7 #include "knowledge-quests.h"
8 #include "core/show-file.h"
9 #include "dungeon/dungeon.h"
10 #include "dungeon/quest.h"
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "info-reader/fixed-map-parser.h"
14 #include "io-dump/dump-util.h"
15 #include "locale/english.h"
16 #include "monster-race/monster-race.h"
17 #include "object-enchant/special-object-flags.h"
18 #include "object/object-generator.h"
19 #include "object/object-kind-hook.h"
20 #include "system/artifact-type-definition.h"
21 #include "system/floor-type-definition.h"
22 #include "system/system-variables.h" // 暫定、init_flagsのため。後で消すかも.
23 #include "term/screen-processor.h"
24 #include "util/angband-files.h"
25 #include "util/sort.h"
26 #include "world/world.h"
29 * Check on the status of an active quest
30 * @param creature_ptr プレーヤーへの参照ポインタ
33 void do_cmd_checkquest(player_type *creature_ptr)
36 do_cmd_knowledge_quests(creature_ptr);
41 * todo player_typeではなくQUEST_IDXを引数にすべきかもしれない
42 * Print all active quests
43 * @param creature_ptr プレーヤーへの参照ポインタ
46 static void do_cmd_knowledge_quests_current(player_type *creature_ptr, FILE *fff)
49 char rand_tmp_str[120] = "\0";
50 GAME_TEXT name[MAX_NLEN];
55 fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));
57 for (QUEST_IDX i = 1; i < max_q_idx; i++) {
58 bool is_print = quest[i].status == QUEST_STATUS_TAKEN;
59 is_print |= (quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER);
60 is_print |= quest[i].status == QUEST_STATUS_COMPLETED;
64 QUEST_IDX old_quest = creature_ptr->current_floor_ptr->inside_quest;
65 for (int j = 0; j < 10; j++)
66 quest_text[j][0] = '\0';
69 creature_ptr->current_floor_ptr->inside_quest = i;
70 init_flags = INIT_SHOW_TEXT;
71 parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
72 creature_ptr->current_floor_ptr->inside_quest = old_quest;
73 if (quest[i].flags & QUEST_FLAG_SILENT)
77 if (quest[i].type != QUEST_TYPE_RANDOM) {
80 if (quest[i].status == QUEST_STATUS_TAKEN || quest[i].status == QUEST_STATUS_STAGE_COMPLETED) {
81 switch (quest[i].type) {
82 case QUEST_TYPE_KILL_LEVEL:
83 case QUEST_TYPE_KILL_ANY_LEVEL:
84 r_ptr = &r_info[quest[i].r_idx];
85 strcpy(name, r_name + r_ptr->name);
86 if (quest[i].max_num > 1) {
88 sprintf(note, " - %d 体の%sを倒す。(あと %d 体)", (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
91 sprintf(note, " - kill %d %s, have killed %d.", (int)quest[i].max_num, name, (int)quest[i].cur_num);
94 sprintf(note, _(" - %sを倒す。", " - kill %s."), name);
97 case QUEST_TYPE_FIND_ARTIFACT:
99 artifact_type *a_ptr = &a_info[quest[i].k_idx];
101 object_type *q_ptr = &forge;
102 KIND_OBJECT_IDX k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
103 object_prep(creature_ptr, q_ptr, k_idx);
104 q_ptr->name1 = quest[i].k_idx;
105 q_ptr->ident = IDENT_STORE;
106 describe_flavor(creature_ptr, name, q_ptr, OD_NAME_ONLY);
108 sprintf(note, _("\n - %sを見つけ出す。", "\n - Find %s."), name);
110 case QUEST_TYPE_FIND_EXIT:
111 sprintf(note, _(" - 出口に到達する。", " - Reach exit."));
114 case QUEST_TYPE_KILL_NUMBER:
116 sprintf(note, " - %d 体のモンスターを倒す。(あと %d 体)", (int)quest[i].max_num, (int)(quest[i].max_num - quest[i].cur_num));
118 sprintf(note, " - Kill %d monsters, have killed %d.", (int)quest[i].max_num, (int)quest[i].cur_num);
122 case QUEST_TYPE_KILL_ALL:
123 case QUEST_TYPE_TOWER:
124 sprintf(note, _(" - 全てのモンスターを倒す。", " - Kill all monsters."));
129 sprintf(tmp_str, _(" %s (危険度:%d階相当)%s\n", " %s (Danger level: %d)%s\n"), quest[i].name, (int)quest[i].level, note);
131 if (quest[i].status == QUEST_STATUS_COMPLETED) {
132 sprintf(tmp_str, _(" クエスト達成 - まだ報酬を受けとってない。\n", " Quest Completed - Unrewarded\n"));
138 while (quest_text[k][0] && k < 10) {
139 fprintf(fff, " %s\n", quest_text[k]);
146 if (quest[i].level >= rand_level)
149 rand_level = quest[i].level;
150 if (max_dlv[DUNGEON_ANGBAND] < rand_level)
153 r_ptr = &r_info[quest[i].r_idx];
154 strcpy(name, r_name + r_ptr->name);
155 if (quest[i].max_num <= 1) {
156 sprintf(rand_tmp_str, _(" %s (%d 階) - %sを倒す。\n", " %s (Dungeon level: %d)\n Kill %s.\n"), quest[i].name, (int)quest[i].level, name);
161 sprintf(rand_tmp_str, " %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n", quest[i].name, (int)quest[i].level, (int)quest[i].max_num, name,
