining = fireproof_quest.TOTAL_ITEM_POINTS
-
- -- issue instructions
- msg_print("I need a very special essence for a spell I am working on. I am too old to ")
- msg_print("fetch it myself. Please bring it back to me. You can find it north of here.")
- msg_print("Be careful with it, it's fragile and might be destroyed easily.")
-
- return TRUE, FALSE, TRUE
- -- if quest completed (essence was retrieved)
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
-
- -- ask for essence
- ret, item = get_item("Which essence?",
- "You have no essences to return",
- bor(USE_INVEN),
- function (obj)
-
- -- check it's the 'marked' essence
- if (obj.tval == TV_BATERIE) and (obj.sval == fireproof_quest.essence) and (obj.pval2 == fireproof_quest.essence) then
- return TRUE
- end
- return FALSE
- end
- )
-
- -- didn't get the essence?
- if (ret == FALSE) then
- return TRUE
-
- -- got the essence!
- else
-
- -- take essence
- inven_item_increase(item, -1)
- inven_item_optimize(item)
- msg_print("Great! Let me fireproof some of your items in thanks. I can do "..num_books.." books, ")
- msg_print(num_staff.." staves, or "..num_scroll.." scrolls.")
-
- -- how many items to proof?
- local items = fireproof_quest.item_points_remaining
-
- -- repeat till up to 3 (value defined as TOTAL_ITEM_POINTS constant) books fireproofed
- while items > 0 do
- ret = fireproof()
-
- -- don't loop the fireproof if there's nothing to fireproof
- if ret == FALSE then
- break
- end
-
- -- subtract item points
- items = fireproof_quest.item_points_remaining
- end
-
- -- have they all been done?
- if (fireproof_quest.item_points_remaining == 0) then
- -- mark quest to make sure no more quests are given
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED
- else
- -- mark in preparation of anymore books to fireproof
- quest(FIREPROOF_QUEST).status = QUEST_STATUS_FINISHED
- end
-
-
- end
-
- -- if the player asks for a quest when they already have it, but haven't failed it, give them some extra instructions
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_TAKEN) then
- msg_print("The essence is in a cave just behind the shop.")
-
- -- ok not all books have been fireproofed... lets do the rest
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FINISHED) then
-
- -- how many books still to proof?
- local items = fireproof_quest.item_points_remaining
-
- -- repeat as necessary
- while items > 0 do
- ret = fireproof()
-
- -- don't loop the fireproof if there's nothing to fireproof
- if ret == FALSE then
- break
- else
- -- have they all been done?
- if (fireproof_quest.item_points_remaining == 0) then quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED end
- end
-
- -- subtract item points
- items = fireproof_quest.item_points_remaining
- end
-
- -- quest failed or completed, then give no more quests
- elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FAILED) or (quest(FIREPROOF_QUEST).status == QUEST_STATUS_REWARDED) then
- msg_print("I have no more quests for you")
- end
- return TRUE
- end,
-}
-
--- the routine that checks for a book and actually fireproofs it
-function fireproof()
-
- local ret, item, obj2, stack, obj3, carry_it
-
- ret, item = get_item("Which item shall I fireproof?",
- "You have no more items I can fireproof, come back when you have some.",
- bor(USE_INVEN),
- function (obj)
-
- -- get some flags
- local f1, f2, f3, f4, f5, esp = object_flags(obj)
-
- -- is it a book/staff/scroll, is it already fireproof?
- if ((obj.tval == TV_BOOK) or (obj.tval == TV_SCROLL) or (obj.tval == TV_STAFF)) and (band(f3, TR3_IGNORE_FIRE) == 0) then
- return TRUE
- end
- return FALSE
- end
- )
-
- -- get the object type from the number
- obj2 = get_object(item)
-
- -- check we have enough points (if we 'got' an item)
- if (ret == TRUE) then
- ret2, stack = enough_points(obj2)
- end
-
- -- did either routine fail?
- if (ret == FALSE) or (ret2 == FALSE) then
- return FALSE
- else
-
- -- are we part of the items from a stack?
- if (obj2.number ~= stack) then
-
- -- make a new object to handle
- object_copy(obj_forge, obj2)
-
- -- give it the right number of items
- obj_forge.number = stack
-
- -- adjust for number of items in pack not to be fireproofed
- obj2.number = obj2.number - stack
- obj3 = obj_forge
-
- -- we'll need to add this to the inventory after fireproofing
- carry_it = TRUE
- else
-
- -- use the whole stack
- obj3 = obj2
-
- -- we'll be dealing this while it's still in the inventory
- carry_it = FALSE
- end
-
- -- make it fireproof
- obj3.name2 = 149
-
- -- apply it, making sure the pvals don't change with apply_magic (it would change the type of book!)
- local oldpval = obj3.pval
- local oldpval2 = obj3.pval2
- local oldpval3 = obj3.pval3
- apply_magic(obj3, -1, FALSE, FALSE, FALSE)
- obj3.pval = oldpval
- obj3.pval2 = oldpval2
- obj3.pval3 = oldpval3
-
- -- put it in the inventory if it's only part of a stack
- if (carry_it == TRUE) then
- inven_carry(obj3, TRUE)
- end
-
- -- id and notice it
- set_known(obj3)
- set_aware(obj3)
-
- return TRUE
- end
-end
-
--- This function makes sure the player has enough 'points' left to fireproof stuff.
-function enough_points(obj)
- local item_value, stack
-
- -- are the items in a stack?
- if (obj.number > 1) then
-
- -- how many to fireproof?
- stack = get_quantity("How many would you like fireproofed?", obj.number)
- else
- stack = 1
- end
-
- -- check for item type and multiply number in the stack by the amount of points per item of that type
- if (obj.tval == TV_BOOK) then
- item_value = fireproof_quest.BOOK_POINTS * stack
- elseif (obj.tval == TV_STAFF) then
- item_value = fireproof_quest.STAFF_POINTS * stack
- elseif (obj.tval == TV_SCROLL) then
- item_value = fireproof_quest.SCROLL_POINTS * stack
- end
-
- -- do we have enough points?
- if (item_value > fireproof_quest.item_points_remaining) then
- msg_print("I do not have enough fireproofing material for that.")
- return FALSE
- else
- -- if so then subtract those points before we do the fireproofing
- fireproof_quest.item_points_remaining = fireproof_quest.item_points_remaining - item_value
- end
-
- -- Used all the points? the quest is completely rewarded.
- if fireproof_quest.item_points_remaining == 0 then quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED end
-
- return TRUE, stack
-end
-