1 #include "dungeon/quest.h"
2 #include "cmd-io/cmd-dump.h"
3 #include "core/asking-player.h"
4 #include "core/player-update-types.h"
5 #include "dungeon/dungeon.h"
6 #include "floor/cave.h"
7 #include "floor/floor-events.h"
8 #include "floor/floor-mode-changer.h"
9 #include "floor/floor-object.h"
10 #include "game-option/play-record-options.h"
11 #include "grid/feature.h"
12 #include "grid/grid.h"
13 #include "io/write-diary.h"
14 #include "locale/english.h"
15 #include "main/music-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "monster-race/monster-race-hook.h"
18 #include "monster-race/monster-race.h"
19 #include "monster-race/race-flags1.h"
20 #include "monster-race/race-flags7.h"
21 #include "monster-race/race-flags8.h"
22 #include "monster/monster-info.h"
23 #include "monster/monster-list.h"
24 #include "monster/monster-util.h"
25 #include "monster/smart-learn-types.h"
26 #include "object-enchant/item-apply-magic.h"
27 #include "object-enchant/trg-types.h"
28 #include "object/object-generator.h"
29 #include "player/player-personalities-types.h"
30 #include "player/player-status.h"
31 #include "system/artifact-type-definition.h"
32 #include "system/floor-type-definition.h"
33 #include "system/system-variables.h"
34 #include "util/bit-flags-calculator.h"
35 #include "view/display-messages.h"
36 #include "world/world.h"
38 quest_type *quest; /*!< Quest info */
39 QUEST_IDX max_q_idx; /*!< Maximum number of quests */
40 char quest_text[10][80]; /*!< Quest text */
41 int quest_text_line; /*!< Current line of the quest text */
42 int leaving_quest = 0;
45 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
47 static concptr find_quest[] = {
48 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
49 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
50 _("メッセージを見つけた:", "There is a sign saying"),
51 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
52 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
56 * @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
57 * @param q_ptr クエスト構造体の参照ポインタ
60 void determine_random_questor(player_type *player_ptr, quest_type *q_ptr)
62 get_mon_num_prep(player_ptr, mon_hook_quest, NULL);
67 * Random monster 5 - 10 levels out of depth
68 * (depending on level)
70 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
72 r_ptr = &r_info[r_idx];
74 if (!(r_ptr->flags1 & RF1_UNIQUE))
76 if (r_ptr->flags1 & RF1_QUESTOR)
78 if (r_ptr->rarity > 100)
80 if (r_ptr->flags7 & RF7_FRIENDLY)
82 if (r_ptr->flags7 & RF7_AQUATIC)
84 if (r_ptr->flags8 & RF8_WILD_ONLY)
86 if (no_questor_or_bounty_uniques(r_idx))
90 * Accept monsters that are 2 - 6 levels
91 * out of depth depending on the quest level
93 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20)))
101 * @brief クエストを達成状態にする /
102 * @param player_ptr プレーヤーへの参照ポインタ
103 * @param quest_num 達成状態にしたいクエストのID
106 void complete_quest(player_type *player_ptr, QUEST_IDX quest_num)
108 quest_type *const q_ptr = &quest[quest_num];
110 switch (q_ptr->type) {
111 case QUEST_TYPE_RANDOM:
112 if (record_rand_quest)
113 exe_write_diary(player_ptr, DIARY_RAND_QUEST_C, quest_num, NULL);
116 if (record_fix_quest)
117 exe_write_diary(player_ptr, DIARY_FIX_QUEST_C, quest_num, NULL);
121 q_ptr->status = QUEST_STATUS_COMPLETED;
122 q_ptr->complev = player_ptr->lev;
124 q_ptr->comptime = current_world_ptr->play_time;
126 if (q_ptr->flags & QUEST_FLAG_SILENT)
129 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
130 msg_print(_("クエストを達成した!", "You just completed your quest!"));
135 * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
136 * Check for "Quest" completion when a quest monster is killed or charmed.
