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diff --git a/src/q_god.cc b/src/q_god.cc
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+#include "q_god.hpp"
+
+#include "cave_type.hpp"
+#include "dungeon_info_type.hpp"
+#include "feature_type.hpp"
+#include "hook_chardump_in.hpp"
+#include "hook_get_in.hpp"
+#include "hook_enter_dungeon_in.hpp"
+#include "hook_player_level_in.hpp"
+#include "hooks.hpp"
+#include "object2.hpp"
+#include "player_type.hpp"
+#include "quark.hpp"
+#include "skill_type.hpp"
+#include "tables.hpp"
+#include "util.hpp"
+#include "variable.hpp"
+#include "wilderness_map.hpp"
+#include "wilderness_type_info.hpp"
+#include "z-rand.hpp"
+
+#include <assert.h>
+
+#define cquest (quest[QUEST_GOD])
+#define cquest_quests_given (cquest.data[0])
+#define cquest_relics_found (cquest.data[1])
+#define cquest_dun_mindepth (cquest.data[2])
+#define cquest_dun_maxdepth (cquest.data[3])
+#define cquest_dun_minplev (cquest.data[4])
+#define cquest_relic_gen_tries (cquest.data[5])
+#define cquest_relic_generated (cquest.data[6])
+#define cquest_dung_x (cquest.data[7])
+#define cquest_dung_y (cquest.data[8])
+
+/* d_idx of the god_quest (Lost Temple) dungeon */
+#define DUNGEON_GOD 30
+#define CHANCE_OF_GOD_QUEST 21
+
+/*
+ * Returns the direction of the compass that y2, x2 is from y, x
+ * the return value will be one of the following: north, south,
+ * east, west, north-east, south-east, south-west, north-west,
+ * or "close" if it is within 2 tiles.
+ *
+ * The returned string is allocated with strdup().
+ */
+static char *compass(int y, int x, int y2, int x2)
+{
+ char compass_dir[64];
+
+ // is it close to the north/south meridian?
+ int y_diff = y2 - y;
+
+ // determine if y2, x2 is to the north or south of y, x
+ const char *y_axis;
+ if ((y_diff > -3) && (y_diff < 3))
+ {
+ y_axis = 0;
+ }
+ else if (y2 > y)
+ {
+ y_axis = "south";
+ }
+ else
+ {
+ y_axis = "north";
+ }
+
+ // is it close to the east/west meridian?
+ int x_diff = x2 - x;
+
+ // determine if y2, x2 is to the east or west of y, x
+ const char *x_axis;
+ if ((x_diff > -3) && (x_diff < 3))
+ {
+ x_axis = 0;
+ }
+ else if (x2 > x)
+ {
+ x_axis = "east";
+ }
+ else
+ {
+ x_axis = "west";
+ }
+
+ // Maybe it is very close
+ if ((!x_axis) && (!y_axis)) { strcpy(compass_dir, "close"); }
+ // Maybe it is (almost) due N/S
+ else if (!x_axis) { strcpy(compass_dir, y_axis); }
+ // Maybe it is (almost) due E/W
+ else if (!y_axis) { strcpy(compass_dir, x_axis); }
+ // or if it is neither
+ else { sprintf(compass_dir, "%s-%s", y_axis, x_axis); }
+
+ /* Return a copy */
+ return strdup(compass_dir);
+}
+
+/* Returns a relative approximation of the 'distance' of y2, x2 from y, x. */
+static cptr approximate_distance(int y, int x, int y2, int x2)
+{
+ // how far to away to the north/south?
+ int y_diff = abs(y2 - y);
+ // how far to away to the east/west?
+ int x_diff = abs(x2 - x);
+ // find which one is the larger distance
+ int most_dist = x_diff;
+ if (y_diff > most_dist) {
+ most_dist = y_diff;
+ }
+
+ // how far away then?
