Files
nethack/src/quest.c
nethack.rankin 96a0e8e6fe more #H166 - quest locate level message
More tweaking brought about by the report of falling through a
trapdoor above the quest locate level and landing below it (which won't
happen randomly any more, but can still be achieved via controlled level
teleport).  You don't get any message for the locate level when arriving
from below, and giving the full initial message if you manage to make a
return visit from above produces silly results.  This adjusts the logic
for delivering those messages; once you've been on the level, you won't
get the full initial message later even if it wasn't given the first time.
You will still get the shorter secondary message, up until the nemesis has
been killed.  (In some cases it might not make much sense since its wording
is based on the assumption that you've already seen the full message.)

     The handling for these messages will never be completely correct
unless the messages themselves are rewritten (and the result would
probably end up with really wishy-washy phrasing so there's not much point).
They assume that you'll be arriving via the stairs, even for the case where
you do come from above rather than unexpectedly from below, and they can
be misleading or confusing if you arrive someplace else.  We could improve
things by having alternate FIRSTLOCATE and NEXTLOCATE messages for use when
not on--or next to, for the case where a pet displaces your arrival--the
stairs.  But I'm not going to attempt to compose those.
2006-08-06 05:16:23 +00:00

406 lines
10 KiB
C

/* SCCS Id: @(#)quest.c 3.5 2006/08/05 */
/* 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()
{
/* 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);
}
}
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)) 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(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);
}
}
/* 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;
#ifdef DUNGEON_OVERVIEW
remdun_mapseen(quest_dnum);
#endif
/* 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*/