/* SCCS Id: @(#)quest.c 3.4 2000/05/05 */ /* Copyright 1991, M. Stephenson */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" /* quest dungeon branch routines. */ #include "quest.h" #include "qtext.h" #define Not_firsttime (on_level(&u.uz0, &u.uz)) #define Qstat(x) (quest_status.x) STATIC_DCL void NDECL(on_start); STATIC_DCL void NDECL(on_locate); STATIC_DCL void NDECL(on_goal); STATIC_DCL boolean NDECL(not_capable); STATIC_DCL int FDECL(is_pure, (BOOLEAN_P)); STATIC_DCL void FDECL(expulsion, (BOOLEAN_P)); STATIC_DCL void NDECL(chat_with_leader); STATIC_DCL void NDECL(chat_with_nemesis); STATIC_DCL void NDECL(chat_with_guardian); STATIC_DCL void FDECL(prisoner_speaks, (struct monst *)); STATIC_OVL void on_start() { if(!Qstat(first_start)) { qt_pager(QT_FIRSTTIME); Qstat(first_start) = TRUE; } else if((u.uz0.dnum != u.uz.dnum) || (u.uz0.dlevel < u.uz.dlevel)) { if(Qstat(not_ready) <= 2) qt_pager(QT_NEXTTIME); else qt_pager(QT_OTHERTIME); } } STATIC_OVL void on_locate() { if(!Qstat(first_locate)) { qt_pager(QT_FIRSTLOCATE); Qstat(first_locate) = TRUE; } else if(u.uz0.dlevel < u.uz.dlevel && !Qstat(killed_nemesis)) qt_pager(QT_NEXTLOCATE); } STATIC_OVL void on_goal() { if (Qstat(killed_nemesis)) { return; } else if (!Qstat(made_goal)) { qt_pager(QT_FIRSTGOAL); Qstat(made_goal) = 1; } else { qt_pager(QT_NEXTGOAL); if(Qstat(made_goal) < 7) Qstat(made_goal)++; } } void onquest() { if(u.uevent.qcompleted || Not_firsttime) return; if(!Is_special(&u.uz)) return; if(Is_qstart(&u.uz)) on_start(); else if(Is_qlocate(&u.uz) && u.uz.dlevel > u.uz0.dlevel) on_locate(); else if(Is_nemesis(&u.uz)) on_goal(); return; } void nemdead() { if(!Qstat(killed_nemesis)) { Qstat(killed_nemesis) = TRUE; qt_pager(QT_KILLEDNEM); } } void artitouch() { if(!Qstat(touched_artifact)) { Qstat(touched_artifact) = TRUE; qt_pager(QT_GOTIT); exercise(A_WIS, TRUE); } } /* external hook for do.c (level change check) */ boolean ok_to_quest() { return((boolean)((Qstat(got_quest) || Qstat(got_thanks))) && (is_pure(FALSE) > 0)); } STATIC_OVL boolean not_capable() { return((boolean)(u.ulevel < MIN_QUEST_LEVEL)); } STATIC_OVL int is_pure(talk) boolean talk; { int purity; aligntyp original_alignment = u.ualignbase[A_ORIGINAL]; #ifdef WIZARD if (wizard && talk) { if (u.ualign.type != original_alignment) { You("are currently %s instead of %s.", align_str(u.ualign.type), align_str(original_alignment)); } else if (u.ualignbase[A_CURRENT] != original_alignment) { You("have converted."); } else if (u.ualign.record < MIN_QUEST_ALIGN) { You("are currently %d and require %d.", u.ualign.record, MIN_QUEST_ALIGN); if (yn_function("adjust?", (char *)0, 'y') == 'y') u.ualign.record = MIN_QUEST_ALIGN; } } #endif purity = (u.ualign.record >= MIN_QUEST_ALIGN && u.ualign.type == original_alignment && u.ualignbase[A_CURRENT] == original_alignment) ? 1 : (u.ualignbase[A_CURRENT] != original_alignment) ? -1 : 0; return purity; } /* * Expell the player to the stairs on the parent of the quest dungeon. * * This assumes that the hero is currently _in_ the quest dungeon and that * there is a single branch to and from it. */ STATIC_OVL void expulsion(seal) boolean seal; { branch *br; d_level *dest; struct trap *t; int portal_flag; br = dungeon_branch("The Quest"); dest = (br->end1.dnum == u.uz.dnum) ? &br->end2 : &br->end1; portal_flag = u.uevent.qexpelled ? 