static void chat_with_leader(void) { /* Rule 0: Cheater checks. */ if (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 (Uhave_amulet) finish_quest(NULL); /* 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 (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 ((is_pure(FALSE) > 0) && (u.ulevelmax < 2) && ((!challengemode) || !(u.uconduct[conduct_killer]))) { qt_pager(QT_LOWLEVEL); if (yn_function("Confirm your readiness and start the quest?", "yn", 'n') == 'y') { pline("\"Go on then.\""); Qstat(got_quest) = TRUE; /* TODO: levelport the player straight to Quest 2? */ historic_event(FALSE, FALSE, "embarked upon an epic quest."); } else { qt_pager(QT_BADLEVEL); expulsion(FALSE); } return; } if (not_capable()) { qt_pager(QT_BADLEVEL); expulsion(FALSE); } else if (is_pure(TRUE) < 0) { com_pager(QT_BANISHED); expulsion(TRUE); } else if (is_pure(FALSE) == 0) { qt_pager(QT_BADALIGN); if (Qstat(not_ready) == MAX_QUEST_TRIES) { qt_pager(QT_LASTLEADER); expulsion(TRUE); } else { Qstat(not_ready)++; expulsion(FALSE); } } else { /* You are worthy! */ qt_pager(QT_ASSIGNQUEST); Qstat(got_quest) = TRUE; historic_event(FALSE, FALSE, "embarked upon an epic quest."); } } }
static void chat_with_leader(void) { /* 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(NULL); /* 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; historic_event(FALSE, "embarked upon an epic quest."); } } }