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/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
61 void determine_random_questor(player_type *player_ptr, quest_type *q_ptr)
63 get_mon_num_prep(player_ptr, mon_hook_quest, NULL);
68 * Random monster 5 - 10 levels out of depth
69 * (depending on level)
71 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
73 r_ptr = &r_info[r_idx];
75 if (!(r_ptr->flags1 & RF1_UNIQUE))
77 if (r_ptr->flags1 & RF1_QUESTOR)
79 if (r_ptr->rarity > 100)
81 if (r_ptr->flags7 & RF7_FRIENDLY)
83 if (r_ptr->flags7 & RF7_AQUATIC)
85 if (r_ptr->flags8 & RF8_WILD_ONLY)
87 if (no_questor_or_bounty_uniques(r_idx))
91 * Accept monsters that are 2 - 6 levels
92 * out of depth depending on the quest level
94 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20)))
102 * @brief クエストの最終状態を記録する(成功or失敗、時間)
103 * @param player_type プレイヤー情報への参照ポインタ
104 * @param q_ptr クエスト情報への参照ポインタ
105 * @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
122 void complete_quest(player_type *player_ptr, QUEST_IDX quest_num)
124 quest_type *const q_ptr = &quest[quest_num];
126 switch (q_ptr->type) {
127 case QUEST_TYPE_RANDOM:
128 if (record_rand_quest)
129 exe_write_diary(player_ptr, DIARY_RAND_QUEST_C, quest_num, NULL);
132 if (record_fix_quest)
133 exe_write_diary(player_ptr, DIARY_FIX_QUEST_C, quest_num, NULL);
137 record_quest_final_status(q_ptr, player_ptr->lev, QUEST_STATUS_COMPLETED);
139 if (q_ptr->flags & QUEST_FLAG_SILENT)
142 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
143 msg_print(_("クエストを達成した!", "You just completed your quest!"));
148 * @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 /
149 * Check for "Quest" completion when a quest monster is killed or charmed.
150 * @param player_ptr プレーヤーへの参照ポインタ
151 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
154 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
156 /* Check if completed a quest */
157 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
158 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].k_idx == o_ptr->name1)) {
159 complete_quest(player_ptr, i);
165 * @brief クエストの導入メッセージを表示する / Discover quest
166 * @param q_idx 開始されたクエストのID
168 void quest_discovery(QUEST_IDX q_idx)
170 quest_type *q_ptr = &quest[q_idx];
171 monster_race *r_ptr = &r_info[q_ptr->r_idx];
172 MONSTER_NUMBER q_num = q_ptr->max_num;
177 GAME_TEXT name[MAX_NLEN];
178 strcpy(name, (r_ptr->name.c_str()));
180 msg_print(find_quest[rand_range(0, 4)]);
188 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);
192 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
193 is_random_quest_skipped &= r_ptr->max_num == 0;
194 if (!is_random_quest_skipped) {
195 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);
199 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..."));
200 record_quest_final_status(q_ptr, 0, QUEST_STATUS_FINISHED);
204 * @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。
205 * / Hack -- Check if a level is a "quest" level
206 * @param player_ptr プレーヤーへの参照ポインタ
207 * @param level 検索対象になる階
208 * @return クエストIDを返す。該当がない場合0を返す。
210 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
212 floor_type *floor_ptr = player_ptr->current_floor_ptr;
213 if (floor_ptr->inside_quest)
214 return (floor_ptr->inside_quest);
216 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
217 if (quest[i].status != QUEST_STATUS_TAKEN)
220 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) && !(quest[i].flags & QUEST_FLAG_PRESET) && (quest[i].level == level)
221 && (quest[i].dungeon == player_ptr->dungeon_idx))
225 return random_quest_number(player_ptr, level);
229 * @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。
230 * @param player_ptr プレーヤーへの参照ポインタ
231 * @param level 検索対象になる階
232 * @return クエストIDを返す。該当がない場合0を返す。
234 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
236 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND)
239 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
240 if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].level == level)
241 && (quest[i].dungeon == DUNGEON_ANGBAND)) {
250 * @brief クエスト階層から離脱する際の処理
251 * @param player_ptr プレーヤーへの参照ポインタ
254 void leave_quest_check(player_type *player_ptr)
256 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
260 quest_type *const q_ptr = &quest[leaving_quest];
261 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) && (q_ptr->status == QUEST_STATUS_TAKEN);
262 if (!is_one_time_quest)
265 record_quest_final_status(q_ptr, player_ptr->lev, QUEST_STATUS_FAILED);
267 /* Additional settings */
268 switch (q_ptr->type) {
269 case QUEST_TYPE_TOWER:
270 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
271 quest[QUEST_TOWER1].complev = player_ptr->lev;
273 case QUEST_TYPE_FIND_ARTIFACT:
274 a_info[q_ptr->k_idx].gen_flags.reset(TRG::QUESTITEM);
276 case QUEST_TYPE_RANDOM:
277 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
279 /* Floor of random quest will be blocked */
280 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
284 /* Record finishing a quest */
285 if (q_ptr->type == QUEST_TYPE_RANDOM) {
286 if (record_rand_quest)
287 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, NULL);
291 if (record_fix_quest)
292 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, NULL);
296 * @brief 「塔」クエストの各階層から離脱する際の処理
299 void leave_tower_check(player_type *player_ptr)
301 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
302 bool is_leaving_from_tower = leaving_quest != 0;
303 is_leaving_from_tower &= quest[leaving_quest].type == QUEST_TYPE_TOWER;
304 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED;
305 if (!is_leaving_from_tower)
307 if (quest[leaving_quest].type != QUEST_TYPE_TOWER)
310 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
311 quest[QUEST_TOWER1].complev = player_ptr->lev;
313 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
317 * @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
318 * @param player_ptr プレーヤーへの参照ポインタ
321 void do_cmd_quest(player_type *player_ptr)
323 if (player_ptr->wild_mode)
326 take_turn(player_ptr, 100);
328 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
329 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
333 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."));
334 if (!get_check(_("クエストに入りますか?", "Do you enter? ")))
336 if (is_echizen(player_ptr))
337 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
338 else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN)
339 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
341 /* Player enters a new quest */
342 player_ptr->oldpy = 0;
343 player_ptr->oldpx = 0;
345 leave_quest_check(player_ptr);
347 if (quest[player_ptr->current_floor_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
348 player_ptr->current_floor_ptr->dun_level = 1;
349 player_ptr->current_floor_ptr->inside_quest = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
351 player_ptr->leaving = TRUE;