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
|
-- 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 essence
fireproof_quest.essence = randint(18)
-- create essence
essence = create_object(TV_BATERIE, fireproof_quest.essence)
-- mark essence
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 essence
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 essence 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 essence 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 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("I need a very special essence for a spell I am working on. I am too old to ")
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 (essence was retrieved)
elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
-- ask for essence
ret, item = get_item("Which essence?",
"You have no essences to return",
bor(USE_INVEN),
function (obj)
-- check it's the 'marked' essence
if (obj.tval == TV_BATERIE) and (obj.sval == fireproof_quest.essence) and (obj.pval2 == fireproof_quest.essence) then
return TRUE
end
return FALSE
end
)
-- didn't get the essence?
if (ret == FALSE) then
return TRUE
-- got the essence!
else
-- take essence
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("The essence is in a cave just behind the shop.")
-- 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
|