7 #include "floor-save.h"
8 #include "floor-events.h"
11 #include "monsterrace-hook.h"
13 #include "player-status.h"
14 #include "player-personality.h"
18 #include "io/write-diary.h"
19 #include "cmd/cmd-dump.h"
21 #include "view-mainwindow.h"
23 quest_type *quest; /*!< Quest info */
24 QUEST_IDX max_q_idx; /*!< Maximum number of quests */
25 char quest_text[10][80]; /*!< Quest text */
26 int quest_text_line; /*!< Current line of the quest text */
27 int leaving_quest = 0;
30 * @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
32 static concptr find_quest[] =
34 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
35 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
36 _("メッセージを見つけた:", "There is a sign saying"),
37 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
38 _("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"),
43 * @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
44 * @param q_ptr クエスト構造体の参照ポインタ
47 void determine_random_questor(player_type *player_ptr, quest_type *q_ptr)
49 get_mon_num_prep(player_ptr, mon_hook_quest, NULL);
55 * Random monster 5 - 10 levels out of depth
56 * (depending on level)
58 r_idx = get_mon_num(player_ptr, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
60 r_ptr = &r_info[r_idx];
62 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
63 if (r_ptr->flags1 & RF1_QUESTOR) continue;
64 if (r_ptr->rarity > 100) continue;
65 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
66 if (r_ptr->flags7 & RF7_AQUATIC) continue;
67 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
68 if (no_questor_or_bounty_uniques(r_idx)) continue;
71 * Accept monsters that are 2 - 6 levels
72 * out of depth depending on the quest level
74 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
82 * @brief クエストを達成状態にする /
83 * @param player_ptr プレーヤーへの参照ポインタ
84 * @param quest_num 達成状態にしたいクエストのID
87 void complete_quest(player_type *player_ptr, QUEST_IDX quest_num)
89 quest_type* const q_ptr = &quest[quest_num];
93 case QUEST_TYPE_RANDOM:
94 if (record_rand_quest) exe_write_diary(player_ptr, DIARY_RAND_QUEST_C, quest_num, NULL);
97 if (record_fix_quest) exe_write_diary(player_ptr, DIARY_FIX_QUEST_C, quest_num, NULL);
101 q_ptr->status = QUEST_STATUS_COMPLETED;
102 q_ptr->complev = player_ptr->lev;
104 q_ptr->comptime = current_world_ptr->play_time;
106 if (q_ptr->flags & QUEST_FLAG_SILENT) return;
108 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
109 msg_print(_("クエストを達成した!", "You just completed your quest!"));
115 * @brief 特定の敵を倒した際にクエスト達成処理 /
116 * Check for "Quest" completion when a quest monster is killed or charmed.
117 * @param player_ptr プレーヤーへの参照ポインタ
118 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
121 void check_quest_completion(player_type *player_ptr, monster_type *m_ptr)
123 POSITION y = m_ptr->fy;
124 POSITION x = m_ptr->fx;
126 floor_type *floor_ptr = player_ptr->current_floor_ptr;
127 QUEST_IDX quest_num = floor_ptr->inside_quest;
129 /* Search for an active quest on this dungeon level */
133 for (i = max_q_idx - 1; i > 0; i--)
135 quest_type* const q_ptr = &quest[i];
137 /* Quest is not active */
138 if (q_ptr->status != QUEST_STATUS_TAKEN)
141 /* Quest is not a dungeon quest */
