Add a livelog/#chronicle message for quest leader opening the quest. A similar message for being expelled doesn't seem possible to be triggered. Log the initial visit to each level in the quest branch. They record when the hero actually visits the quest levels, beyond the new one about permission to do the quest.
524 lines
16 KiB
C
524 lines
16 KiB
C
/* NetHack 3.7 quest.c $NHDT-Date: 1774269965 2026/03/23 04:46:05 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.46 $ */
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/* Copyright 1991, M. Stephenson */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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/* quest dungeon branch routines. */
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#include "quest.h"
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#define Not_firsttime (on_level(&u.uz0, &u.uz))
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#define Qstat(x) (svq.quest_status.x)
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staticfn void on_start(void);
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staticfn void on_locate(void);
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staticfn void on_goal(void);
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staticfn boolean not_capable(void);
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staticfn int is_pure(boolean);
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staticfn void expulsion(boolean);
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staticfn void chat_with_leader(struct monst *);
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staticfn void chat_with_nemesis(void);
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staticfn void chat_with_guardian(void);
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staticfn void prisoner_speaks(struct monst *);
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staticfn void
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on_start(void)
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{
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if (!Qstat(first_start)) {
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qt_pager("firsttime");
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Qstat(first_start) = TRUE;
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} else if ((u.uz0.dnum != u.uz.dnum) || (u.uz0.dlevel < u.uz.dlevel)) {
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if (Qstat(not_ready) <= 2)
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qt_pager("nexttime");
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else
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qt_pager("othertime");
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}
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}
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staticfn void
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on_locate(void)
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{
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/* the locate messages are phrased in a manner such that they only
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make sense when arriving on the level from above */
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boolean from_above = (u.uz0.dlevel < u.uz.dlevel);
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if (Qstat(killed_nemesis)) {
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return;
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} else if (!Qstat(first_locate)) {
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if (from_above)
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qt_pager("locate_first");
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/* if we've arrived from below this will be a lie, but there won't
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be any point in delivering the message upon a return visit from
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above later since the level has now been seen */
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Qstat(first_locate) = TRUE;
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} else {
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if (from_above)
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qt_pager("locate_next");
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}
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}
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staticfn void
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on_goal(void)
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{
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if (Qstat(killed_nemesis)) {
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return;
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} else if (!Qstat(made_goal)) {
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qt_pager("goal_first");
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Qstat(made_goal) = 1;
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} else {
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/*
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* Some QT_NEXTGOAL messages reference the quest artifact;
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* find out if it is still present. If not, request an
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* alternate message (qt_pager() will revert to delivery
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* of QT_NEXTGOAL if current role doesn't have QT_ALTGOAL).
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* Note: if hero is already carrying it, it is treated as
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* being absent from the level for quest message purposes.
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*/
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unsigned whichobjchains = ((1 << OBJ_FLOOR)
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| (1 << OBJ_MINVENT)
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| (1 << OBJ_BURIED));
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struct obj *qarti = find_quest_artifact(whichobjchains);
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qt_pager(qarti ? "goal_next" : "goal_alt");
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if (Qstat(made_goal) < 7)
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Qstat(made_goal)++;
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}
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}
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void
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onquest(void)
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{
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if (u.uevent.qcompleted || Not_firsttime)
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return;
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if (!Is_special(&u.uz))
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return;
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if (Is_qstart(&u.uz))
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on_start();
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else if (Is_qlocate(&u.uz))
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on_locate();
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else if (Is_nemesis(&u.uz))
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on_goal();
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return;
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}
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void
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nemdead(void)
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{
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if (!Qstat(killed_nemesis)) {
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Qstat(killed_nemesis) = TRUE;
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qt_pager("killed_nemesis");
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}
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}
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void
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leaddead(void)
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{
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if (!Qstat(killed_leader)) {
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Qstat(killed_leader) = TRUE;
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/* TODO: qt_pager("killed_leader"); ? */
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}
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}
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void
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artitouch(struct obj *obj)
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{
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if (!Qstat(touched_artifact)) {
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/* in case we haven't seen the item yet (ie, currently blinded),
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this quest message describes it by name so mark it as seen */
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observe_object(obj);
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/* only give this message once */
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Qstat(touched_artifact) = TRUE;
