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Diffstat (limited to 'lib/scpt/god.lua')
-rw-r--r-- | lib/scpt/god.lua | 640 |
1 files changed, 640 insertions, 0 deletions
diff --git a/lib/scpt/god.lua b/lib/scpt/god.lua new file mode 100644 index 00000000..3f32888b --- /dev/null +++ b/lib/scpt/god.lua @@ -0,0 +1,640 @@ +-- The god quest: find randomly placed relic in a randomly placed dungeon! + +-- set some global variables (stored in the save file via the ["data"] key) +god_quest = {} + +-- increase this number to make god quests more common, to a max value of 100 +god_quest.CHANCE_OF_GOD_QUEST = 21 + +-- increase this number to make more quests +god_quest.MAX_NUM_GOD_QUESTS = 5 + +-- d_idx of the god_quest (Lost Temple) dungeon +god_quest.DUNGEON_GOD = 30 + +add_quest +{ + ["global"] = "GOD_QUEST", + ["name"] = "God quest", + ["desc"] = function() + + if quest(GOD_QUEST).status == QUEST_STATUS_TAKEN then + + -- get the direction that the dungeon lies from lothlorien/angband + local home, home_axis, home_distance, home2, home2_axis, home2_distance = get_god_quest_axes() + + print_hook("#####yGod quest "..god_quest.quests_given.."!\n") + print_hook("Thou art to find the lost temple of thy God and\n"); + print_hook("to retrieve the lost part of the relic for thy God! \n") + if home_axis ~= "close" then + print_hook("The temple lies "..home_distance.." to the "..home_axis.." of "..home..", \n") + else + print_hook("The temple lies very close to "..home..", \n") + end + if home2_axis ~= "close" then + print_hook( "and "..home2_distance.." to the "..home2_axis.." of "..home2..".\n") + else + print_hook("and very close to "..home2..".\n") + end + print_hook("\n") + end + end, + ["level"] = -1, + ["data"] = { + ["god_quest.relic_num"] = 1, + ["god_quest.quests_given"] = 0, + ["god_quest.relics_found"] = 0, + ["god_quest.dun_mindepth"] = 1, + ["god_quest.dun_maxdepth"] = 4, + ["god_quest.dun_minplev"] = 0, + ["god_quest.relic_gen_tries"] = 0, + ["god_quest.relic_generated"] = FALSE, + ["god_quest.dung_x"] = 1, + ["god_quest.dung_y"] = 1, + ["god_quest.player_x"] = 0, + ["god_quest.player_y"] = 0, + }, + ["hooks"] = { + -- Start the game without the quest, given it by chance + [HOOK_BIRTH_OBJECTS] = function() + quest(GOD_QUEST).status = QUEST_STATUS_UNTAKEN + + -- initialise save-file stored variables when new character is created + god_quest.relic_num = 1 + god_quest.quests_given = 0 + god_quest.relics_found = 0 + god_quest.dun_mindepth = 1 + god_quest.dun_maxdepth = 4 + god_quest.dun_minplev = 0 + god_quest.relic_gen_tries = 0 + god_quest.relic_generated = FALSE + end, + [HOOK_PLAYER_LEVEL] = function(gained) + local home_axis, home + + 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 + if player.pgod == GOD_ERU then + god_quest.relic_num = 7 + elseif player.pgod == GOD_MANWE then + god_quest.relic_num = 8 + elseif player.pgod == GOD_TULKAS then + god_quest.relic_num = 9 + elseif player.pgod == GOD_MELKOR then + god_quest.relic_num = 10 + elseif player.pgod == GOD_YAVANNA then + god_quest.relic_num =11 + end + + -- 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 + 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() + + -- establish direction of player and 'home' from dungeon + local home, home_axis, home_distance, home2, home2_axis, home2_distance = get_god_quest_axes() + + -- 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!") + if home_axis ~= "close" then + cmsg_print(TERM_YELLOW, "The temple lies "..home_distance.." to the "..home_axis.." of "..home..", ") + else + cmsg_print(TERM_YELLOW, "The temple lies very close to "..home..",") + end + + if home2_axis ~= "close" then + cmsg_print(TERM_YELLOW, "and "..home2_distance.." to the "..home2_axis.." of "..home2..", I can feel it.'") + else + cmsg_print(TERM_YELLOW, "and very close to "..home2..", I can feel it.'") + end + + -- 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 + end, + [HOOK_LEVEL_END_GEN] = function() + local chance + + -- Check for dungeon + if (current_dungeon_idx ~= god_quest.DUNGEON_GOD) or (quest(GOD_QUEST).status == QUEST_STATUS_UNTAKEN) then + return + -- if the relic has been created at this point, then it was created on the *PREVIOUS* call of HOOK_LEVEL_END_GEN, and + -- therefore the player has caused another level generation in the temple and hence failed the quest. + elseif (god_quest.relic_generated == TRUE) and quest(GOD_QUEST).status ~= QUEST_STATUS_FAILED then + + -- fail the quest, don't give another one, don't give this message again + quest(GOD_QUEST).status = QUEST_STATUS_FAILED + -- God issues instructions + cmsg_print(TERM_L_BLUE, "The voice of "..deity(player.pgod).name.." booms in your head:") + + cmsg_print(TERM_YELLOW, "'Thou art a fool!") + cmsg_print(TERM_YELLOW, "I told thee to look carefully for the relic. It appears thou hast missed the") + cmsg_print(TERM_YELLOW, "opportunity to claim it in my name, as I sense that those monsters who ") + cmsg_print(TERM_YELLOW, "have overrun my temple have destroyed it themselves.") + cmsg_print(TERM_YELLOW, "I shall not ask thee to do such a thing again, as thou hast failed me in this") + cmsg_print(TERM_YELLOW, "simple task!'") + else + -- Force relic generation on 5th attempt if others have been unsuccessful. + if (god_quest.relic_gen_tries == 4) and (god_quest.relic_generated == FALSE) then + generate_relic() + else + -- 1/5 chance of generation + chance = randint(5) + if (chance == 5) then + generate_relic() + else + god_quest.relic_gen_tries = god_quest.relic_gen_tries + 1 + end + end + end + end, + [HOOK_ENTER_DUNGEON] = function(d_idx) + -- call the function to set the dungeon variables (dependant on pgod) the first time we enter the dungeon + if d_idx ~= god_quest.DUNGEON_GOD then + return + else + set_god_dungeon_attributes() + end + end, + [HOOK_GEN_LEVEL_BEGIN] = function() + -- call the function to set the dungeon variables (dependant on pgod) when we WoR back into the dungeon + if current_dungeon_idx ~= god_quest.DUNGEON_GOD then + return + else + set_god_dungeon_attributes() + end + end, + [HOOK_STAIR] = function() + -- call the function to set the dungeon variables (dependant on pgod) every time we go down a level + if current_dungeon_idx ~= god_quest.DUNGEON_GOD then + return + else + set_god_dungeon_attributes() + end + end, + [HOOK_GET] = function(o_ptr, item) + -- Is it the relic, and check to make sure the relic hasn't already been identified + if (quest(GOD_QUEST).status == QUEST_STATUS_TAKEN) and (o_ptr.tval == TV_JUNK) and (o_ptr.sval == god_quest.relic_num) + and (o_ptr.pval ~= TRUE) and (god_quest.relics_found < god_quest.quests_given) then + + -- more God talky-talky + cmsg_print(TERM_L_BLUE, deity(player.pgod).name.." speaks to you:") + + -- Is it the last piece of the relic? + if (god_quest.quests_given == god_quest.MAX_NUM_GOD_QUESTS) then + cmsg_print(TERM_YELLOW, "'At last! Thou hast found all of the relic pieces.") + + -- reward player by increasing prayer skill + cmsg_print(TERM_YELLOW, "Thou hast done exceptionally well! I shall increase thy prayer skill even more!'") + skill(SKILL_PRAY).value = skill(SKILL_PRAY).value + (10 * (skill(SKILL_PRAY).mod)) + + -- Take the relic piece + floor_item_increase(item, -1) + floor_item_optimize(item) + else + cmsg_print(TERM_YELLOW, "'Well done! Thou hast found part of the relic.") + cmsg_print(TERM_YELLOW, "I shall surely ask thee to find more of it later!") + cmsg_print(TERM_YELLOW, "I will take it from thee for