142 if (q_ptr->flags & QUEST_FLAG_PRESET)
145 /* Quest is not on this level */
146 if ((q_ptr->level != floor_ptr->dun_level) &&
147 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
150 /* Not a "kill monster" quest */
151 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
152 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
155 /* Interesting quest */
156 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
157 (q_ptr->type == QUEST_TYPE_TOWER) ||
158 (q_ptr->type == QUEST_TYPE_KILL_ALL))
161 /* Interesting quest */
162 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
163 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
164 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
165 (q_ptr->r_idx == m_ptr->r_idx))
172 /* Handle the current quest */
173 bool create_stairs = FALSE;
175 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
178 quest_type* const q_ptr = &quest[quest_num];
182 case QUEST_TYPE_KILL_NUMBER:
186 if (q_ptr->cur_num >= q_ptr->num_mon)
188 complete_quest(player_ptr, quest_num);
194 case QUEST_TYPE_KILL_ALL:
196 if (!is_hostile(m_ptr)) break;
198 if (count_all_hostile_monsters(floor_ptr) != 1) break;
200 if (q_ptr->flags & QUEST_FLAG_SILENT)
202 q_ptr->status = QUEST_STATUS_FINISHED;
206 complete_quest(player_ptr, quest_num);
211 case QUEST_TYPE_KILL_LEVEL:
212 case QUEST_TYPE_RANDOM:
214 /* Only count valid monsters */
215 if (q_ptr->r_idx != m_ptr->r_idx)
220 if (q_ptr->cur_num < q_ptr->max_num) break;
222 complete_quest(player_ptr, quest_num);
224 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
226 create_stairs = TRUE;
227 floor_ptr->inside_quest = 0;
230 /* Finish the two main quests without rewarding */
231 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
233 q_ptr->status = QUEST_STATUS_FINISHED;
236 if (q_ptr->type == QUEST_TYPE_RANDOM)
239 q_ptr->status = QUEST_STATUS_FINISHED;
244 case QUEST_TYPE_KILL_ANY_LEVEL:
247 if (q_ptr->cur_num >= q_ptr->max_num)
249 complete_quest(player_ptr, quest_num);
255 case QUEST_TYPE_TOWER:
257 if (!is_hostile(m_ptr)) break;
259 if (count_all_hostile_monsters(floor_ptr) == 1)
261 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
263 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
264 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
265 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
268 complete_quest(player_ptr, QUEST_TOWER1);
277 /* Create a magical staircase */
283 while (cave_perma_bold(floor_ptr, y, x) || floor_ptr->grid_array[y][x].o_idx || (floor_ptr->grid_array[y][x].info & CAVE_OBJECT))
285 /* Pick a location */
286 scatter(player_ptr, &ny, &nx, y, x, 1, 0);
292 /* Explain the staircase */
293 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
295 /* Create stairs down */
296 cave_set_feat(player_ptr, y, x, feat_down_stair);
298 /* Remember to update everything */
299 player_ptr->update |= (PU_FLOW);
306 for (int i = 0; i < (floor_ptr->dun_level / 15) + 1; i++)
311 /* Make a great object */
312 make_object(player_ptr, o_ptr, AM_GOOD | AM_GREAT);
313 (void)drop_near(player_ptr, o_ptr, -1, y, x);
319 * @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 /
320 * Check for "Quest" completion when a quest monster is killed or charmed.