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qt_pager("gotit");
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exercise(A_WIS, TRUE);
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}
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}
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/* external hook for do.c (level change check) */
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boolean
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ok_to_quest(void)
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{
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return (boolean) (((Qstat(got_quest) || Qstat(got_thanks))
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&& is_pure(FALSE) > 0) || Qstat(killed_leader));
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}
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staticfn boolean
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not_capable(void)
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{
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return (boolean) (u.ulevel < MIN_QUEST_LEVEL);
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}
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staticfn int
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is_pure(boolean talk)
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{
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int purity;
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aligntyp original_alignment = u.ualignbase[A_ORIGINAL];
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if (wizard && talk) {
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if (u.ualign.type != original_alignment) {
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You("are currently %s instead of %s.", align_str(u.ualign.type),
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align_str(original_alignment));
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} else if (u.ualignbase[A_CURRENT] != original_alignment) {
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You("have converted.");
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} else if (u.ualign.record < MIN_QUEST_ALIGN) {
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You("are currently %d and require %d.", u.ualign.record,
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MIN_QUEST_ALIGN);
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if (yn_function("adjust?", (char *) 0, 'y', TRUE) == 'y')
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u.ualign.record = MIN_QUEST_ALIGN;
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}
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}
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purity = (u.ualign.record >= MIN_QUEST_ALIGN
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&& u.ualign.type == original_alignment
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&& u.ualignbase[A_CURRENT] == original_alignment)
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? 1
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: (u.ualignbase[A_CURRENT] != original_alignment) ? -1 : 0;
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return purity;
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}
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/*
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* Expel the player to the stairs on the parent of the quest dungeon.
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*
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* This assumes that the hero is currently _in_ the quest dungeon and that
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* there is a single branch to and from it.
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*/
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staticfn void
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expulsion(boolean seal)
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{
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branch *br;
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d_level *dest;
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struct trap *t;
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int portal_flag = u.uevent.qexpelled ? UTOTYPE_NONE : UTOTYPE_PORTAL;
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br = dungeon_branch("The Quest");
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dest = (br->end1.dnum == u.uz.dnum) ? &br->end2 : &br->end1;
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if (seal)
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portal_flag |= UTOTYPE_RMPORTAL;
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nomul(0); /* stop running */
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schedule_goto(dest, portal_flag, (char *) 0, (char *) 0);
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if (seal) { /* remove the portal to the quest - sealing it off */
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int reexpelled = u.uevent.qexpelled;
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u.uevent.qexpelled = 1;
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remdun_mapseen(quest_dnum);
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/* Delete the near portal now; the far (main dungeon side)
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portal will be deleted as part of arrival on that level.
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If monster movement is in progress, any who haven't moved
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yet will now miss out on a chance to wander through it... */
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for (t = gf.ftrap; t; t = t->ntrap)
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if (t->ttyp == MAGIC_PORTAL)
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break;
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if (t)
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deltrap(t); /* (display might be briefly out of sync) */
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else if (!reexpelled)
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impossible("quest portal already gone?");
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}
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}
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/* Either you've returned to quest leader while carrying the quest
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artifact or you've just thrown it to/at him or her. If quest
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completion text hasn't been given yet, give it now. Otherwise
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give another message about the character keeping the artifact
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and using the magic portal to return to the dungeon. Also called
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if hero throws or kicks an invocation item (probably the Bell)
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at the leader. */
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void
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finish_quest(struct obj *obj) /* quest artifact or thrown unique item or faux
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* AoY; possibly null if carrying the Amulet */
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{
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struct obj *otmp;
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if (obj && !is_quest_artifact(obj)) {
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/* tossed an invocation item (or [fake] AoY) at the quest leader */
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if (Deaf)
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return; /* optional (unlike quest completion) so skip if deaf */
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/* do ID first so that the message identifying the item will refer to
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it by name (and so justify the ID we already gave...) */
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fully_identify_obj(obj);
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/* update_inventory() is not necessary or helpful here because item
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was thrown, so isn't currently in inventory anyway */
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if (obj->otyp == AMULET_OF_YENDOR) {
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qt_pager("hasamulet");
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} else if (obj->otyp == FAKE_AMULET_OF_YENDOR) {
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verbalize(
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"Sorry to say, this is a mere imitation of the true Amulet of Yendor.");
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} else {
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verbalize("Ah, I see you've found %s.", the(xname(obj)));
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}
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return;
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}
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if (u.uhave.amulet) {
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/* has the amulet in inventory -- most likely the player has already