+ if (most_dist >= 41) {
+ return "a very long way";
+ } else if (most_dist >= 25) {
+ return "a long way";
+ } else if (most_dist >= 8) {
+ return "quite some way";
+ } else {
+ return "not very far";
+ }
+}
+
+static int MAX_NUM_GOD_QUESTS()
+{
+ if (game_module_idx == MODULE_TOME)
+ {
+ return 5;
+ }
+ if (game_module_idx == MODULE_THEME)
+ {
+ return 7;
+ }
+ /* Uh, oh. */
+ assert(FALSE);
+ return 0;
+}
+
+static byte get_relic_num()
+{
+ int i;
+ int sval_by_god[][2] = {
+ { GOD_ERU, 7 },
+ { GOD_MANWE, 8 },
+ { GOD_TULKAS, 9 },
+ { GOD_MELKOR, 10 },
+ { GOD_YAVANNA, 11 },
+ { GOD_AULE, 16 },
+ { GOD_VARDA, 17 },
+ { GOD_ULMO, 18 },
+ { GOD_MANDOS, 19 },
+ { -1, -1 },
+ };
+
+ for (i = 0; sval_by_god[i][1] != -1; i++)
+ {
+ if (p_ptr->pgod == sval_by_god[i][0])
+ {
+ int sval = sval_by_god[i][1];
+ return sval;
+ }
+ }
+
+ /* Uh, oh. */
+ assert(FALSE);
+}
+
+static void get_home_coordinates(int *home1_y, int *home1_x, const char **home1,
+ int *home2_y, int *home2_x, const char **home2)
+{
+ /* Which are the waypoints? */
+ if (p_ptr->pgod != GOD_MELKOR)
+ {
+ *home1 = "Bree";
+ *home2 = "Minas Anor";
+ }
+ else
+ {
+ *home1 = "the Pits of Angband";
+ *home2 = "the Land of Mordor";
+ }
+
+ /* Module specific locations */
+ if (game_module_idx == MODULE_TOME)
+ {
+ if (p_ptr->pgod != GOD_MELKOR)
+ {
+ *home1_y = 21;
+ *home1_x = 34;
+ *home2_y = 56;
+ *home2_x = 60;
+ }
+ else
+ {
+ *home1_y = 7;
+ *home1_x = 34;
+ *home2_y = 58;
+ *home2_x = 65;
+ }
+ }
+ else if (game_module_idx == MODULE_THEME)
+ {
+ if (p_ptr->pgod != GOD_MELKOR)
+ {
+ *home1_y = 21;
+ *home1_x = 35;
+ *home2_y = 56;
+ *home2_x = 60;
+ }
+ else
+ {
+ *home1_y = 7;
+ *home1_x = 11;
+ *home2_y = 49;
+ *home2_x = 70;
+ }
+ }
+ else
+ {
+ assert(FALSE); /* Uh, oh */
+ }
+}
+
+/* Print using cmsg_print. */
+static void print_using_cmsg(cptr line, void *dummy)
+{
+ cmsg_print(TERM_YELLOW, line);
+}
+
+/* Print using print_hook. */
+static void print_using_print_hook(cptr line, void *f_)
+{
+ FILE *f = (FILE *) f_;
+ fprintf(f, "%s\n", line);
+}
+
+/* Show directions */
+static void print_directions(bool_ feel_it, void (*pfunc)(cptr, void *), void *pfdata)
+{
+ int home1_y, home1_x;
+ int home2_y, home2_x;
+ const char *home1 = NULL;
+ const char *home2 = NULL;
+ char *home1_axis = NULL;
+ char *home2_axis = NULL;
+ cptr home1_distance = NULL;
+ cptr home2_distance = NULL;
+ cptr feel_it_str = feel_it ? ", I can feel it.'" : ".";
+ char buf[256];
+
+ get_home_coordinates(
+ &home1_y, &home1_x, &home1,
+ &home2_y, &home2_x, &home2);
+
+ home1_axis = compass(home1_y, home1_x, cquest_dung_y, cquest_dung_x);
+ home2_axis = compass(home2_y, home2_x, cquest_dung_y, cquest_dung_x);
+
+ home1_distance = approximate_distance(home1_y, home1_x, cquest_dung_y, cquest_dung_x);
+ home2_distance = approximate_distance(home2_y, home2_x, cquest_dung_y, cquest_dung_x);
+
+ /* Build the message */
+ if (!streq(home1_axis, "close"))
+ {
