Source:NetHack 3.6.1/src/quest.c
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Below is the full text to quest.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/quest.c#line123]], for example.
Contents
- 1 Top of file
- 2 on_start
- 3 on_locate
- 4 on_goal
- 5 onquest
- 6 nemdead
- 7 artitouch
- 8 ok_to_quest
- 9 not_capable
- 10 is_pure
- 11 expulsion
- 12 finish_quest
- 13 chat_with_leader
- 14 leader_speaks
- 15 chat_with_nemesis
- 16 nemesis_speaks
- 17 chat_with_guardian
- 18 prisoner_speaks
- 19 quest_chat
- 20 quest_talk
- 21 quest_stat_check
Top of file
/* NetHack 3.6 quest.c $NHDT-Date: 1505170343 2017/09/11 22:52:23 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.21 $ */
/* Copyright 1991, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
#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 *));
on_start
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);
}
}
on_locate
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);
}
}
on_goal
STATIC_OVL void
on_goal()
{
if (Qstat(killed_nemesis)) {
return;
} else if (!Qstat(made_goal)) {
qt_pager(QT_FIRSTGOAL);
Qstat(made_goal) = 1;
} else {
/*
* Some QT_NEXTGOAL messages reference the quest artifact;
* find out if it is still present. If not, request an
* alternate message (qt_pager() will revert to delivery
* of QT_NEXTGOAL if current role doesn't have QT_ALTGOAL).
* Note: if hero is already carrying it, it is treated as
* being absent from the level for quest message purposes.
*/
unsigned whichobjchains = ((1 << OBJ_FLOOR)
| (1 << OBJ_MINVENT)
| (1 << OBJ_BURIED));
struct obj *qarti = find_quest_artifact(whichobjchains);
qt_pager(qarti ? QT_NEXTGOAL : QT_ALTGOAL);
if (Qstat(made_goal) < 7)
Qstat(made_goal)++;
}
}
onquest
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;
}
nemdead
void
nemdead()
{
if (!Qstat(killed_nemesis)) {
Qstat(killed_nemesis) = TRUE;
qt_pager(QT_KILLEDNEM);
}
}
artitouch
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);
}
}
ok_to_quest
/* external hook for do.c (level change check) */
boolean
ok_to_quest()
{
return (boolean) ((Qstat(got_quest) || Qstat(got_thanks))
&& is_pure(FALSE) > 0);
}
not_capable
STATIC_OVL boolean
not_capable()
{
return (boolean) (u.ulevel < MIN_QUEST_LEVEL);
}
is_pure
STATIC_OVL int
is_pure(talk)
boolean talk;
{
int purity;
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;
}
}
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;
}
expulsion
/*
* Expel 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;
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?");
}
}
finish_quest
/* 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();
}
}
chat_with_leader
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;
}
}
}
leader_speaks
void
leader_speaks(mtmp)
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();
}
chat_with_nemesis
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++);
}
nemesis_speaks
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));
}
chat_with_guardian
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));
}
prisoner_speaks
STATIC_OVL void
prisoner_speaks(mtmp)
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;
}
quest_chat
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));
}
}
quest_talk
void
quest_talk(mtmp)
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;
}
}
quest_stat_check
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*/