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|
-- Library quest in Minas Anor
-- Partially based on Fireproofing quest
library_quest = {}
-- The map definition itself
library_quest.MAP =
[[#!map
# Permanent wall
F:X:63:3
# Granite Wall
F:#:57:3
# Cobblestone Road
F:O:200:3
# Floor
F:.:1:3
# Lich
F:l:200:3:518
# Master lich
F:L:200:3:658
# Quest exit
F:<:6:3
D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
D:X###############################################################X
D:X#<OlOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
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D:X#OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
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D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
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D:X#OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO#X
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D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#O#.###.#.###.#.###.#.###.#.###.O.###.#.###.#.###.#.###.#.###O#X
D:X#OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL#X
D:X###############################################################X
D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
# Starting position
P:4:4
]]
-- Map helper
library_quest.place_random = function(minY, minX, maxY, maxX, monster)
y = randint(maxY - minY + 1) + minY
x = randint(maxX - minX + 1) + minX
return place_monster_one(y, x, monster, 0, TRUE, MSTATUS_ENEMY)
end
-- Book creation helpers
library_quest.bookable_spells =
{
MANATHRUST, DELCURSES,
GLOBELIGHT, FIREGOLEM, FIREFLASH, FIREWALL,
GEYSER, VAPOR, ENTPOTION,
NOXIOUSCLOUD, POISONBLOOD,
STONESKIN, DIG,
RECHARGE, DISPERSEMAGIC,
BLINK, DISARM, TELEPORT,
SENSEMONSTERS, SENSEHIDDEN, REVEALWAYS, IDENTIFY, VISION,
MAGELOCK, SLOWMONSTER, ESSENCESPEED,
CHARM, CONFUSE, ARMOROFFEAR, STUN,
GROWTREE, HEALING, RECOVERY,
ERU_SEE, ERU_LISTEN,
MANWE_BLESS, MANWE_SHIELD,
YAVANNA_CHARM_ANIMAL, YAVANNA_GROW_GRASS, YAVANNA_TREE_ROOTS,
TULKAS_AIM, TULKAS_SPIN,
MELKOR_CURSE, MELKOR_CORPSE_EXPLOSION, DRAIN,
AULE_FIREBRAND, AULE_CHILD,
VARDA_LIGHT_VALINOR, VARDA_EVENSTAR,
ULMO_BELEGAER, ULMO_WRATH,
MANDOS_TEARS_LUTHIEN, MANDOS_TALE_DOOM
}
library_quest.get_term_size = function()
local width = 0
local height = 0
ret, width, height = Term_get_size(width, height)
return width, height
end
library_quest.book_slots_left = function()
if school_book[61][1] == -1 then
return 3
elseif school_book[61][2] == -1 then
return 2
elseif school_book[61][3] == -1 then
return 1
else
return 0
end
end
library_quest.book_contains_spell = function(spell)
if school_book[61][1] == spell then
return TRUE
elseif school_book[61][2] == spell then
return TRUE
elseif school_book[61][3] == spell then
return TRUE
else
return FALSE
end
end
library_quest.add_spell = function(spell)
if school_book[61][1] == -1 then
school_book[61][1] = spell
return TRUE
elseif school_book[61][2] == -1 then
school_book[61][2] = spell
return TRUE
elseif school_book[61][3] == -1 then
school_book[61][3] = spell
return TRUE
else
return FALSE
end
end
library_quest.remove_spell = function(spell)
if school_book[61][1] == spell then
school_book[61][1] = school_book[61][2]
school_book[61][2] = school_book[61][3]
school_book[61][3] = -1
return TRUE
elseif school_book[61][2] == spell then
school_book[61][2] = school_book[61][3]
school_book[61][3] = -1
return TRUE
elseif school_book[61][3] == spell then
school_book[61][3] = -1
return TRUE
else
return FALSE
end
end
-- Print a spell (taken from s_aux)
function library_quest.print_spell(color, y, spl)
local x, index, sch, size, s
x = 0
size = 0
book = 255
obj = nil
-- Hack if the book is 255 it is a random book
if book == 255 then
school_book[book] = {spl}
end
-- Parse all spells
for index, s in school_book[book] do