+ snprintf(buf, sizeof(buf),
+ "The temple lies %s to the %s of %s, ",
+ home1_distance,
+ home1_axis,
+ home1);
+ pfunc(buf, pfdata);
+ }
+ else
+ {
+ snprintf(buf, sizeof(buf),
+ "The temple lies very close to %s, ",
+ home1);
+ pfunc(buf, pfdata);
+ }
+
+ if (!streq(home2_axis, "close"))
+ {
+ snprintf(buf, sizeof(buf),
+ "and %s to the %s of %s%s",
+ home2_distance,
+ home2_axis,
+ home2,
+ feel_it_str);
+ pfunc(buf, pfdata);
+ }
+ else
+ {
+ snprintf(buf, sizeof(buf),
+ "and very close to %s%s",
+ home2,
+ feel_it_str);
+ pfunc(buf, pfdata);
+ }
+
+ /* Free dyanmically allocated strings */
+ free(home1_axis);
+ free(home2_axis);
+}
+
+bool_ quest_god_describe(FILE *fff)
+{
+ if (cquest.status == QUEST_STATUS_TAKEN)
+ {
+ fprintf(fff, "#####yGod quest " FMTs32b "!\n", cquest_quests_given);
+ fprintf(fff, "Thou art to find the lost temple of thy God and\n");
+ fprintf(fff, "to retrieve the lost part of the relic for thy God! \n");
+ print_directions(FALSE, print_using_print_hook, fff);
+ fprintf(fff, "\n");
+ }
+
+ return TRUE;
+}
+
+static void quest_god_place_rand_dung()
+{
+ int x = -1, y = -1, tries;
+
+ /* erase old dungeon */
+ if (cquest_quests_given > 0)
+ {
+ wild_map[cquest_dung_y][cquest_dung_x].entrance = 0;
+
+ /* erase old recall level */
+ max_dlv[DUNGEON_GOD] = 0;
+ }
+
+ /* initialise tries variable */
+ tries = 1000;
+ while (tries > 0)
+ {
+ wilderness_map *w_ptr = NULL;
+ wilderness_type_info *wf_ptr = NULL;
+ 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). */
+ x = rand_range(1, max_wild_x-2);
+ y = rand_range(1, max_wild_y-2);
+
+ /* Is there a town/dungeon/potentially impassable feature there, ? */
+ w_ptr = &wild_map[y][x];
+ wf_ptr = &wf_info[w_ptr->feat];
+
+ if ((w_ptr->entrance != 0) ||
+ (wf_ptr->entrance != 0) ||
+ (wf_ptr->terrain_idx == TERRAIN_EDGE) ||
+ (wf_ptr->terrain_idx == TERRAIN_DEEP_WATER) ||
+ (wf_ptr->terrain_idx == TERRAIN_TREES) ||
+ (wf_ptr->terrain_idx == TERRAIN_SHALLOW_LAVA) ||
+ (wf_ptr->terrain_idx == TERRAIN_DEEP_LAVA) ||
+ (wf_ptr->terrain_idx == TERRAIN_MOUNTAIN))
+ {
+ /* try again */
+ }
+ else
+ {
+ /* either player, nor wall, then stop this 'while' */
+ break;
+ }
+ }
+
+ assert(x >= 0);
+ assert(y >= 0);
+
+ if (tries == 0)
+ {
+ /* Use Bree as last resort */
+ x = 32;
+ y = 19;
+ }
+
+ /* create god dungeon in that place */
+ wild_map[y][x].entrance = 1000 + DUNGEON_GOD;
+
+ /* set quest variables */
+ cquest_dung_x = x;
+ cquest_dung_y = y;
+}
+
+static void quest_god_generate_relic()
+{
+ int tries = 1000, x = -1, y = -1;
+ object_type relic;
+
+ tries = 1000;
+
+ while (tries > 0)
+ {
+ cave_type *c_ptr;
+ 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);
+ c_ptr = &cave[y][x];
+
+ /* are the coordinates on a floor, not on a permanent feature (eg stairs), and not on a trap ? */
+ if ((f_info[c_ptr->feat].flags1 & FF1_FLOOR) &&
+ (!(f_info[c_ptr->feat].flags1 & FF1_PERMANENT)) &&
+ (c_ptr->t_idx == 0))
+ {
+ break;
+ }
+ }
+
