-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

local art_list = mod.class.Object:loadList("/data/general/objects/brotherhood-artifacts.lua")
local ing_list = mod.class.Object:loadList("/data/general/objects/elixir-ingredients.lua")
local alchemist_num = 2
local other_alchemist_nums = {1, 3, 4}
local q = game.player:hasQuest("brotherhood-of-alchemists")
local final_reward = "ELIXIR_INVULNERABILITY"
local e = {
	{
	short_name = "mysticism",
	name = "elixir of mysticism",
	id = "ELIXIR_MYSTICISM",
	start = "mysticism_start",
	almost = "mysticism_almost_done",
	full = "elixir_of_mysticism",
	full_2 = "elixir_of_the_savior",
	full_3 = "elixir_of_mastery",
	poached = "mysticism_poached",
	},
	{
	short_name = "savior",
	name = "elixir of the savior",
	id = "ELIXIR_SAVIOR",
	start = "savior_start",
	almost = "savior_almost_done",
	full = "elixir_of_the_savior",
	full_2 = "elixir_of_mysticism",
	full_3 = "elixir_of_mastery",
	poached = "savior_poached",
	},
	{
	short_name = "mastery",
	name = "elixir of mastery",
	id = "ELIXIR_MASTERY",
	start = "mastery_start",
	almost = "mastery_almost_done",
	full = "elixir_of_mastery",
	full_2 = "elixir_of_mysticism",
	full_3 = "elixir_of_the_savior",
	poached = "mastery_poached",
	},
}

--cond function for turning in non-final elixirs
--checks that player has quest and elixir ingredients, hasn't completed it yet, has started that elixir, and hasn't completed both other elixirs since that would make this the last one:
local function turn_in(npc, player, n) -- n is the index of the elixir we're checking on
	return q and q:check_ingredients(player, e[n].short_name, n) -- make sure we have the quest and the elixir's ingredients
	and not q:isCompleted(e[n].almost) and not q:isCompleted(e[n].full) --make sure we haven't finished the quest already
	and q:isCompleted(e[n].start) --make sure we've been given the task to make this elixir
	and not (q:isCompleted(e[n].full_2) and q:isCompleted(e[n].full_3)) --make sure we haven't already finished both the other elixirs, since that would make this the final one which requires a special dialog.
end

--cond function for turning in final elixir with index n
--checks that player has quest and elixir ingredients, hasn't completed it yet, has started that elixir, and both the other elixirs are done
local function turn_in_final(npc, player, n) -- n is the index of the elixir we're checking on
	return q and q:check_ingredients(player, e[n].short_name, n) -- make sure we have the quest and the elixir's ingredients
	and not q:isCompleted(e[n].almost) and not q:isCompleted(e[n].full) --make sure we haven't finished the quest already
	and q:isCompleted(e[n].start) --make sure we've been given the task to make this elixir
	and (q:isCompleted(e[n].full_2) and q:isCompleted(e[n].full_3)) --make sure the other two elixirs are made, thus making this the final turn-in
end

--cond function for turning in poached (completed by somebody besides you) elixirs
--checks that the player has the quest and elixir ingredients, hasn't turned it in, the task is complete anyway, the task has actually been started, and that it's been poached
local function turn_in_poached(npc, player, n) -- n is the index of the elixir we're checking on
	return q and q:check_ingredients(player, e[n].short_name, n) -- make sure we have the quest and the elixir's ingredients
	and not q:isCompleted(e[n].almost) --make sure we haven't turned it in already
	and q:isCompleted(e[n].full) --make sure that, even though we haven't turned it in, the elixir has been made for this alchemist
	and q:isCompleted(e[n].start) --make sure we've been given the task to make this elixir
	and q:isCompleted(e[n].poached)  --make sure this task has been poached
end

local function more_aid(npc, player)
	return not (q:isCompleted(e[1].full) and q:isCompleted(e[2].full) and q:isCompleted(e[3].full)) --make sure all the elixirs aren't already made
	--Next, for each of the three elixirs, make sure it's not the case that we're still working on it
	and not (q:isCompleted(e[1].start) and not q:isCompleted(e[1].full))
	and not (q:isCompleted(e[2].start) and not q:isCompleted(e[2].full))
	and not (q:isCompleted(e[3].start) and not q:isCompleted(e[3].full))
end

local function give_bits(npc, player, n) -- n is the index of the elixir we're checking on
	return q and q:check_ingredients(player, e[n].short_name) -- make sure we have the quest and the elixir's ingredients
	and q:isCompleted(e[n].start) --make sure we've started the task
	and not q:isCompleted(e[n].full) --... but not finished
end

local function empty_handed(npc, player, n) -- n is the index of the elixir we're checking on
	return q and q:check_ingredients(player, e[n].short_name, n) -- make sure we have the quest and the elixir's ingredients
	and q:isCompleted(e[n].start) --make sure we've started the task
	and not q:isCompleted(e[n].almost) --make sure we've not turned the stuff in before...
	and q:isCompleted(e[n].full)  --... and yet the elixir is already made (poached!)
end

