Reformat all C files.

I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
This commit is contained in:
Sean Hunt
2015-05-09 13:43:16 -04:00
parent 167800afdf
commit 97d6fade74
270 changed files with 182649 additions and 173878 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 quest.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.6 quest.c $NHDT-Date: 1431192766 2015/05/09 17:32:46 $ $NHDT-Branch: master $:$NHDT-Revision: 1.17 $ */
/* NetHack 3.6 quest.c $Date: 2009/05/06 10:47:33 $ $Revision: 1.10 $ */
/* SCCS Id: @(#)quest.c 3.5 2006/08/05 */
/* Copyright 1991, M. Stephenson */
@@ -11,8 +11,8 @@
#include "quest.h"
#include "qtext.h"
#define Not_firsttime (on_level(&u.uz0, &u.uz))
#define Qstat(x) (quest_status.x)
#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);
@@ -25,101 +25,110 @@ 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);
}
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()
{
/* the locate messages are phrased in a manner such that they only
make sense when arriving on the level from above */
boolean from_above = (u.uz0.dlevel < u.uz.dlevel);
/* the locate messages are phrased in a manner such that they only
make sense when arriving on the level from above */
boolean from_above = (u.uz0.dlevel < u.uz.dlevel);
if (Qstat(killed_nemesis)) {
return;
} else if (!Qstat(first_locate)) {
if (from_above) qt_pager(QT_FIRSTLOCATE);
/* if we've arrived from below this will be a lie, but there won't
be any point in delivering the message upon a return visit from
above later since the level has now been seen */
Qstat(first_locate) = TRUE;
} else {
if (from_above) qt_pager(QT_NEXTLOCATE);
}
if (Qstat(killed_nemesis)) {
return;
} else if (!Qstat(first_locate)) {
if (from_above)
qt_pager(QT_FIRSTLOCATE);
/* if we've arrived from below this will be a lie, but there won't
be any point in delivering the message upon a return visit from
above later since the level has now been seen */
Qstat(first_locate) = TRUE;
} else {
if (from_above)
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)++;
}
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 (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)) on_locate();
else if(Is_nemesis(&u.uz)) on_goal();
return;
if (Is_qstart(&u.uz))
on_start();
else if (Is_qlocate(&u.uz))
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);
}
if (!Qstat(killed_nemesis)) {
Qstat(killed_nemesis) = TRUE;
qt_pager(QT_KILLEDNEM);
}
}
void
artitouch(obj)
struct obj *obj;
{
if(!Qstat(touched_artifact)) {
/* in case we haven't seen the item yet (ie, currently blinded),
this quest message describes it by name so mark it as seen */
obj->dknown = 1;
/* only give this message once */
Qstat(touched_artifact) = TRUE;
qt_pager(QT_GOTIT);
exercise(A_WIS, TRUE);
}
if (!Qstat(touched_artifact)) {
/* in case we haven't seen the item yet (ie, currently blinded),
this quest message describes it by name so mark it as seen */
obj->dknown = 1;
/* only give this message once */
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));
return ((boolean)((Qstat(got_quest) || Qstat(got_thanks)))
&& (is_pure(FALSE) > 0));
}
STATIC_OVL boolean
not_capable()
{
return((boolean)(u.ulevel < MIN_QUEST_LEVEL));
return ((boolean)(u.ulevel < MIN_QUEST_LEVEL));
}
STATIC_OVL int
@@ -130,22 +139,23 @@ boolean talk;
aligntyp original_alignment = u.ualignbase[A_ORIGINAL];
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;
}
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;
}
}
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;
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;
}
@@ -166,21 +176,24 @@ boolean seal;
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;
remdun_mapseen(quest_dnum);
/* 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?");
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;
remdun_mapseen(quest_dnum);
/* 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?");
}
}
@@ -191,213 +204,236 @@ boolean seal;
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 *obj; /* quest artifact; possibly null if carrying Amulet */
{
struct obj *otmp;
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 (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();
}
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;
/* 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);
/* 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 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;
/* 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;
for (otmp = invent; otmp; otmp = otmp->nobj)
if (is_quest_artifact(otmp))
break;
finish_quest(otmp);
finish_quest(otmp);
/* Rule 4: You haven't got the artifact yet. */
} else if(Qstat(got_quest)) {
qt_pager(rn1(10, QT_ENCOURAGE));
/* 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;
/* 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;
}
}
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;
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;
/* 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();
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++);
/* 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));
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));
/* 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;
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;
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);
/* Your god is happy... */
adjalign(3);
/* ...But the guards are not */
(void) angry_guards(FALSE);
}
return;
/* ...But the guards are not */
(void) angry_guards(FALSE);
}
return;
}
void
quest_chat(mtmp)
register struct monst *mtmp;
register struct monst *mtmp;
{
if (mtmp->m_id == Qstat(leader_m_id)) {
chat_with_leader();
return;
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));
}
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;
register struct monst *mtmp;
{
if (mtmp->m_id == Qstat(leader_m_id)) {
leader_speaks(mtmp);
return;
leader_speaks(mtmp);
return;
}
switch (mtmp->data->msound) {
case MS_NEMESIS:
nemesis_speaks();
break;
case MS_DJINNI:
prisoner_speaks(mtmp);
break;
default:
break;
}
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;
struct monst *mtmp;
{
if(mtmp->data->msound == MS_NEMESIS)
Qstat(in_battle) = (mtmp->mcanmove && !mtmp->msleeping &&
monnear(mtmp, u.ux, u.uy));
if (mtmp->data->msound == MS_NEMESIS)
Qstat(in_battle) =
(mtmp->mcanmove && !mtmp->msleeping && monnear(mtmp, u.ux, u.uy));
}
/*quest.c*/