+ /* create relic */
+ object_prep(&relic, lookup_kind(TV_JUNK, get_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)
+ {
+ /* explain it */
+ cmsg_print(TERM_L_BLUE, "You luckily stumble across the relic on the stairs!");
+
+ if (inven_carry_okay(&relic))
+ {
+ inven_carry(&relic, FALSE);
+ }
+ else
+ {
+ /* no place found, drop it on the stairs */
+ drop_near(&relic, -1, p_ptr->py, p_ptr->px);
+ }
+ }
+ else
+ {
+ /* drop it */
+ drop_near(&relic, -1, y, x);
+ }
+
+ /* Only generate once! */
+ cquest_relic_generated = TRUE;
+
+ /* Reset some variables */
+ cquest_relic_gen_tries = 0;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static 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;
+}
+
+static bool_ quest_god_level_end_gen_hook(void *, void *, void *)
+{
+ /* Check for dungeon */
+ if ((dungeon_type != DUNGEON_GOD) ||
+ (cquest.status == QUEST_STATUS_UNTAKEN))
+ {
+ return FALSE;
+ }
+
+ /* 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.*/
+
+ else if ((cquest_relic_generated == TRUE) &&
+ (cquest.status != QUEST_STATUS_FAILED))
+ {
+ /* fail the quest, don't give another one, don't give
+ * this message again */
+ cquest.status = QUEST_STATUS_FAILED;
+
+ /* God issues instructions */
+ cmsg_format(TERM_L_BLUE, "The voice of %s booms in your head:", deity_info[p_ptr->pgod].name);
+
+ 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!'");
+ }
+
+ /* Force relic generation on 5th attempt if others have been
+ * unsuccessful. */
+
+ else if ((cquest_relic_gen_tries == 4) &&
+ (cquest_relic_generated == FALSE))
+ {
+ quest_god_generate_relic();
+ }
+
+ else
+ {
+ /* 1/5 chance of generation */
+ if (magik(20))
+ {
+ quest_god_generate_relic();
+ }
+ else
+ {
+ cquest_relic_gen_tries = cquest_relic_gen_tries + 1;
+ }
+ }
+
+ return FALSE;
+}
+
+static bool_ quest_god_player_level_hook(void *, void *in_, void *)
+{
+ struct hook_player_level_in *in = static_cast<struct hook_player_level_in *>(in_);
+ s32b gained = in->gained_levels;
+
+ if (gained <= 0)
+ {
+ return FALSE;
+ }
+
+ /* check player is worshipping a god, not already on a god quest. */
+ if ((p_ptr->astral) ||
+ (p_ptr->pgod <= 0) ||
+ (cquest.status == QUEST_STATUS_TAKEN) ||
+ (cquest.status == QUEST_STATUS_FAILED) ||
+ (cquest_quests_given >= MAX_NUM_GOD_QUESTS()) ||
+ (magik(CHANCE_OF_GOD_QUEST) == FALSE) ||
+ ((dungeon_type == DUNGEON_GOD) &&
+ (dun_level > 0)) ||
+ (p_ptr->lev <= cquest_dun_minplev))
+ {
+ /* Don't let a player get quests with trickery */
+ if (p_ptr->lev > cquest_dun_minplev)
+ {
+ cquest_dun_minplev = p_ptr->lev;
+ }
+ return FALSE;
+ }
+ else
+ {
+ /* This var will need resetting */
+ cquest.status = QUEST_STATUS_TAKEN;
+ cquest_relic_generated = FALSE;
+ cquest_quests_given = cquest_quests_given + 1;
+
+ /* actually place the dungeon in a random place */
+ quest_god_place_rand_dung();
+
+ /* God issues instructions */
+ cmsg_format(TERM_L_BLUE, "The voice of %s booms in your head:", deity_info[p_ptr->pgod].name);