--Make the alchemist's reaction to your turn-in vary depending on whether he lost.
local function alchemist_reaction_complete(npc, player, lose, other_alch, other_elixir)
	if lose == true then
		return ([[Too late! Argh, too late. %s has already finished. I'll make the elixir and reward you as promised, but only because the Brotherhood breaks the fingers of non-member alchemists who rook people. Members, on the other hand...]]):format(other_alch)
	else
		return ([[Give them here. You took long enough; %s cooked up a %s in your absence. Be quicker about the next one lest I make a 'mistake' in brewing your reward.]]):format(other_alch, other_elixir)
	end
end

if not q or (q and not q:isCompleted(e[1].start) and not q:isCompleted(e[2].start) and not q:isCompleted(e[3].start)) then

-- Here's the dialog that pops up if the player has never worked for this alchemist before:
newChat{ id="welcome",
	text = [[#LIGHT_GREEN#*A shabbily-dressed elf opens the door, scratching his head in apparent puzzlement.*#WHITE#
Another adventurer? Or have we met? I can't tell people apart unless they wear brightly-colored headbands. You need to help me.]],
	answers = {
		{"I am indeed an adventurer. Go on.", jump="ominous"},
		{"[leave]"},
	}
}

newChat{ id="ominous",
	text = [[Three elixirs stand between me and acceptance into the Brotherhood of Alchemists, unless I've been through that already. I'm never quite sure. But I think that's the case. Bring me the ingredients.]],
	answers = {
		{"What elixirs? What ingredients?", jump="proposal"},
	}
}

newChat{ id="proposal",
	text = [[The ones that I need to get before the other alchemists get them. Can't have some lesser hack sneaking into the Brotherhood.]],
	answers = {
		{"You're making little sense.", jump="help"},
	}
}

newChat{ id="help",
	text = [[#LIGHT_GREEN#*He raises his voice and gestures exaggeratedly, seemingly taking you for an idiot.*#WHITE#
Me need pieces of scary monsters for happy-making drink. You get me pieces. You probably get eaten by monsters, me have this conversation yet again with other bonehead.]],
	answers = {
		{"I've been known to kill the occasional monster. Is there a reward in it for me?", jump="competition"},
	}
}

newChat{ id="competition",
	text = [[It finally understands! You get a dose of every elixir you help me make. And if your help gets me into the Brotherhood, I've got half an Elixir of Invulnerability lying around that I'll give you. Don't try anything; I've already downed the other half.]],
	answers = {
		{"I accept.", jump="choice", action = function(npc, player) player:grantQuest("brotherhood-of-alchemists") end,},
		{"I cannot aid you at this time."},
	}
}

newChat{ id="choice",
	text = [[Three elixirs I need. I'll show you the ingredients to one at a time. Are you interested in the Elixir of Mysticism, the Elixir of the Savior, or the Elixir of Mastery?]],
	answers = {
		{"The "..e[1].name..".", jump="list",
			cond = function(npc, player) return not game.player:hasQuest("brotherhood-of-alchemists"):isCompleted(e[1].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].start)
				game.player:hasQuest("brotherhood-of-alchemists"):update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[1].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"The "..e[2].name..".", jump="list",
			cond = function(npc, player) return not game.player:hasQuest("brotherhood-of-alchemists"):isCompleted(e[2].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].start)
				game.player:hasQuest("brotherhood-of-alchemists"):update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[2].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"The "..e[3].name..".", jump="list",
			cond = function(npc, player) return not game.player:hasQuest("brotherhood-of-alchemists"):isCompleted(e[3].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].start)
				game.player:hasQuest("brotherhood-of-alchemists"):update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[3].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"[leave]"},
	}
}

newChat{ id="list",
	text = [[Here's a list of the monster bits I need. I've already got a bunch of idiots out looking for these, by the way, so you best hurry up; they've got a head start on you and I'm not getting any saner here.]],
	answers = {
		{"So I see. I'll be off."},
	}
}