now'") + + -- Take the relic piece + floor_item_increase(item, -1) + floor_item_optimize(item) + + -- reward player by increasing prayer skill + cmsg_print(TERM_YELLOW, "'As a reward, I shall teach thee how to pray better'") + skill(SKILL_PRAY).value = skill(SKILL_PRAY).value + (5 * (skill(SKILL_PRAY).mod)) + end + + -- relic piece has been identified + o_ptr.pval = TRUE + god_quest.relics_found = god_quest.relics_found + 1 + + -- Make sure quests can be given again if neccesary + quest(GOD_QUEST).status = QUEST_STATUS_UNTAKEN + return TRUE + end + end, + [HOOK_CHAR_DUMP] = function() + + if (god_quest.quests_given > 0) then + + local relics = god_quest.relics_found + local append_text = "" + if (god_quest.relics_found == god_quest.MAX_NUM_GOD_QUESTS) then + relics = "all" + append_text = " and pleased your god" + else + if (god_quest.relics_found == 0) then + relics = "none" + end + if (quest(GOD_QUEST).status == QUEST_STATUS_FAILED) then + append_text = " and failed in your quest" + end + end + + print_hook("\n You found "..(relics).." of the relic pieces"..(append_text)..".") + + end + end, + }, +} + +-- this function places the lost temple at a randomly determined place. +function place_rand_dung() + local tries, grid + + -- erase old dungeon + if (god_quest.quests_given > 0) then + place_dungeon(god_quest.dung_y, god_quest.dung_x) + + -- erase old recall level + max_dlv[god_quest.DUNGEON_GOD + 1] = 0 + end + + -- initialise tries variable + tries = 1000 + + while tries > 0 do + + tries = tries - 1 + -- get grid coordinates, within a range which prevents dungeon being generated at the very edge of the wilderness (would crash the game). + god_quest.dung_x = rand_range(1, max_wild_x-2) + god_quest.dung_y = rand_range(1, max_wild_y-2) + + -- Is there a town/dungeon/potentially impassable feature there, ? + if (wild_map(god_quest.dung_y, god_quest.dung_x).entrance ~= 0) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).entrance ~= 0) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_EDGE) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_DEEP_WATER) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_TREES) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_SHALLOW_LAVA) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_DEEP_LAVA) + or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_MOUNTAIN) then + -- try again + else + --neither player, nor wall, then stop this 'while' + break + end + end + + -- Uhuh BAD ! lets use the default location up bree + if tries == 0 then + god_quest.dung_x = 32 + god_quest.dung_y = 19 + end + + -- create god dungeon in that place + place_dungeon(god_quest.dung_y, god_quest.dung_x, god_quest.DUNGEON_GOD) + +end + +-- this function generates the relic at a randomly determined place in the temple. +function generate_relic() + local tries, grid, x, y, relic + + -- initialise tries variable + tries = 1000 + + while (tries > 0) do + + tries = tries - 1 + -- get grid coordinates from current height/width, minus one to prevent relic being generated in outside wall. (would crash the game) + y = randint(cur_hgt-1) + x = randint(cur_wid-1) + grid = cave(y, x) + + -- are the coordinates on a floor, not on a permanent feature (eg stairs), and not on a trap ? + if (cave_is(grid, FF1_FLOOR) == TRUE) and (cave_is(grid, FF1_PERMANENT) == FALSE) and (grid.t_idx == 0) then break end + + end + + -- create relic + relic = create_object(TV_JUNK, god_quest.relic_num) + + -- inscribe it to prevent automatizer 'accidents' + relic.note = quark_add("quest") + + -- If no safe co-ords were found, put it in the players backpack + if tries == 0 then + + -- explain it + msg_print(TERM_L_BLUE, "You luckily stumble across the relic on the stairs!") + + if (inven_carry_okay(relic)) then + inven_carry(relic, FALSE) + else + -- no place found, drop it on the stairs + drop_near(relic, -1, player.py, player.px) + end + + else + -- drop it + drop_near(relic, -1, y, x) + end + + -- Only generate once! + god_quest.relic_generated = TRUE + + -- Reset some variables + god_quest.relic_gen_tries = 0 + +end + + + + +function set_god_dungeon_attributes() + + -- dungeon properties altered according to which god player is worshipping, + if player.pgod == GOD_ERU then + + -- The Eru temple is based on Meneltarma. + -- W: Not too many monsters (they'll be tough though, with big levels) + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 14 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 200 + + -- L: Dirt and grass. More dirt at bottom, more grass at top. rocky ground would be nice + dungeon(god_quest.DUNGEON_GOD).floor1 = 88 + dungeon(god_quest.DUNGEON_GOD).floor2 = 89 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 70 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 30 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[2] = 10 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[2] = 90 + + -- A: Outer wall mountain chain. other walls granite + dungeon(god_quest.DUNGEON_GOD).fill_type1 = 97 + dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100 + dungeon(god_quest.DUNGEON_GOD).outer_wall = 57 + dungeon(god_quest.DUNGEON_GOD).inner_wall = 97 + dungeon(god_quest.DUNGEON_GOD).fill_method = 2 + + -- O: "At Meneltarma no weapon or tool had ever been borne" (but invaders would have left a small number) + dungeon(god_quest.DUNGEON_GOD).objs.treasure = 45 + dungeon(god_quest.DUNGEON_GOD).objs.combat = 5 + dungeon(god_quest.DUNGEON_GOD).objs.magic = 45 + dungeon(god_quest.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?) + dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_BIG, DF1_NO_DOORS, DF1_CIRCULAR_ROOMS, DF1_EMPTY, DF1_TOWER, DF1_FLAT, DF1_ADJUST_LEVEL_2) + dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_NO_SHAFT, DF2_ADJUST_LEVEL_PLAYER) + + -- R: + dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 50 + + -- M: We want evil or flying characters + dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = RF3_EVIL + + dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 50 + + -- M: We want evil or flying characters + dungeon(god_quest.DUNGEON_GOD).rules[2].mflags7 = RF7_CAN_FLY + + + elseif player.pgod == GOD_MANWE then + + -- Manwe's lost temple is high in the clouds + -- W: Has average number of monsters. + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 18 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 160 + + + -- L: floor will be 'cloud-like vapour' and pools of 'condensing water' + dungeon(god_quest.DUNGEON_GOD).floor1 = 208 + dungeon(god_quest.DUNGEON_GOD).floor2 = 209 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 85 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 15 + + -- A: Outer wall is 'hail stone wall', inner wall 'dense fog'. FIlled at max smoothing, like islands. + dungeon(god_quest.DUNGEON_GOD).fill_type1 = 211 + dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100 + dungeon(god_quest.DUNGEON_GOD).outer_wall = 210 + dungeon(god_quest.DUNGEON_GOD).inner_wall = 211 + dungeon(god_quest.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... + dungeon(god_quest.DUNGEON_GOD).objs.treasure = 15 + dungeon(god_quest.DUNGEON_GOD).objs.combat = 25 + dungeon(god_quest.DUNGEON_GOD).objs.magic = 55 + dungeon(god_quest.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). + dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DOORS, DF1_TOWER, DF1_CAVERN, DF1_ADJUST_LEVEL_2) + dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_NO_SHAFT, DF2_ADJUST_LEVEL_PLAYER) + + -- R: + dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 20 + dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 20 + dungeon(god_quest.DUNGEON_GOD).rules[3].