0 : /* returned via artifact? */ !seal ? 1 : -1; schedule_goto(dest, FALSE, FALSE, portal_flag, (char *)0, (char *)0); if (seal) { /* remove the portal to the quest - sealing it off */ int reexpelled = u.uevent.qexpelled; u.uevent.qexpelled = 1; /* Delete the near portal now; the far (main dungeon side) portal will be deleted as part of arrival on that level. If monster movement is in progress, any who haven't moved yet will now miss out on a chance to wander through it... */ for (t = ftrap; t; t = t->ntrap) if (t->ttyp == MAGIC_PORTAL) break; if (t) deltrap(t); /* (display might be briefly out of sync) */ else if (!reexpelled) impossible("quest portal already gone?"); } } /* Either you've returned to quest leader while carrying the quest artifact or you've just thrown it to/at him or her. If quest completion text hasn't been given yet, give it now. Otherwise give another message about the character keeping the artifact and using the magic portal to return to the dungeon. */ void finish_quest(obj) struct obj *obj; /* quest artifact; possibly null if carrying Amulet */ { struct obj *otmp; if (u.uhave.amulet) { /* unlikely but not impossible */ qt_pager(QT_HASAMULET); /* leader IDs the real amulet but ignores any fakes */ if ((otmp = carrying(AMULET_OF_YENDOR)) != 0) fully_identify_obj(otmp); } else { qt_pager(!Qstat(got_thanks) ? QT_OFFEREDIT : QT_OFFEREDIT2); /* should have obtained bell during quest; if not, suggest returning for it now */ if ((otmp = carrying(BELL_OF_OPENING)) == 0) com_pager(5); } Qstat(got_thanks) = TRUE; if (obj) { u.uevent.qcompleted = 1; /* you did it! */ /* behave as if leader imparts sufficient info about the quest artifact */ fully_identify_obj(obj); update_inventory(); } } STATIC_OVL void chat_with_leader() { /* Rule 0: Cheater checks. */ if(u.uhave.questart && !Qstat(met_nemesis)) Qstat(cheater) = TRUE; /* It is possible for you to get the amulet without completing * the quest. If so, try to induce the player to quest. */ if(Qstat(got_thanks)) { /* Rule 1: You've gone back with/without the amulet. */ if(u.uhave.amulet) finish_quest((struct obj *)0); /* Rule 2: You've gone back before going for the amulet. */ else qt_pager(QT_POSTHANKS); } /* Rule 3: You've got the artifact and are back to return it. */ else if(u.uhave.questart) { struct obj *otmp; for (otmp = invent; otmp; otmp = otmp->nobj) if (is_quest_artifact(otmp)) break; finish_quest(otmp); /* Rule 4: You haven't got the artifact yet. */ } else if(Qstat(got_quest)) { qt_pager(rn1(10, QT_ENCOURAGE)); /* Rule 5: You aren't yet acceptable - or are you? */ } else { if(!Qstat(met_leader)) { qt_pager(QT_FIRSTLEADER); Qstat(met_leader) = TRUE; Qstat(not_ready) = 0; } else qt_pager(QT_NEXTLEADER); /* the quest leader might have passed through the portal into the regular dungeon; none of the remaining make sense there */ if (!on_level(&u.uz, &qstart_level)) return; if(not_capable()) { qt_pager(QT_BADLEVEL); exercise(A_WIS, TRUE); expulsion(FALSE); } else if(is_pure(TRUE) < 0) { com_pager(QT_BANISHED); expulsion(TRUE); } else if(is_pure(TRUE) == 0) { qt_pager(QT_BADALIGN); if(Qstat(not_ready) == MAX_QUEST_TRIES) { qt_pager(QT_LASTLEADER); expulsion(TRUE); } else { Qstat(not_ready)++; exercise(A_WIS, TRUE); expulsion(FALSE); } } else { /* You are worthy! */ qt_pager(QT_ASSIGNQUEST); exercise(A_WIS, TRUE); Qstat(got_quest) = TRUE; } } } void leader_speaks(mtmp) register struct monst *mtmp; { /* maybe you attacked leader? */ if(!mtmp->mpeaceful) { Qstat(pissed_off) = TRUE; mtmp->mstrategy &= ~STRAT_WAITMASK; /* end the inaction */ } /* the quest leader might have passed through the portal into the regular dungeon; if so, mustn't perform "backwards expulsion" */ if (!on_level(&u.uz, &qstart_level)) return; if(Qstat(pissed_off)) { qt_pager(QT_LASTLEADER); expulsion(TRUE); } else chat_with_leader(); } STATIC_OVL void chat_with_nemesis() { /* The nemesis will do most of the talking, but... */ qt_pager(rn1(10, QT_DISCOURAGE)); if(!Qstat(met_nemesis)) Qstat(met_nemesis++); } void nemesis_speaks() { if(!Qstat(in_battle)) { if(u.uhave.questart) qt_pager(QT_NEMWANTSIT); else if(Qstat(made_goal) == 1 || !Qstat(met_nemesis)) qt_pager(QT_FIRSTNEMESIS); else if(Qstat(made_goal) < 4) qt_pager(QT_NEXTNEMESIS); else if(Qstat(made_goal) < 7) qt_pager(QT_OTHERNEMESIS); else if(!rn2(5)) qt_pager(rn1(10, QT_DISCOURAGE)); if(Qstat(made_goal) < 7) Qstat(made_goal)++; Qstat(met_nemesis) = TRUE; } else /* he will spit out random maledictions */ if(!rn2(5)) qt_pager(rn1(10, QT_DISCOURAGE)); } STATIC_OVL void chat_with_guardian() { /* These guys/gals really don't have much to say... */ if (u.uhave.questart && Qstat(killed_nemesis)) qt_pager(rn1(5, QT_GUARDTALK2)); else qt_pager(rn1(5, QT_GUARDTALK)); } STATIC_OVL void prisoner_speaks (mtmp) register struct monst *mtmp; { if (mtmp->data == &mons[PM_PRISONER] && (mtmp->mstrategy & STRAT_WAITMASK)) { /* Awaken the prisoner */ if (canseemon(mtmp)) pline("%s speaks:", Monnam(mtmp)); verbalize("I'm finally free!"); mtmp->mstrategy &= ~STRAT_WAITMASK; mtmp->mpeaceful = 1; /* Your god is happy... */ adjalign(3); /* ...But the guards are not */ (void) angry_guards(FALSE); } return; } void quest_chat(mtmp) register struct monst *mtmp; { if (mtmp->m_id == Qstat(leader_m_id)) { chat_with_leader(); return; } switch(mtmp->data->msound) { case MS_NEMESIS: chat_with_nemesis(); break; case MS_GUARDIAN: chat_with_guardian(); break; default: impossible("quest_chat: Unknown quest character %s.", mon_nam(mtmp)); } } void quest_talk(mtmp) register struct monst *mtmp; { if (mtmp->m_id == Qstat(leader_m_id)) { leader_speaks(mtmp); return; } switch(mtmp->data->msound) { case MS_NEMESIS: nemesis_speaks(); break; case MS_DJINNI: prisoner_speaks(mtmp); break; default: break; } } void quest_stat_check(mtmp) struct monst *mtmp; { if(mtmp->data->msound == MS_NEMESIS) Qstat(in_battle) = (mtmp->mcanmove && !mtmp->msleeping && monnear(mtmp, u.ux, u.uy)); } /*quest.c*/