-- Quest is complete; nobody answers the door
elseif q and q:isStatus(q.DONE) then
newChat{ id="welcome",
	text = [[#LIGHT_GREEN#*The door is locked and nobody responds to your knocks*#WHITE#]],
	answers = {
		{"[Leave]"},
	}
}


else -- Here's the dialog that pops up if the player *has* worked with this alchemist before (either done quests or is in the middle of one):

local other_alch, other_elixir, player_loses, alch_picked, e_picked = q:competition(player, other_alchemist_nums)

newChat{ id="welcome",
	text = [[#LIGHT_GREEN#*The shabby elf opens his door.*#WHITE#
Do I know you?]],
	answers = {
		-- If not the final elixir:
		{"I've returned with the ingredients for the "..e[1].name..".", jump="complete",
			cond = function(npc, player) return turn_in(npc, player, 1) end,
			action = function(npc, player)
				q:on_turnin(player, alch_picked, e_picked, false)
			end,
		},
		{"I've returned with the ingredients for the "..e[2].name..".", jump="complete",
			cond = function(npc, player) return turn_in(npc, player, 2) end,
			action = function(npc, player)
				q:on_turnin(player, alch_picked, e_picked, false)
			end,
		},
		{"I've returned with the ingredients for the "..e[3].name..".", jump="complete",
			cond = function(npc, player) return turn_in(npc, player, 3) end,
			action = function(npc, player)
				q:on_turnin(player, alch_picked, e_picked, false)
			end,
		},

		-- If the final elixir:
		{"I've returned with the ingredients for the "..e[1].name..".", jump="totally-complete",
			cond = function(npc, player) return turn_in_final(npc, player, 1) end,
		},
		{"I've returned with the ingredients for the "..e[2].name..".", jump="totally-complete",
			cond = function(npc, player) return turn_in_final(npc, player, 2) end,
		},
		{"I've returned with the ingredients for the "..e[3].name..".", jump="totally-complete",
			cond = function(npc, player) return turn_in_final(npc, player, 3) end,
		},

		-- If the elixir got made while you were out:
		{"I've returned with the ingredients for the "..e[1].name..".", jump="poached",
			cond = function(npc, player) return turn_in_poached(npc, player, 1) end,
		},
		{"I've returned with the ingredients for the "..e[2].name..".", jump="poached",
			cond = function(npc, player) return turn_in_poached(npc, player, 2) end,
		},
		{"I've returned with the ingredients for the "..e[3].name..".", jump="poached",
			cond = function(npc, player) return turn_in_poached(npc, player, 3) end,
		},

		--Don't let player work on multiple elixirs for the same alchemist.
		--See comments in more_aid function above for all the gory detail
		{"I've come to offer more aid.", jump="choice",
			cond = function(npc, player) return more_aid(npc, player) end,
		},
		{"[leave]"},
	}
}

--Not final elixir:
newChat{ id="complete",
	text = alchemist_reaction_complete(npc, player, player_loses, other_alch, other_elixir),
	answers = {
		{"[Give him the monster bits.]", jump="complete2",
			cond = function(npc, player) return give_bits(npc, player, 1) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].almost)
				q:remove_ingredients(player, e[1].short_name, 1)
			end
		},
		{"[Give him the monster bits.]", jump="complete2",
			cond = function(npc, player) return give_bits(npc, player, 2) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].almost)
				q:remove_ingredients(player, e[2].short_name, 2)
			end
		},
		{"[Give him the monster bits.]", jump="complete2",
			cond = function(npc, player) return give_bits(npc, player, 3) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].almost)
				q:remove_ingredients(player, e[3].short_name, 3)
			end
		},
--		{"Sorry, it seems I lack some stuff. I will be back."},
	}
}

--Final elixir:
newChat{ id="totally-complete",
	text = [[#LIGHT_GREEN#*The elf claps his scarred hands together.*#WHITE#
Exceptional work, lackey! The final elixir awaits! Oh, yes. Membership will be mine. And revenge. Ohhhh yes.]],
	answers = {
		{"[Give him the monster bits]", jump="totally-complete2",
			cond = function(npc, player) return give_bits(npc, player, 1) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].almost)
				q:remove_ingredients(player, e[1].short_name, 1)
			end
		},
		{"[Give him the monster bits]", jump="totally-complete2",
			cond = function(npc, player) return give_bits(npc, player, 2) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].almost)
				q:remove_ingredients(player, e[2].short_name, 2)
			end
		},
		{"[Give him the monster bits]", jump="totally-complete2",
			cond = function(npc, player) return give_bits(npc, player, 3) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].almost)
				q:remove_ingredients(player, e[3].short_name, 3)
			end
		},
		--{"Sorry, it seems I lack some stuff. I will be back."},
	}
}