local lvl, na = get_level_school(s, 50, -50)
local xx, sch_str
xx = nil
sch_str = ""
for index, sch in __spell_school[s] do
if xx then
sch_str = sch_str.."/"..school(sch).name
else
xx = 1
sch_str = sch_str..school(sch).name
end
end
if s == spl then
if na then
c_prt(color, format("%-20s%-16s %3s %4s %3d%s %s", spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
else
c_prt(color, format("%-20s%-16s %3d %4s %3d%s %s", spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
end
y = y + 1
size = size + 1
end
end
return y
end
-- spell selection routines inspired by skills.c
library_quest.print_spells = function(first, current)
Term_clear()
width, height = library_quest.get_term_size()
slots = library_quest.book_slots_left()
c_prt(TERM_WHITE, "Book Creation Screen", 0, 0);
c_prt(TERM_WHITE, "Up/Down to move, Right/Left to modify, I to describe, Esc to Save/Cancel", 1, 0);
if slots == 0 then
c_prt(TERM_L_RED, "The book can hold no more spells.", 2, 0);
elseif slots == 1 then
c_prt(TERM_L_BLUE, "The book can hold 1 more spell.", 2, 0);
else
c_prt(TERM_L_BLUE, "The book can hold "..slots.." more spells.", 2, 0);
end
row = 3;
for index, spell in library_quest.bookable_spells do
if index >= first then
if index == current then
color = TERM_GREEN
elseif library_quest.book_contains_spell(spell) == TRUE then
color = TERM_WHITE
else
color = TERM_ORANGE
end
library_quest.print_spell(color, row, spell)
if row == height - 1 then
return
end
row = row + 1
end
end
end
library_quest.fill_book = function()
-- Always start with a cleared book
school_book[61] = {-1, -1, -1}
screen_save()
width, height = library_quest.get_term_size()
-- room for legend
margin = 3
first = 1
current = 1
done = FALSE
while done == FALSE do
library_quest.print_spells(first, current)
inkey_scan = FALSE
inkey_base = TRUE
char = inkey()
dir = get_keymap_dir(char)
if char == ESCAPE then
if library_quest.book_slots_left() == 0 then
flush()
done = get_check("Really create the book?")
else
done = TRUE
end
elseif char == strbyte('\r') then
-- TODO: make tree of schools
elseif char == strbyte('n') then
current = current + height
elseif char == strbyte('p') then
current = current - height
elseif char == strbyte('I') then
print_spell_desc(library_quest.bookable_spells[current], 0)
inkey()
elseif dir == 2 then
current = current + 1
elseif dir == 8 then
current = current - 1
elseif dir == 6 then
if library_quest.book_contains_spell(library_quest.bookable_spells[current]) == FALSE then
library_quest.add_spell(library_quest.bookable_spells[current])
end
elseif dir == 4 then
library_quest.remove_spell(library_quest.bookable_spells[current])
end
total = getn(library_quest.bookable_spells)
if current > total then
current = total
elseif current < 1 then
current = 1
end
if current > (first + height - margin - 1) then
first = current - height + margin + 1
elseif first > current then
first = current
end
end
screen_load()
end
-- Quest data and hooks
add_quest
{
["global"] = "LIBRARY_QUEST",
["name"] = "Library quest",
["desc"] = function()
-- Quest taken
if (quest(LIBRARY_QUEST).status == QUEST_STATUS_TAKEN) then
print_hook("#####yAn Old Mages Quest! (Danger Level: 35)\n")
print_hook("Make the library safe for the old mage in Minas Anor.\n")
print_hook("\n")
-- Quest done, book not gotten yet
elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
print_hook("#####yAn Old Mages Quest!\n")
print_hook("You have made the library safe for the old mage in Minas Anor.\n")
print_hook("Perhaps you should see about a reward.\n")
print_hook("\n")
end
end,
["level"] = 35,
["data"] =
{
["school_book[61][1]"] = -1,
["school_book[61][2]"] = -1,
["school_book[61][3]"] = -1
},
["hooks"] =
{
-- Start the game without the quest, need to request it
[HOOK_BIRTH_OBJECTS] = function()
quest(LIBRARY_QUEST).status = QUEST_STATUS_UNTAKEN
school_book[61] = {-1, -1, -1}
