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-- 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
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