-- 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
					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 hath 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
					god_quest.dun_minplev = player.lev
				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