137 * @param player_ptr プレーヤーへの参照ポインタ
138 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
141 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
143 /* Check if completed a quest */
144 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
145 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].k_idx == o_ptr->name1)) {
146 complete_quest(player_ptr, i);
152 * @brief クエストの導入メッセージを表示する / Discover quest
153 * @param q_idx 開始されたクエストのID
155 void quest_discovery(QUEST_IDX q_idx)
157 quest_type *q_ptr = &quest[q_idx];
158 monster_race *r_ptr = &r_info[q_ptr->r_idx];
159 MONSTER_NUMBER q_num = q_ptr->max_num;
164 GAME_TEXT name[MAX_NLEN];
165 strcpy(name, (r_name + r_ptr->name));
167 msg_print(find_quest[rand_range(0, 4)]);
175 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
179 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
180 is_random_quest_skipped &= r_ptr->max_num == 0;
181 if (!is_random_quest_skipped) {
182 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
186 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
187 quest[q_idx].status = QUEST_STATUS_FINISHED;
190 q_ptr->comptime = current_world_ptr->play_time;
194 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
195 * / Hack -- Check if a level is a "quest" level
196 * @param player_ptr プレーヤーへの参照ポインタ
197 * @param level 検索対象になる階
198 * @return クエストIDを返す。該当がない場合0を返す。
200 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
202 floor_type *floor_ptr = player_ptr->current_floor_ptr;
203 if (floor_ptr->inside_quest)
204 return (floor_ptr->inside_quest);
206 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
207 if (quest[i].status != QUEST_STATUS_TAKEN)
210 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) && !(quest[i].flags & QUEST_FLAG_PRESET) && (quest[i].level == level)
211 && (quest[i].dungeon == player_ptr->dungeon_idx))
215 return random_quest_number(player_ptr, level);
219 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
220 * @param player_ptr プレーヤーへの参照ポインタ
221 * @param level 検索対象になる階
222 * @return クエストIDを返す。該当がない場合0を返す。
224 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
226 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND)
229 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
230 if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].level == level)
231 && (quest[i].dungeon == DUNGEON_ANGBAND)) {
240 * @brief クエスト階層から離脱する際の処理
241 * @param player_ptr プレーヤーへの参照ポインタ
244 void leave_quest_check(player_type *player_ptr)
246 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
250 quest_type *const q_ptr = &quest[leaving_quest];
251 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) && (q_ptr->status == QUEST_STATUS_TAKEN);
252 if (!is_one_time_quest)
255 q_ptr->status = QUEST_STATUS_FAILED;
256 q_ptr->complev = player_ptr->lev;
258 q_ptr->comptime = current_world_ptr->play_time;
260 /* Additional settings */
261 switch (q_ptr->type) {
262 case QUEST_TYPE_TOWER:
263 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
264 quest[QUEST_TOWER1].complev = player_ptr->lev;
266 case QUEST_TYPE_FIND_ARTIFACT:
267 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
269 case QUEST_TYPE_RANDOM:
270 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
272 /* Floor of random quest will be blocked */
273 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
277 /* Record finishing a quest */
278 if (q_ptr->type == QUEST_TYPE_RANDOM) {
279 if (record_rand_quest)
280 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, NULL);
284 if (record_fix_quest)
285 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, NULL);
289 * @brief 「塔」クエストの各階層から離脱する際の処理
292 void leave_tower_check(player_type *player_ptr)
294 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
295 bool is_leaving_from_tower = leaving_quest != 0;
296 is_leaving_from_tower &= quest[leaving_quest].type == QUEST_TYPE_TOWER;
297 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED;
298 if (!is_leaving_from_tower)
300 if (quest[leaving_quest].type != QUEST_TYPE_TOWER)
303 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
304 quest[QUEST_TOWER1].complev = player_ptr->lev;
306 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
310 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
311 * @param player_ptr プレーヤーへの参照ポインタ
314 void do_cmd_quest(player_type *player_ptr)
316 if (player_ptr->wild_mode)
319 take_turn(player_ptr, 100);
321 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
322 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
326 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
327 if (!get_check(_("クエストに入りますか?", "Do you enter? ")))
329 if (is_echizen(player_ptr))
330 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
331 else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN)
332 msg_print("『全滅してやるぞ!』");
334 /* Player enters a new quest */
335 player_ptr->oldpy = 0;
336 player_ptr->oldpx = 0;
338 leave_quest_check(player_ptr);
340 if (quest[player_ptr->current_floor_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
341 player_ptr->current_floor_ptr->dun_level = 1;
342 player_ptr->current_floor_ptr->inside_quest = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
344 player_ptr->leaving = TRUE;