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completed the quest and stopped in on her way back up, but it's not
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impossible to have gotten the amulet before formally presenting the
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quest artifact to the leader. */
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qt_pager("hasamulet");
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/* leader IDs the real amulet but ignores any fakes */
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if ((otmp = carrying(AMULET_OF_YENDOR)) != (struct obj *) 0) {
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fully_identify_obj(otmp);
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update_inventory();
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}
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} else {
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/* normal quest completion; threw artifact or walked up carrying it */
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qt_pager(!Qstat(got_thanks) ? "offeredit" : "offeredit2");
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/* should have obtained bell during quest;
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if not, suggest returning for it now */
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if ((otmp = carrying(BELL_OF_OPENING)) == 0)
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com_pager("quest_complete_no_bell");
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}
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Qstat(got_thanks) = TRUE;
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if (obj) {
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u.uevent.qcompleted = 1; /* you did it! */
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/* behave as if leader imparts sufficient info about the
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quest artifact */
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fully_identify_obj(obj);
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update_inventory();
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}
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}
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staticfn void
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chat_with_leader(struct monst *mtmp)
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{
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if (!mtmp->mpeaceful || Qstat(pissed_off))
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return;
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/* Rule 0: Cheater checks. */
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if (u.uhave.questart && !Qstat(met_nemesis))
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Qstat(cheater) = TRUE;
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/* It is possible for you to get the amulet without completing
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* the quest. If so, try to induce the player to quest.
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*/
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if (Qstat(got_thanks)) {
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/* Rule 1: You've gone back with/without the amulet. */
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if (u.uhave.amulet)
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finish_quest((struct obj *) 0);
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/* Rule 2: You've gone back before going for the amulet. */
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else
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qt_pager("posthanks");
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/* Rule 3: You've got the artifact and are back to return it. */
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} else if (u.uhave.questart) {
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struct obj *otmp;
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for (otmp = gi.invent; otmp; otmp = otmp->nobj)
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if (is_quest_artifact(otmp))
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break;
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finish_quest(otmp);
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/* Rule 4: You haven't got the artifact yet. */
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} else if (Qstat(got_quest)) {
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qt_pager("encourage");
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/* Rule 5: You aren't yet acceptable - or are you? */
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} else {
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int purity = 0;
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if (!Qstat(met_leader)) {
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qt_pager("leader_first");
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Qstat(met_leader) = TRUE;
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Qstat(not_ready) = 0;
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} else
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qt_pager("leader_next");
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/* the quest leader might have passed through the portal into
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the regular dungeon; none of the remaining make sense there */
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if (!on_level(&u.uz, &qstart_level))
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return;
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if (not_capable()) {
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qt_pager("badlevel");
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exercise(A_WIS, TRUE);
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expulsion(FALSE);
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} else if ((purity = is_pure(TRUE)) < 0) {
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if (!Qstat(pissed_off)) {
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com_pager("banished");
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Qstat(pissed_off) = TRUE;
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expulsion(FALSE);
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/* being expelled is hardly an achievement but none of the
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other livelog classifications fit */
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livelog_printf(LL_ACHIEVE,
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"%s has expelled you from the quest",
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noit_mon_nam(mtmp));
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}
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} else if (purity == 0) {
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qt_pager("badalign");
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Qstat(not_ready) = 1;
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exercise(A_WIS, TRUE);
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expulsion(FALSE);
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} else { /* You are worthy! */
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qt_pager("assignquest");
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exercise(A_WIS, TRUE);
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Qstat(got_quest) = TRUE;
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/* phrasing is a bit clumsy but allows #chronicle to provide a
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clue to players who are reaching the quest for first time;
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matters most for Home 1 that has stairs down which aren't
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easily found */
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livelog_printf(LL_ACHIEVE,
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"%s has granted access to proceed deeper into the quest",
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noit_mon_nam(mtmp));
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}
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}
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}
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void
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leader_speaks(struct monst *mtmp)
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{
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/* maybe you attacked leader? */
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if (!mtmp->mpeaceful) {
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if (!Qstat(pissed_off)) {
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/* again, don't end it permanently if the leader gets angry
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* since you're going to have to kill him to go questing... :)
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* ...but do only show this crap once. */
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qt_pager("leader_last");
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}
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Qstat(pissed_off) = TRUE;