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[3].percent = 20 + dungeon(god_quest.DUNGEON_GOD).rules[4].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[4].percent = 20 + dungeon(god_quest.DUNGEON_GOD).rules[5].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[5].percent = 20 + + -- M: We want air(poison-type) or flying characters. Orcs too. They would have ransacked his elf-loving temple :) + dungeon(god_quest.DUNGEON_GOD).rules[1].mflags2 = RF2_INVISIBLE + dungeon(god_quest.DUNGEON_GOD).rules[2].mflags3 = bor(RF3_ORC, RF3_IM_POIS) + dungeon(god_quest.DUNGEON_GOD).rules[3].mflags4 = bor(RF4_BR_POIS, RF4_BR_GRAV) + dungeon(god_quest.DUNGEON_GOD).rules[4].mflags5 = RF5_BA_POIS + dungeon(god_quest.DUNGEON_GOD).rules[5].mflags7 = RF7_CAN_FLY + + + elseif player.pgod == GOD_TULKAS then + + -- 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 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 20 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 120 + + -- L: floor is normal + dungeon(god_quest.DUNGEON_GOD).floor1 = 1 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 100 + + -- A: Granite walls + dungeon(god_quest.DUNGEON_GOD).fill_type1 = 56 + dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100 + dungeon(god_quest.DUNGEON_GOD).outer_wall = 58 + dungeon(god_quest.DUNGEON_GOD).inner_wall = 57 + dungeon(god_quest.DUNGEON_GOD).fill_method = 0 + + -- O: Loads of combat drops + dungeon(god_quest.DUNGEON_GOD).objs.treasure = 10 + dungeon(god_quest.DUNGEON_GOD).objs.combat = 70 + dungeon(god_quest.DUNGEON_GOD).objs.magic = 5 + dungeon(god_quest.DUNGEON_GOD).objs.tools = 15 + + -- F: fairly standard + dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DESTROY, DF1_ADJUST_LEVEL_2) + dungeon(god_quest.DUNGEON_GOD).flags2 = DF2_ADJUST_LEVEL_PLAYER + + -- R: + dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 100 + + -- M: plenty demons please + dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = bor(RF3_DEMON, RF3_EVIL) + + + elseif player.pgod == GOD_MELKOR then + + -- Melkors dungeon will be dark, fiery and stuff + -- Many many monsters! (but prob ADJUST_LEVEL_1_2) + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 24 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 80 + + + -- L: floor is dirt/mud/nether + dungeon(god_quest.DUNGEON_GOD).floor1 = 88 + dungeon(god_quest.DUNGEON_GOD).floor2 = 94 + dungeon(god_quest.DUNGEON_GOD).floor3 = 102 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 45 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 45 + dungeon(god_quest.DUNGEON_GOD).floor_percent3[1] = 10 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[2] = 35 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[2] = 35 + dungeon(god_quest.DUNGEON_GOD).floor_percent3[2] = 30 + + -- A: Granite walls to fill but glass walls for room perimeters (you can see the nasty monsters coming) + dungeon(god_quest.DUNGEON_GOD).fill_type1 = 188 + dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100 + dungeon(god_quest.DUNGEON_GOD).outer_wall = 188 + dungeon(god_quest.DUNGEON_GOD).inner_wall = 57 + dungeon(god_quest.DUNGEON_GOD).fill_method = 1 + + -- O: Even drops + dungeon(god_quest.DUNGEON_GOD).objs.treasure = 25 + dungeon(god_quest.DUNGEON_GOD).objs.combat = 25 + dungeon(god_quest.DUNGEON_GOD).objs.magic = 25 + dungeon(god_quest.DUNGEON_GOD).objs.tools = 25 + + -- F: Small, lava rivers, nasty monsters hehehehehe + dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_SMALL, DF1_LAVA_RIVERS, DF1_ADJUST_LEVEL_1) + dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_ADJUST_LEVEL_PLAYER) + + -- R: No restrictions on monsters here + dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 0 + dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 80 + + -- R: Apart from making sure we have some GOOD ones + dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 20 + + -- M: + dungeon(god_quest.DUNGEON_GOD).rules[2].mflags3 = RF3_GOOD + + elseif player.pgod == GOD_YAVANNA then + + -- Yavannas dungeon will be very natural, tress and stuff. + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 22 + dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 100 + + -- L: floor is grass/flowers, plus dirt so not always regenerating quick! + dungeon(god_quest.DUNGEON_GOD).floor1 = 89 + dungeon(god_quest.DUNGEON_GOD).floor2 = 199 + dungeon(god_quest.DUNGEON_GOD).floor3 = 88 + dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 40 + dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 15 + dungeon(god_quest.DUNGEON_GOD).floor_percent3[1] = 45 + + -- A: Tree walls to fill, small trees for inner walls + dungeon(god_quest.DUNGEON_GOD).fill_type1 = 96 + dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100 + dungeon(god_quest.DUNGEON_GOD).outer_wall = 202 + dungeon(god_quest.DUNGEON_GOD).inner_wall = 96 + dungeon(god_quest.DUNGEON_GOD).fill_method = 1 + + -- O: nt much combat.. tools where ransackers have tried to chop trees down. + dungeon(god_quest.DUNGEON_GOD).objs.treasure = 20 + dungeon(god_quest.DUNGEON_GOD).objs.combat = 10 + dungeon(god_quest.DUNGEON_GOD).objs.magic = 30 + dungeon(god_quest.DUNGEON_GOD).objs.tools = 40 + + -- F: Natural looking + dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DOORS, DF1_WATER_RIVERS, DF1_NO_DESTROY, DF1_ADJUST_LEVEL_1, DF1_NO_RECALL) + dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_NO_SHAFT, DF2_NO_GENO, DF2_ADJUST_LEVEL_PLAYER) + + -- R: Demons, Undead, non-living + dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3 + dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 100 + + -- M: + dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = bor(RF3_DEMON, RF3_UNDEAD, RF3_NONLIVING) + + end + + -- W: All dungeons are 5 levels deep, and created at 2/3 of the player clvl when the quest is given + dungeon(god_quest.DUNGEON_GOD).mindepth = god_quest.dun_mindepth + dungeon(god_quest.DUNGEON_GOD).maxdepth = god_quest.dun_maxdepth + dungeon(god_quest.DUNGEON_GOD).minplev = god_quest.dun_minplev + +end + +-- Calling this function returns the direction the dungeon is in from the players position at the time +-- the quest was given, and also the direction from angband (if the player is worshipping Melkor) or lothlorien. +function get_god_quest_axes() + local home, home_y_coord, home_x_coord, home_axis, home2, home2_y_coord, home2_x_coord, home2_axis, mydistance + + -- different values for different gods... + if player.pgod ~= GOD_MELKOR then + + -- one of the valar, "home" is lothlorien, home2 is Minas Arnor + home = "Bree" + home_y_coord = 21 + home_x_coord = 34 + home2 = "Minas Anor" + home2_y_coord = 56 + home2_x_coord = 60 + else + -- Melkor, "home" is angband, home2 is Barad-dur + home = "the Pits of Angband" + home_y_coord = 7 + home_x_coord = 34 + home2 = "the Land of Mordor" + home2_y_coord = 58 + home2_x_coord = 65 + end + + home_axis = compass(home_y_coord, home_x_coord, god_quest.dung_y, god_quest.dung_x) + home2_axis = compass(home2_y_coord, home2_x_coord, god_quest.dung_y, god_quest.dung_x) + + home_distance = approximate_distance(home_y_coord, home_x_coord, god_quest.dung_y, god_quest.dung_x) + home2_distance = approximate_distance(home2_y_coord, home2_x_coord, god_quest.dung_y, god_quest.dung_x) + + return home, home_axis, home_distance, home2, home2_axis, home2_distance +end |