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 クエストの最終状態を記録する(成功or失敗、時間)
102 * @param player_type プレイヤー情報への参照ポインタ
103 * @param q_ptr クエスト情報への参照ポインタ
104 * @param stat ステータス(成功or失敗)
107 void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QUEST_STATUS stat)
109 q_ptr->status = stat;
110 q_ptr->complev = lev;
112 q_ptr->comptime = current_world_ptr->play_time;
116 * @brief クエストを達成状態にする /
117 * @param player_ptr プレーヤーへの参照ポインタ
118 * @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
153 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
155 /* Check if completed a quest */
156 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
157 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].k_idx == o_ptr->name1)) {
158 complete_quest(player_ptr, i);
164 * @brief クエストの導入メッセージを表示する / Discover quest
165 * @param q_idx 開始されたクエストのID
167 void quest_discovery(QUEST_IDX q_idx)
169 quest_type *q_ptr = &quest[q_idx];
170 monster_race *r_ptr = &r_info[q_ptr->r_idx];
171 MONSTER_NUMBER q_num = q_ptr->max_num;
176 GAME_TEXT name[MAX_NLEN];
177 strcpy(name, (r_ptr->name.c_str()));
179 msg_print(find_quest[rand_range(0, 4)]);
187 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);
191 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
192 is_random_quest_skipped &= r_ptr->max_num == 0;
193 if (!is_random_quest_skipped) {
194 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);
198 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..."));
199 record_quest_final_status(q_ptr, 0, QUEST_STATUS_FINISHED);
203 * @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。
204 * / Hack -- Check if a level is a "quest" level
205 * @param player_ptr プレーヤーへの参照ポインタ
206 * @param level 検索対象になる階
207 * @return クエストIDを返す。該当がない場合0を返す。
209 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
211 floor_type *floor_ptr = player_ptr->current_floor_ptr;
212 if (floor_ptr->inside_quest)
213 return (floor_ptr->inside_quest);
215 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
216 if (quest[i].status != QUEST_STATUS_TAKEN)
219 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) && !(quest[i].flags & QUEST_FLAG_PRESET) && (quest[i].level == level)
220 && (quest[i].dungeon == player_ptr->dungeon_idx))
224 return random_quest_number(player_ptr, level);
228 * @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。
229 * @param player_ptr プレーヤーへの参照ポインタ
230 * @param level 検索対象になる階
231 * @return クエストIDを返す。該当がない場合0を返す。
233 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
235 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND)
238 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
239 if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].level == level)
240 && (quest[i].dungeon == DUNGEON_ANGBAND)) {
249 * @brief クエスト階層から離脱する際の処理
250 * @param player_ptr プレーヤーへの参照ポインタ
253 void leave_quest_check(player_type *player_ptr)
255 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
259 quest_type *const q_ptr = &quest[leaving_quest];
260 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) && (q_ptr->status == QUEST_STATUS_TAKEN);
261 if (!is_one_time_quest)
264 record_quest_final_status(q_ptr, player_ptr->lev, QUEST_STATUS_FAILED);
266 /* Additional settings */
267 switch (q_ptr->type) {
268 case QUEST_TYPE_TOWER:
269 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
270 quest[QUEST_TOWER1].complev = player_ptr->lev;
272 case QUEST_TYPE_FIND_ARTIFACT:
273 a_info[q_ptr->k_idx].gen_flags.reset(TRG::QUESTITEM);
275 case QUEST_TYPE_RANDOM:
276 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
278 /* Floor of random quest will be blocked */
279 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
283 /* Record finishing a quest */
284 if (q_ptr->type == QUEST_TYPE_RANDOM) {
285 if (record_rand_quest)
286 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, NULL);
290 if (record_fix_quest)
291 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, NULL);
295 * @brief 「塔」クエストの各階層から離脱する際の処理
298 void leave_tower_check(player_type *player_ptr)
300 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
301 bool is_leaving_from_tower = leaving_quest != 0;
302 is_leaving_from_tower &= quest[leaving_quest].type == QUEST_TYPE_TOWER;
303 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED;
304 if (!is_leaving_from_tower)
306 if (quest[leaving_quest].type != QUEST_TYPE_TOWER)
309 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
310 quest[QUEST_TOWER1].complev = player_ptr->lev;
312 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
316 * @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
317 * @param player_ptr プレーヤーへの参照ポインタ
320 void do_cmd_quest(player_type *player_ptr)
322 if (player_ptr->wild_mode)
325 take_turn(player_ptr, 100);
327 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
328 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
332 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."));
333 if (!get_check(_("クエストに入りますか?", "Do you enter? ")))
335 if (is_echizen(player_ptr))
336 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
337 else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN)
338 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
340 /* Player enters a new quest */
341 player_ptr->oldpy = 0;
342 player_ptr->oldpx = 0;
344 leave_quest_check(player_ptr);
346 if (quest[player_ptr->current_floor_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
347 player_ptr->current_floor_ptr->dun_level = 1;
348 player_ptr->current_floor_ptr->inside_quest = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
350 player_ptr->leaving = TRUE;