+
+ 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!");
+
+ print_directions(TRUE, print_using_cmsg, NULL);
+
+ /* 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! */
+ cquest_dun_mindepth = p_ptr->lev*2/3;
+ cquest_dun_maxdepth = cquest_dun_mindepth + 4;
+ }
+
+ return FALSE;
+}
+
+static bool_ quest_god_get_hook(void *, void *in_, void *)
+{
+ hook_get_in *in = static_cast<hook_get_in *>(in_);
+
+ s32b item = -in->o_idx; /* Note the negation */
+
+ object_type *o_ptr = get_object(item);
+
+ /* -- Is it the relic, and check to make sure the relic hasn't already been identified */
+ if ((cquest.status == QUEST_STATUS_TAKEN) &&
+ (o_ptr->tval == TV_JUNK) &&
+ (o_ptr->sval == get_relic_num()) &&
+ (o_ptr->pval != TRUE) &&
+ (cquest_relics_found < cquest_quests_given))
+ {
+ cmsg_format(TERM_L_BLUE, "%s speaks to you:", deity_info[p_ptr->pgod].name);
+
+ /* Is it the last piece of the relic? */
+ if (cquest_quests_given == MAX_NUM_GOD_QUESTS())
+ {
+ 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!'");
+ s_info[SKILL_PRAY].value += (10 * s_info[SKILL_PRAY].mod);
+ }
+ 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'");
+
+ /* reward player by increasing prayer skill */
+ cmsg_print(TERM_YELLOW, "'As a reward, I shall teach thee how to pray better'");
+ s_info[SKILL_PRAY].value += (5 * s_info[SKILL_PRAY].mod);
+ }
+
+ /* Take the relic piece */
+ inc_stack_size_ex(item, -1, OPTIMIZE, NO_DESCRIBE);
+
+ /* relic piece has been identified */
+ o_ptr->pval = TRUE;
+ cquest_relics_found = cquest_relics_found + 1;
+
+ /* Make sure quests can be given again if neccesary */
+ cquest.status = QUEST_STATUS_UNTAKEN;
+
+ /* Prevent further processing of 'take' action; we've
+ destroyed the item. */
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static bool_ quest_god_char_dump_hook(void *, void *in_, void *)
+{
+ struct hook_chardump_in *in = static_cast<struct hook_chardump_in *>(in_);
+ FILE *f = in->file;
+
+ if (cquest_quests_given > 0)
+ {
+ int relics = cquest_relics_found;
+ char relics_text[128];
+ cptr append_text = "";
+
+ snprintf(relics_text, sizeof(relics_text), "%d", relics);
+
+ if (relics == MAX_NUM_GOD_QUESTS())
+ {
+ strcpy(relics_text, "all");
+ append_text = " and pleased your god";
+ }
+ else
+ {
+ if (relics == 0)
+ {
+ strcpy(relics_text, "none");
+ }
+ if (cquest.status == QUEST_STATUS_FAILED)
+ {
+ append_text = " and failed in your quest";
+ }
+ }
+
+ fprintf(f, "\n You found %s of the relic pieces%s.", relics_text, append_text);
+ }
+
+ return FALSE;
+}
+
+static void set_god_dungeon_attributes()
+{
+ /* dungeon properties altered according to which god player is worshipping, */
+ if (p_ptr->pgod == GOD_ERU)
+ {
+ quest_god_set_god_dungeon_attributes_eru();
+ }
+ else if (p_ptr->pgod == GOD_MANWE)
+ {
+ quest_god_set_god_dungeon_attributes_manwe();
+ }
+ else if (p_ptr->pgod == GOD_TULKAS)
+ {
+ quest_god_set_god_dungeon_attributes_tulkas();
