1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
|
-- 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 item
fireproof_quest.essence = randint(18)
-- create essence
essence = create_object(TV_BATERIE, fireproof_quest.essence)
-- mark item
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 item
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 item 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 item 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 i1 = "I need a very special essence for a spell I am working on. I am too old to "
local p = "Which essence?"
local pni = "You have no essences to return"
local tval = TV_BATERIE
local location = "The essence is in a cave just behind the shop."
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(i1)
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 (item was retrieved)
elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
-- ask for item
ret, item = get_item(p,
pni,
bor(USE_INVEN),
function (obj)
-- check it's the 'marked' item
if (obj.tval == tval) and (obj.sval == fireproof_quest.essence) and (obj.pval2 == fireproof_quest.essence) then
return TRUE
end
return FALSE
end
)
-- didn't get the item?
if (ret == FALSE) then
return TRUE
-- got the item!
else
-- take item
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(location)
-- 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
|