162 (int)(quest[i].max_num - quest[i].cur_num));
166 sprintf(rand_tmp_str, " %s (Dungeon level: %d)\n Kill %d %s, have killed %d.\n", quest[i].name, (int)quest[i].level, (int)quest[i].max_num, name,
167 (int)quest[i].cur_num);
172 fputs(rand_tmp_str, fff);
175 fprintf(fff, _(" なし\n", " Nothing.\n"));
178 static bool do_cmd_knowledge_quests_aux(player_type *player_ptr, FILE *fff, IDX q_idx)
181 char playtime_str[16];
182 quest_type *const q_ptr = &quest[q_idx];
184 floor_type *floor_ptr = player_ptr->current_floor_ptr;
185 if (is_fixed_quest_idx(q_idx)) {
186 IDX old_quest = floor_ptr->inside_quest;
187 floor_ptr->inside_quest = q_idx;
188 init_flags = INIT_NAME_ONLY;
189 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
190 floor_ptr->inside_quest = old_quest;
191 if (q_ptr->flags & QUEST_FLAG_SILENT)
195 strnfmt(playtime_str, sizeof(playtime_str), "%02d:%02d:%02d", q_ptr->comptime / (60 * 60), (q_ptr->comptime / 60) % 60, q_ptr->comptime % 60);
197 if (is_fixed_quest_idx(q_idx) || (q_ptr->r_idx == 0)) {
198 sprintf(tmp_str, _(" %-35s (危険度:%3d階相当) - レベル%2d - %s\n", " %-35s (Danger level: %3d) - level %2d - %s\n"), q_ptr->name, (int)q_ptr->level,
199 q_ptr->complev, playtime_str);
204 if (q_ptr->complev == 0) {
205 sprintf(tmp_str, _(" %-35s (%3d階) - 不戦勝 - %s\n", " %-35s (Dungeon level: %3d) - Unearned - %s\n"),
206 r_name + r_info[q_ptr->r_idx].name, (int)q_ptr->level, playtime_str);
211 sprintf(tmp_str, _(" %-35s (%3d階) - レベル%2d - %s\n", " %-35s (Dungeon level: %3d) - level %2d - %s\n"), r_name + r_info[q_ptr->r_idx].name,
212 (int)q_ptr->level, q_ptr->complev, playtime_str);
218 * Print all finished quests
219 * @param creature_ptr プレーヤーへの参照ポインタ
220 * @param fff セーブファイル (展開済?)
221 * @param quest_num[] 受注したことのあるクエスト群
224 void do_cmd_knowledge_quests_completed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
226 fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
228 for (QUEST_IDX i = 1; i < max_q_idx; i++) {
229 QUEST_IDX q_idx = quest_num[i];
230 quest_type *const q_ptr = &quest[q_idx];
232 if (q_ptr->status == QUEST_STATUS_FINISHED && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx)) {
238 fprintf(fff, _(" なし\n", " Nothing.\n"));
242 * Print all failed quests
243 * @param creature_ptr プレーヤーへの参照ポインタ
244 * @param fff セーブファイル (展開済?)
245 * @param quest_num[] 受注したことのあるクエスト群
248 void do_cmd_knowledge_quests_failed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
250 fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
252 for (QUEST_IDX i = 1; i < max_q_idx; i++) {
253 QUEST_IDX q_idx = quest_num[i];
254 quest_type *const q_ptr = &quest[q_idx];
256 if (((q_ptr->status == QUEST_STATUS_FAILED_DONE) || (q_ptr->status == QUEST_STATUS_FAILED)) && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx)) {
262 fprintf(fff, _(" なし\n", " Nothing.\n"));
266 * Print all random quests
268 static void do_cmd_knowledge_quests_wiz_random(FILE *fff)
270 fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
271 GAME_TEXT tmp_str[120];
273 for (QUEST_IDX i = 1; i < max_q_idx; i++) {
274 if (quest[i].flags & QUEST_FLAG_SILENT)
277 if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN)) {
279 sprintf(tmp_str, _(" %s (%d階, %s)\n", " %s (%d, %s)\n"), quest[i].name, (int)quest[i].level, r_name + r_info[quest[i].r_idx].name);
285 fprintf(fff, _(" なし\n", " Nothing.\n"));
289 * Print quest status of all active quests
290 * @param creature_ptr プレーヤーへの参照ポインタ
293 void do_cmd_knowledge_quests(player_type *creature_ptr)
296 GAME_TEXT file_name[FILE_NAME_SIZE];
297 if (!open_temporary_file(&fff, file_name))
301 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
303 for (IDX i = 1; i < max_q_idx; i++)
307 ang_sort(creature_ptr, quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
309 do_cmd_knowledge_quests_current(creature_ptr, fff);
311 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
313 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
314 if (current_world_ptr->wizard) {
316 do_cmd_knowledge_quests_wiz_random(fff);
320 (void)show_file(creature_ptr, TRUE, file_name, _("クエスト達成状況", "Quest status"), 0, 0);
322 C_KILL(quest_num, max_q_idx, QUEST_IDX);