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mtmp->mstrategy &= ~STRAT_WAITMASK; /* end the inaction */
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}
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/* the quest leader might have passed through the portal into the
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regular dungeon; if so, mustn't perform "backwards expulsion" */
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if (!on_level(&u.uz, &qstart_level))
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return;
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if (!Qstat(pissed_off))
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chat_with_leader(mtmp);
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}
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staticfn void
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chat_with_nemesis(void)
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{
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/* The nemesis will do most of the talking, but... */
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qt_pager("discourage");
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if (!Qstat(met_nemesis))
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Qstat(met_nemesis++);
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}
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void
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nemesis_speaks(void)
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{
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if (!Qstat(in_battle)) {
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if (u.uhave.questart)
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qt_pager("nemesis_wantsit");
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else if (Qstat(made_goal) == 1 || !Qstat(met_nemesis))
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qt_pager("nemesis_first");
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else if (Qstat(made_goal) < 4)
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qt_pager("nemesis_next");
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else if (Qstat(made_goal) < 7)
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qt_pager("nemesis_other");
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else if (!rn2(5))
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qt_pager("discourage");
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if (Qstat(made_goal) < 7)
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Qstat(made_goal)++;
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Qstat(met_nemesis) = TRUE;
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} else /* he will spit out random maledictions */
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if (!rn2(5))
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qt_pager("discourage");
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}
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/* create cloud of stinking gas around dying nemesis */
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void
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nemesis_stinks(coordxy mx, coordxy my)
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{
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boolean save_mon_moving = svc.context.mon_moving;
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/*
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* Some nemeses (determined by caller) release a cloud of noxious
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* gas when they die. Don't make the hero be responsible for such
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* a cloud even if hero has just killed nemesis.
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*/
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svc.context.mon_moving = TRUE;
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create_gas_cloud(mx, my, 5, 8);
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svc.context.mon_moving = save_mon_moving;
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}
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staticfn void
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chat_with_guardian(void)
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{
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/* These guys/gals really don't have much to say... */
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if (u.uhave.questart && Qstat(killed_nemesis))
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qt_pager("guardtalk_after");
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else
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qt_pager("guardtalk_before");
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}
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staticfn void
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prisoner_speaks(struct monst *mtmp)
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{
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if (mtmp->data == &mons[PM_PRISONER]
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&& (mtmp->mstrategy & STRAT_WAITMASK)) {
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/* Awaken the prisoner */
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if (canseemon(mtmp))
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pline("%s speaks:", Monnam(mtmp));
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SetVoice(mtmp, 0, 80, 0);
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verbalize("I'm finally free!");
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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mtmp->mpeaceful = 1;
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/* Your god is happy... */
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adjalign(3);
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/* ...But the guards are not */
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(void) angry_guards(FALSE);
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}
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return;
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}
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void
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quest_chat(struct monst *mtmp)
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{
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if (mtmp->m_id == Qstat(leader_m_id)) {
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chat_with_leader(mtmp);
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/* leader might have become pissed during the chat */
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if (Qstat(pissed_off))
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setmangry(mtmp, FALSE);
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return;
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}
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switch (mtmp->data->msound) {
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case MS_NEMESIS:
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chat_with_nemesis();
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break;
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case MS_GUARDIAN:
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chat_with_guardian();
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break;
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default:
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impossible("quest_chat: Unknown quest character %s.", mon_nam(mtmp));
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}
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}
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void
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quest_talk(struct monst *mtmp)
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{
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if (mtmp->m_id == Qstat(leader_m_id)) {
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leader_speaks(mtmp);
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return;
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}
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switch (mtmp->data->msound) {
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case MS_NEMESIS:
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nemesis_speaks();
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break;
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case MS_DJINNI:
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prisoner_speaks(mtmp);
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break;
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default:
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break;
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}
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}
|
|
|
|
void
|
|
quest_stat_check(struct monst *mtmp)
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|
{
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|
if (mtmp->data->msound == MS_NEMESIS)
|
|
Qstat(in_battle) = (!helpless(mtmp) && monnear(mtmp, u.ux, u.uy));
|
|
}
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|
|
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#undef Not_firsttime
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|
#undef Qstat
|
|
|
|
/*quest.c*/
|