/*      SCCS Id: @(#)quest.c    3.2     96/08/13        */
/*	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 void NDECL(on_start);
static void NDECL(on_locate);
static void NDECL(on_goal);
static boolean NDECL(not_capable);
static boolean FDECL(is_pure, (BOOLEAN_P));
static void FDECL(expulsion, (BOOLEAN_P));
static void NDECL(chat_with_leader);
static void NDECL(chat_with_nemesis);
static void NDECL(chat_with_guardian);
static void FDECL(prisoner_speaks, (struct monst *));


static 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 void
on_locate()
{
  if(!Qstat(first_locate)) {
    qt_pager(QT_FIRSTLOCATE);
    Qstat(first_locate) = TRUE;
  } else if(u.uz0.dlevel < u.uz.dlevel)
	qt_pager(QT_NEXTLOCATE);
}

static 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)++;
  }
}

#ifndef ROLE_PATCH
void
quest_init()
{
/*
 *	Special setup modifications here:
 *
 *	Unfortunately, this is going to have to be done
 *	on each newgame or restore, because you lose the permonst mods
 *	across a save/restore :-)
 *
 *	1 - The Rogue Leader is the Tourist Nemesis.
 *	2 - Priests start with a random alignment - convert the leader and
 *	    guardians here.
 *	3 - Elves can have one of two different leaders, but can't work it
 *	    out here because it requires hacking the level file data (see
 *	    sp_lev.c).
 */
#ifdef TOURIST
    if (Role_if(PM_TOURIST)) {
	mons[PM_MASTER_OF_THIEVES].msound = MS_NEMESIS;
	mons[PM_MASTER_OF_THIEVES].mflags2 &= ~(M2_PEACEFUL);
	mons[PM_MASTER_OF_THIEVES].mflags2 |= (M2_NASTY|M2_STALK|M2_HOSTILE);
	mons[PM_MASTER_OF_THIEVES].mflags3 = M3_WANTSARTI | M3_WAITFORU;
    } else
#endif
    /* convert Ruggo the Gnome king into a Leader */
    if (Role_if(PM_GNOME)) {
        mons[PM_RUGGO_THE_GNOME_KING].msound = MS_LEADER;
        mons[PM_RUGGO_THE_GNOME_KING].mflags2 |= (M2_PEACEFUL);
        mons[PM_RUGGO_THE_GNOME_KING].mflags3 = M3_CLOSE;
    } else
    /* evil elf... */
    if (Role_if(PM_ELF) && u.uelf_drow) {
        mons[PM_EARENDIL].msound = MS_NEMESIS;
        mons[PM_EARENDIL].mflags2 &= ~(M2_PEACEFUL);
        mons[PM_EARENDIL].mflags2 |= (M2_NASTY|M2_STALK|M2_HOSTILE);
        mons[PM_EARENDIL].mflags3 = M3_WANTSARTI | M3_WAITFORU;
    } else
    if (Role_if(PM_PRIEST)) {
	mons[PM_ARCH_PRIEST].maligntyp = u.ualignbase[1]*3;
	mons[PM_ACOLYTE].maligntyp = u.ualignbase[1]*3;
    }
}
#endif

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));
}

static boolean
not_capable()
{
	return((boolean)(u.ulevel < MIN_QUEST_LEVEL));
}

static boolean
is_pure(talk)
boolean talk;
{
    aligntyp original_alignment = u.ualignbase[1];

#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[0] != 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
    return (boolean)(u.ualign.record >= MIN_QUEST_ALIGN &&
		     u.ualign.type == original_alignment &&
		     u.ualignbase[0] == original_alignment);
}

/*
 * 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 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 */
	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 impossible("quest portal already gone?");
    }
}

static 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)	qt_pager(QT_HASAMULET);

/*	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) {
	    if(u.uhave.amulet)	qt_pager(QT_HASAMULET);
	    else		qt_pager(QT_OFFEREDIT);
	    Qstat(got_thanks) = TRUE;
	    u.uevent.qcompleted = 1;	/* you did it! */

/*	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)) {
	    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 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)) qt_pager(QT_FIRSTNEMESIS);
	  else if(Qstat(made_goal) < 3) 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 void
chat_with_guardian()
{
/*	These guys/gals really don't have much to say... */
	qt_pager(rn1(5, QT_GUARDTALK));
}


/* KMH, role patch -- prisoners */
static void
prisoner_speaks (mtmp)
	register struct monst *mtmp;
{
	if (mtmp->data == &mons[PM_PRISONER] &&
			(mtmp->mstrategy & STRAT_WAITMASK)) {
		/* Awaken the prisoner */
		pline("I'm finally free!");
		mtmp->mstrategy &= ~STRAT_WAITMASK;

		/* Your god is happy... */
		adjalign(3);

		/* ...But the guards are not */
		angry_guards(FALSE);
	}
	return;
}


void
quest_chat(mtmp)
	register struct monst *mtmp;
{
    switch(mtmp->data->msound) {
	    case MS_LEADER:	chat_with_leader(); break;
	    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;
{
    switch(mtmp->data->msound) {
	    case MS_LEADER:	leader_speaks(mtmp); break;
	    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->msleep && monnear(mtmp, u.ux, u.uy));
}

/*quest.c*/