end,
[HOOK_GEN_QUEST] = function()
-- Only if player doing this quest
if (player.inside_quest ~= LIBRARY_QUEST) then
return FALSE
end
load_map(library_quest.MAP, 2, 2)
level_flags2 = DF2_NO_GENO
-- generate the Liches 518
liches = damroll(4, 2) -- plus one on the map
while(liches > 0) do
if 0 < library_quest.place_random(4, 4, 14, 37, 518) then
liches = liches - 1
end
end
-- generate the Monastic liches 611
liches = damroll(1, 2)
while(liches > 0) do
if 0 < library_quest.place_random(14, 34, 37, 67, 611) then
liches = liches - 1
end
end
-- generate more Monastic liches 611
liches = damroll(1, 2) - 1
while(liches > 0) do
if 0 < library_quest.place_random(4, 34, 14, 67, 611) then
liches = liches - 1
end
end
-- generate even more Monastic liches 611
liches = damroll(1, 2) - 1
while(liches > 0) do
if 0 < library_quest.place_random(14, 4, 37, 34, 611) then
liches = liches - 1
end
end
-- Flesh golem 256
golems = 2
while(golems > 0) do
if 0 < library_quest.place_random(10, 10, 37, 67, 256) then
golems = golems - 1
end
end
-- Clay golem 261
golems = 2
while(golems > 0) do
if 0 < library_quest.place_random(10, 10, 37, 67, 261) then
golems = golems - 1
end
end
-- Iron golem 367
golems = 2
while(golems > 0) do
if 0 < library_quest.place_random(10, 10, 37, 67, 367) then
golems = golems - 1
end
end
-- Mithril Golem 464
golems = 1
while(golems > 0) do
if 0 < library_quest.place_random(10, 10, 37, 67, 464) then
golems = golems - 1
end
end
-- one Master lich is on the map
return TRUE
end,
[HOOK_STAIR] = function()
local ret
-- only ask this if player about to go up stairs of quest and hasn't won yet
if (player.inside_quest ~= LIBRARY_QUEST) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
return FALSE
end
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(LIBRARY_QUEST).status = QUEST_STATUS_FAILED
return FALSE
else
-- if no, they stay in the quest
return TRUE
end
end,
[HOOK_MONSTER_DEATH] = function()
-- if they're in the quest and haven't won, continue
if (player.inside_quest ~= LIBRARY_QUEST) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
return FALSE
end
i = 1
count = -1
while i <= m_max do
local monster = m_list[i]
if (monster.r_idx > 0) and (monster.status <= MSTATUS_ENEMY) then
count = count + 1
end
i = i + 1
end
if count == 0 then
quest(LIBRARY_QUEST).status = QUEST_STATUS_COMPLETED
msg_print(TERM_YELLOW, "The library is safe now.")
end
end,
},
}
-- Library store action
add_building_action
{
["index"] = 61,
["action"] = function()
-- the quest hasn't been requested already, right?
if quest(LIBRARY_QUEST).status == QUEST_STATUS_UNTAKEN then
-- quest has been taken now
quest(LIBRARY_QUEST).status = QUEST_STATUS_TAKEN
-- issue instructions
msg_print("I need get some stock from my main library, but it is infested with monsters!")
msg_print("Please use the side entrance and vanquish the intruders for me.")
return TRUE, FALSE, TRUE
-- if quest completed
elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
msg_print("Thank you! Let me make a special book for you.")
msg_print("Tell me three spells and I will write them in the book.")
library_quest.fill_book()
if library_quest.book_slots_left() == 0 then
quest(LIBRARY_QUEST).status = QUEST_STATUS_REWARDED
book = create_object(TV_BOOK, 61)
book.art_name = quark_add(player_name())
book.found = OBJ_FOUND_REWARD
set_aware(book)
set_known(book)
inven_carry(book, FALSE)
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(LIBRARY_QUEST).status == QUEST_STATUS_TAKEN) then
msg_print("Please use the side entrance and vanquish the intruders for me.")
-- quest failed or completed, then give no more quests
elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_FAILED) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_REWARDED) then
msg_print("I have no more quests for you.")
end
return TRUE
end,
}
|