321 * @param player_ptr プレーヤーへの参照ポインタ
322 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
325 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
327 /* Check if completed a quest */
328 for (QUEST_IDX i = 0; i < max_q_idx; i++)
330 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
331 (quest[i].status == QUEST_STATUS_TAKEN) &&
332 (quest[i].k_idx == o_ptr->name1))
334 complete_quest(player_ptr, i);
341 * @brief クエストの導入メッセージを表示する / Discover quest
342 * @param q_idx 開始されたクエストのID
344 void quest_discovery(QUEST_IDX q_idx)
346 quest_type *q_ptr = &quest[q_idx];
347 monster_race *r_ptr = &r_info[q_ptr->r_idx];
348 MONSTER_NUMBER q_num = q_ptr->max_num;
352 GAME_TEXT name[MAX_NLEN];
353 strcpy(name, (r_name + r_ptr->name));
355 msg_print(find_quest[rand_range(0, 4)]);
364 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);
368 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
369 is_random_quest_skipped &= r_ptr->max_num == 0;
370 if (!is_random_quest_skipped)
372 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);
376 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..."));
377 quest[q_idx].status = QUEST_STATUS_FINISHED;
380 q_ptr->comptime = current_world_ptr->play_time;
385 * @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。
386 * / Hack -- Check if a level is a "quest" level
387 * @param player_ptr プレーヤーへの参照ポインタ
388 * @param level 検索対象になる階
389 * @return クエストIDを返す。該当がない場合0を返す。
391 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
393 floor_type *floor_ptr = player_ptr->current_floor_ptr;
394 if (floor_ptr->inside_quest)
395 return (floor_ptr->inside_quest);
397 for (QUEST_IDX i = 0; i < max_q_idx; i++)
399 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
401 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
402 !(quest[i].flags & QUEST_FLAG_PRESET) &&
403 (quest[i].level == level) &&
404 (quest[i].dungeon == player_ptr->dungeon_idx))
408 return random_quest_number(player_ptr, level);
413 * @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。
414 * @param player_ptr プレーヤーへの参照ポインタ
415 * @param level 検索対象になる階
416 * @return クエストIDを返す。該当がない場合0を返す。
418 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
420 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
422 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
424 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
425 (quest[i].status == QUEST_STATUS_TAKEN) &&
426 (quest[i].level == level) &&
427 (quest[i].dungeon == DUNGEON_ANGBAND))
438 * @brief クエスト階層から離脱する際の処理
439 * @param player_ptr プレーヤーへの参照ポインタ
442 void leave_quest_check(player_type *player_ptr)
444 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
445 if (!leaving_quest) return;
447 quest_type* const q_ptr = &quest[leaving_quest];
448 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
449 (q_ptr->status == QUEST_STATUS_TAKEN);
450 if (!is_one_time_quest) return;
452 q_ptr->status = QUEST_STATUS_FAILED;
453 q_ptr->complev = player_ptr->lev;
455 q_ptr->comptime = current_world_ptr->play_time;
457 /* Additional settings */
460 case QUEST_TYPE_TOWER:
461 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
462 quest[QUEST_TOWER1].complev = player_ptr->lev;
464 case QUEST_TYPE_FIND_ARTIFACT:
465 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
467 case QUEST_TYPE_RANDOM:
468 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
470 /* Floor of random quest will be blocked */
471 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
475 /* Record finishing a quest */
476 if (q_ptr->type == QUEST_TYPE_RANDOM)
478 if (record_rand_quest)
479 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, NULL);
483 if (record_fix_quest)
484 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, NULL);
489 * @brief 「塔」クエストの各階層から離脱する際の処理
492 void leave_tower_check(player_type *player_ptr)
494 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
495 bool is_leaving_from_tower = leaving_quest != 0;
496 is_leaving_from_tower &= quest[leaving_quest].type == QUEST_TYPE_TOWER;
497 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED;
498 if (!is_leaving_from_tower) return;
499 if (quest[leaving_quest].type != QUEST_TYPE_TOWER) return;
501 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
502 quest[QUEST_TOWER1].complev = player_ptr->lev;
504 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
509 * @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
510 * @param player_ptr プレーヤーへの参照ポインタ
513 void do_cmd_quest(player_type *player_ptr)
515 if (player_ptr->wild_mode) return;
517 take_turn(player_ptr, 100);
519 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER))
521 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
525 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."));
526 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
527 if (IS_ECHIZEN(player_ptr))
528 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
529 else if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
531 /* Player enters a new quest */
532 player_ptr->oldpy = 0;
533 player_ptr->oldpx = 0;
535 leave_quest_check(player_ptr);
537 if (quest[player_ptr->current_floor_ptr->inside_quest].type != QUEST_TYPE_RANDOM) player_ptr->current_floor_ptr->dun_level = 1;
538 player_ptr->current_floor_ptr->inside_quest = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
540 player_ptr->leaving = TRUE;