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 "player-status/player-energy.h"
29 #include "player/player-personality-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/monster-race-definition.h"
34 #include "system/player-type-definition.h"
35 #include "util/bit-flags-calculator.h"
36 #include "view/display-messages.h"
37 #include "world/world.h"
39 quest_type *quest; /*!< Quest info */
40 QUEST_IDX max_q_idx; /*!< Maximum number of quests */
41 char quest_text[10][80]; /*!< Quest text */
42 int quest_text_line; /*!< Current line of the quest text */
43 int leaving_quest = 0;
46 * @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
48 static concptr find_quest[] = {
49 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
50 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
51 _("メッセージを見つけた:", "There is a sign saying"),
52 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
53 _("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"),
57 * @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
58 * @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->flags8 & RF8_NO_QUEST)
78 if (r_ptr->flags1 & RF1_QUESTOR)
80 if (r_ptr->rarity > 100)
82 if (r_ptr->flags7 & RF7_FRIENDLY)
84 if (r_ptr->flags7 & RF7_AQUATIC)
86 if (r_ptr->flags8 & RF8_WILD_ONLY)
88 if (no_questor_or_bounty_uniques(r_idx))
92 * Accept monsters that are 2 - 6 levels
93 * out of depth depending on the quest level
95 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20)))
103 * @brief クエストの最終状態を記録する(成功or失敗、時間)
104 * @param player_type プレイヤー情報への参照ポインタ
105 * @param q_ptr クエスト情報への参照ポインタ
106 * @param stat ステータス(成功or失敗)
108 void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QUEST_STATUS stat)
110 q_ptr->status = stat;
111 q_ptr->complev = lev;
113 q_ptr->comptime = current_world_ptr->play_time;
117 * @brief クエストを達成状態にする /
118 * @param player_ptr プレーヤーへの参照ポインタ
119 * @param quest_num 達成状態にしたいクエストのID
121 void complete_quest(player_type *player_ptr, QUEST_IDX quest_num)
123 quest_type *const q_ptr = &quest[quest_num];
125 switch (q_ptr->type) {
126 case QUEST_TYPE_RANDOM:
127 if (record_rand_quest)
128 exe_write_diary(player_ptr, DIARY_RAND_QUEST_C, quest_num, NULL);
131 if (record_fix_quest)
132 exe_write_diary(player_ptr, DIARY_FIX_QUEST_C, quest_num, NULL);
136 record_quest_final_status(q_ptr, player_ptr->lev, QUEST_STATUS_COMPLETED);
138 if (q_ptr->flags & QUEST_FLAG_SILENT)
141 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
142 msg_print(_("クエストを達成した!", "You just completed your quest!"));
147 * @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 /
148 * Check for "Quest" completion when a quest monster is killed or charmed.
149 * @param player_ptr プレーヤーへの参照ポインタ
150 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
152 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
154 /* Check if completed a quest */
155 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
156 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].k_idx == o_ptr->name1)) {
157 complete_quest(player_ptr, i);
163 * @brief クエストの導入メッセージを表示する / Discover quest
164 * @param q_idx 開始されたクエストのID
166 void quest_discovery(QUEST_IDX q_idx)
168 quest_type *q_ptr = &quest[q_idx];
169 monster_race *r_ptr = &r_info[q_ptr->r_idx];
170 MONSTER_NUMBER q_num = q_ptr->max_num;
175 GAME_TEXT name[MAX_NLEN];
176 strcpy(name, (r_ptr->name.c_str()));
178 msg_print(find_quest[rand_range(0, 4)]);
186 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);
190 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
191 is_random_quest_skipped &= r_ptr->max_num == 0;
192 if (!is_random_quest_skipped) {
193 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);
197 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..."));
198 record_quest_final_status(q_ptr, 0, QUEST_STATUS_FINISHED);
202 * @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。
203 * / Hack -- Check if a level is a "quest" level
204 * @param player_ptr プレーヤーへの参照ポインタ
205 * @param level 検索対象になる階
206 * @return クエストIDを返す。該当がない場合0を返す。
208 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
210 floor_type *floor_ptr = player_ptr->current_floor_ptr;
211 if (floor_ptr->inside_quest)
212 return (floor_ptr->inside_quest);
214 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
215 if (quest[i].status != QUEST_STATUS_TAKEN)
218 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) && !(quest[i].flags & QUEST_FLAG_PRESET) && (quest[i].level == level)
219 && (quest[i].dungeon == player_ptr->dungeon_idx))
223 return random_quest_number(player_ptr, level);
227 * @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。
228 * @param player_ptr プレーヤーへの参照ポインタ
229 * @param level 検索対象になる階
230 * @return クエストIDを返す。該当がない場合0を返す。
232 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
234 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND)
237 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
238 if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].level == level)
239 && (quest[i].dungeon == DUNGEON_ANGBAND)) {
248 * @brief クエスト階層から離脱する際の処理
249 * @param player_ptr プレーヤーへの参照ポインタ
251 void leave_quest_check(player_type *player_ptr)
253 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
257 quest_type *const q_ptr = &quest[leaving_quest];
258 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) && (q_ptr->status == QUEST_STATUS_TAKEN);
259 if (!is_one_time_quest)
262 record_quest_final_status(q_ptr, player_ptr->lev, QUEST_STATUS_FAILED);
264 /* Additional settings */
265 switch (q_ptr->type) {
266 case QUEST_TYPE_TOWER:
267 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
268 quest[QUEST_TOWER1].complev = player_ptr->lev;
270 case QUEST_TYPE_FIND_ARTIFACT:
271 a_info[q_ptr->k_idx].gen_flags.reset(TRG::QUESTITEM);
273 case QUEST_TYPE_RANDOM:
274 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
276 /* Floor of random quest will be blocked */
277 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
281 /* Record finishing a quest */
282 if (q_ptr->type == QUEST_TYPE_RANDOM) {
283 if (record_rand_quest)
284 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, NULL);
288 if (record_fix_quest)
289 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, NULL);
293 * @brief 「塔」クエストの各階層から離脱する際の処理
295 void leave_tower_check(player_type *player_ptr)
297 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
298 bool is_leaving_from_tower = leaving_quest != 0;
299 is_leaving_from_tower &= quest[leaving_quest].type == QUEST_TYPE_TOWER;
300 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED;
301 if (!is_leaving_from_tower)
303 if (quest[leaving_quest].type != QUEST_TYPE_TOWER)
306 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
307 quest[QUEST_TOWER1].complev = player_ptr->lev;
309 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
313 * @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
314 * @param player_ptr プレーヤーへの参照ポインタ
316 void do_cmd_quest(player_type *player_ptr)
318 if (player_ptr->wild_mode)
321 PlayerEnergy(player_ptr).set_player_turn_energy(100);
323 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
324 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
328 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."));
329 if (!get_check(_("クエストに入りますか?", "Do you enter? ")))
331 if (is_echizen(player_ptr))
332 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
333 else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN)
334 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
336 /* Player enters a new quest */
337 player_ptr->oldpy = 0;
338 player_ptr->oldpx = 0;
340 leave_quest_check(player_ptr);
342 if (quest[player_ptr->current_floor_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
343 player_ptr->current_floor_ptr->dun_level = 1;
344 player_ptr->current_floor_ptr->inside_quest = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
346 player_ptr->leaving = true;