--Not final elixir:
newChat{ id="complete2",
	text = [[Contain your impatience while I prepare these. I'll have the elixir within the hour.]],
	answers = {
		{"[Wait]", jump="complete3"},

	}
}

--Final Elixir:
newChat{ id="totally-complete2",
	text = [[Perfection. Wait here.]],
	answers = {
		{"[Wait]", jump="totally-complete3"},

	}
}

--Not final elixir:
newChat{ id="complete3",
	text = [[#LIGHT_GREEN#*The elf finally returns and tosses you a small vial of fine glass.*#WHITE#
Side effects may include some slight mental imbalances.]],
	answers = {
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[1].almost) and not q:isCompleted(e[1].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].full)
				q:reward(player, e[1].id)
				q:update_needed_ingredients(player)
			end
		},
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[2].almost) and not q:isCompleted(e[2].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].full)
				q:reward(player, e[2].id)
				q:update_needed_ingredients(player)
			end
		},
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[3].almost) and not q:isCompleted(e[3].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].full)
				q:reward(player, e[3].id)
				q:update_needed_ingredients(player)
			end
		},
	}
}

--Final elixir:
newChat{ id="totally-complete3",
	text = [[#LIGHT_GREEN#*The alchemist finally returns with two vials.*#WHITE#
I have no idea who you are, but I'm pretty sure that I'm supposed to give these to somebody as a reward. If some adventurer kills you and takes them, then apparently you're not the fellow I'm looking for.]],
	answers = {
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[1].almost) and not q:isCompleted(e[1].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].full)
				q:reward(player, e[1].id)
				q:reward(player, final_reward)
				q:update_needed_ingredients(player)
				q:winner_is(player, alchemist_num)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.DONE)

			end
		},
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[2].almost) and not q:isCompleted(e[2].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].full)
				q:reward(player, e[2].id)
				q:reward(player, final_reward)
				q:update_needed_ingredients(player)
				q:winner_is(player, alchemist_num)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.DONE)
			end
		},
		{"Thank you. I'll be off.",
			cond = function(npc, player) return q and q:isCompleted(e[3].almost) and not q:isCompleted(e[3].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].full)
				q:reward(player, e[3].id)
				q:reward(player, final_reward)
				q:update_needed_ingredients(player)
				q:winner_is(player, alchemist_num)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.DONE)
			end
		},
	}
}

newChat{ id="choice",
	text = [[Which of the remaining elixirs interests you?]],
	answers = {
		{"The "..e[1].name..".", jump="list",
			cond = function(npc, player) return not q:isCompleted(e[1].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].start)
				q:update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[1].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"The "..e[2].name..".", jump="list",
			cond = function(npc, player) return not q:isCompleted(e[2].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].start)
				q:update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[2].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"The "..e[3].name..".", jump="list",
			cond = function(npc, player) return not q:isCompleted(e[3].full) end,
			action = function(npc, player)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].start)
				q:update_needed_ingredients(player)
			end,
			on_select=function(npc, player)
				local o = art_list[e[3].id]
				o:identify(true)
				game.tooltip_x, game.tooltip_y = 1, 1
				game:tooltipDisplayAtMap(game.w, game.h, tostring(o:getDesc()))
			end,
		},
		{"[leave]"},
	}
}

newChat{ id="list",
	text = [[Here's a list of the ingredients I'm missing. Please follow the directions carefully, or the resulting elixir could be more fatal than either of us would hope.]],
	answers = {
		{"I'll be off."},
	}
}

-- If the elixir got made while you were out:
newChat{ id="poached",
	text = [[Already made it. Best pick up the pace next time, adventurer.]],
	answers = {
		{"Hrmph.",
			cond = function(npc, player) return empty_handed(npc, player, 1) end,
			action = function(npc, player)
				q:remove_ingredients(player, e[1].short_name, 1)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[1].almost)
				q:update_needed_ingredients(player)
			end,
		},
		{"Hrmph.",
			cond = function(npc, player) return empty_handed(npc, player, 2) end,
			action = function(npc, player)
				q:remove_ingredients(player, e[2].short_name, 2)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[2].almost)
				q:update_needed_ingredients(player)
			end,
		},
		{"Hrmph.",
			cond = function(npc, player) return empty_handed(npc, player, 3) end,
			action = function(npc, player)
				q:remove_ingredients(player, e[3].short_name, 3)
				player:setQuestStatus("brotherhood-of-alchemists", engine.Quest.COMPLETED, e[3].almost)
				q:update_needed_ingredients(player)
			end,
		},
	}
}

end

return "welcome"