+ }
+ else if (p_ptr->pgod == GOD_MELKOR)
+ {
+ quest_god_set_god_dungeon_attributes_melkor();
+ }
+ else if (p_ptr->pgod == GOD_YAVANNA)
+ {
+ quest_god_set_god_dungeon_attributes_yavanna();
+ }
+ else if (p_ptr->pgod == GOD_AULE)
+ {
+ quest_god_set_god_dungeon_attributes_aule();
+ }
+ else if (p_ptr->pgod == GOD_VARDA)
+ {
+ quest_god_set_god_dungeon_attributes_varda();
+ }
+ else if (p_ptr->pgod == GOD_ULMO)
+ {
+ quest_god_set_god_dungeon_attributes_ulmo();
+ }
+ else if (p_ptr->pgod == GOD_MANDOS)
+ {
+ quest_god_set_god_dungeon_attributes_mandos();
+ }
+ else
+ {
+ assert(FALSE); /* Uh, oh! */
+ }
+
+ /* W: All dungeons are 5 levels deep, and created at 2/3 of
+ * the player clvl when the quest is given */
+ {
+ dungeon_info_type *d_ptr = &d_info[DUNGEON_GOD];
+ d_ptr->mindepth = cquest_dun_mindepth;
+ d_ptr->maxdepth = cquest_dun_maxdepth;
+ d_ptr->min_plev = cquest_dun_minplev;
+ }
+}
+
+static void quest_god_dungeon_setup(int d_idx)
+{
+ /* call the function to set the dungeon variables (dependant
+ * on pgod) the first time we enter the dungeon */
+ if (d_idx != DUNGEON_GOD)
+ {
+ return;
+ }
+
+ set_god_dungeon_attributes();
+}
+
+static bool_ quest_god_enter_dungeon_hook(void *, void *in_, void *)
+{
+ struct hook_enter_dungeon_in *in = static_cast<struct hook_enter_dungeon_in *>(in_);
+ quest_god_dungeon_setup(in->d_idx);
+ return FALSE;
+}
+
+static bool_ quest_god_gen_level_begin_hook(void *, void *, void *)
+{
+ quest_god_dungeon_setup(dungeon_type);
+ return FALSE;
+}
+
+static bool_ quest_god_stair_hook(void *, void *, void *)
+{
+ quest_god_dungeon_setup(dungeon_type);
+ return FALSE;
+}
+
+static bool_ quest_god_birth_objects_hook(void *, void *, void *)
+{
+ cquest_quests_given = 0;
+ cquest_relics_found = 0;
+ cquest_dun_mindepth = 1;
+ cquest_dun_maxdepth = 4;
+ cquest_dun_minplev = 0;
+ cquest_relic_gen_tries = 0;
+ cquest_relic_generated = FALSE;
+
+ return FALSE;
+}
+
+bool_ quest_god_init_hook(int q)
+{
+ /* Only need hooks if the quest is unfinished. */
+ if ((cquest.status >= QUEST_STATUS_UNTAKEN) &&
+ (cquest.status < QUEST_STATUS_FINISHED))
+ {
+ add_hook_new(HOOK_LEVEL_END_GEN, quest_god_level_end_gen_hook, "q_god_level_end_gen", NULL);
+ add_hook_new(HOOK_ENTER_DUNGEON, quest_god_enter_dungeon_hook, "q_god_enter_dungeon", NULL);
+ add_hook_new(HOOK_GEN_LEVEL_BEGIN, quest_god_gen_level_begin_hook, "q_god_gen_level_begin", NULL);
+ add_hook_new(HOOK_STAIR, quest_god_stair_hook, "q_god_hook_stair", NULL);
+ add_hook_new(HOOK_GET, quest_god_get_hook, "q_god_get", NULL);
+ add_hook_new(HOOK_CHAR_DUMP, quest_god_char_dump_hook, "q_god_char_dump", NULL);
+ add_hook_new(HOOK_PLAYER_LEVEL, quest_god_player_level_hook, "q_god_player_level", NULL);
+ }
+
+ /* Need this to re-initialize at birth; the quest data is
+ * zeroed which isn't quite right. */
+ add_hook_new(HOOK_BIRTH_OBJECTS, quest_god_birth_objects_hook, "q_god_birth_objects", NULL);
+
+ return FALSE;
+}