3 #include "floor-save.h"
4 #include "floor-events.h"
7 #include "monsterrace-hook.h"
12 * @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
14 static concptr find_quest[] =
16 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
17 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
18 _("メッセージを見つけた:", "There is a sign saying"),
19 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
20 _("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"),
24 * @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
25 * @param q_ptr クエスト構造体の参照ポインタ
28 void determine_random_questor(quest_type *q_ptr)
33 get_mon_num_prep(mon_hook_quest, NULL);
38 * Random monster 5 - 10 levels out of depth
39 * (depending on level)
41 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
42 r_ptr = &r_info[r_idx];
44 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
45 if (r_ptr->flags1 & RF1_QUESTOR) continue;
46 if (r_ptr->rarity > 100) continue;
47 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
48 if (r_ptr->flags7 & RF7_AQUATIC) continue;
49 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
50 if (no_questor_or_bounty_uniques(r_idx)) continue;
53 * Accept monsters that are 2 - 6 levels
54 * out of depth depending on the quest level
56 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
63 * @brief クエストを達成状態にする /
64 * @param quest_num 達成状態にしたいクエストのID
67 void complete_quest(QUEST_IDX quest_num)
69 quest_type* const q_ptr = &quest[quest_num];
73 case QUEST_TYPE_RANDOM:
74 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
77 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
81 q_ptr->status = QUEST_STATUS_COMPLETED;
82 q_ptr->complev = p_ptr->lev;
84 q_ptr->comptime = current_world_ptr->play_time;
86 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
88 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
89 msg_print(_("クエストを達成した!", "You just completed your quest!"));
97 * @brief 特定の敵を倒した際にクエスト達成処理 /
98 * Check for "Quest" completion when a quest monster is killed or charmed.
99 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
102 void check_quest_completion(monster_type *m_ptr)
107 bool create_stairs = FALSE;
117 quest_num = p_ptr->inside_quest;
119 /* Search for an active quest on this dungeon level */
124 for (i = max_q_idx - 1; i > 0; i--)
126 quest_type* const q_ptr = &quest[i];
128 /* Quest is not active */
129 if (q_ptr->status != QUEST_STATUS_TAKEN)
132 /* Quest is not a dungeon quest */
133 if (q_ptr->flags & QUEST_FLAG_PRESET)
136 /* Quest is not on this level */
137 if ((q_ptr->level != current_floor_ptr->dun_level) &&
138 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
141 /* Not a "kill monster" quest */
142 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
143 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
146 /* Interesting quest */
147 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
148 (q_ptr->type == QUEST_TYPE_TOWER) ||
149 (q_ptr->type == QUEST_TYPE_KILL_ALL))
152 /* Interesting quest */
153 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
154 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
155 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
156 (q_ptr->r_idx == m_ptr->r_idx))
163 /* Handle the current quest */
164 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
167 quest_type* const q_ptr = &quest[quest_num];
171 case QUEST_TYPE_KILL_NUMBER:
175 if (q_ptr->cur_num >= q_ptr->num_mon)
177 complete_quest(quest_num);
183 case QUEST_TYPE_KILL_ALL:
185 if (!is_hostile(m_ptr)) break;
187 if (count_all_hostile_monsters() == 1)
189 if (q_ptr->flags & QUEST_FLAG_SILENT)
191 q_ptr->status = QUEST_STATUS_FINISHED;
195 complete_quest(quest_num);
200 case QUEST_TYPE_KILL_LEVEL:
201 case QUEST_TYPE_RANDOM:
203 /* Only count valid monsters */
204 if (q_ptr->r_idx != m_ptr->r_idx)
209 if (q_ptr->cur_num >= q_ptr->max_num)
211 complete_quest(quest_num);
213 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
215 create_stairs = TRUE;
216 p_ptr->inside_quest = 0;
219 /* Finish the two main quests without rewarding */
220 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
222 q_ptr->status = QUEST_STATUS_FINISHED;
225 if (q_ptr->type == QUEST_TYPE_RANDOM)
228 q_ptr->status = QUEST_STATUS_FINISHED;
233 case QUEST_TYPE_KILL_ANY_LEVEL:
236 if (q_ptr->cur_num >= q_ptr->max_num)
238 complete_quest(quest_num);
243 case QUEST_TYPE_TOWER:
245 if (!is_hostile(m_ptr)) break;
247 if (count_all_hostile_monsters() == 1)
249 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
251 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
252 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
253 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
256 complete_quest(QUEST_TOWER1);
264 /* Create a magical staircase */
270 while (cave_perma_bold(y, x) || current_floor_ptr->grid_array[y][x].o_idx || (current_floor_ptr->grid_array[y][x].info & CAVE_OBJECT))
272 /* Pick a location */
273 scatter(&ny, &nx, y, x, 1, 0);
279 /* Explain the staircase */
280 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
282 /* Create stairs down */
283 cave_set_feat(y, x, feat_down_stair);
285 /* Remember to update everything */
286 p_ptr->update |= (PU_FLOW);
296 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
301 /* Make a great object */
302 make_object(o_ptr, AM_GOOD | AM_GREAT);
303 (void)drop_near(o_ptr, -1, y, x);
309 * @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 /
310 * Check for "Quest" completion when a quest monster is killed or charmed.
311 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
314 void check_find_art_quest_completion(object_type *o_ptr)
317 /* Check if completed a quest */
318 for (i = 0; i < max_q_idx; i++)
320 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
321 (quest[i].status == QUEST_STATUS_TAKEN) &&
322 (quest[i].k_idx == o_ptr->name1))
331 * @brief クエストの導入メッセージを表示する / Discover quest
332 * @param q_idx 開始されたクエストのID
334 void quest_discovery(QUEST_IDX q_idx)
336 quest_type *q_ptr = &quest[q_idx];
337 monster_race *r_ptr = &r_info[q_ptr->r_idx];
338 MONSTER_NUMBER q_num = q_ptr->max_num;
339 GAME_TEXT name[MAX_NLEN];
343 strcpy(name, (r_name + r_ptr->name));
345 msg_print(find_quest[rand_range(0, 4)]);
350 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
352 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..."));
353 /* The unique is already dead */
354 quest[q_idx].status = QUEST_STATUS_FINISHED;
357 q_ptr->comptime = current_world_ptr->play_time;
361 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);
369 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);
376 * @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。
377 * / Hack -- Check if a level is a "quest" level
378 * @param level 検索対象になる階
379 * @return クエストIDを返す。該当がない場合0を返す。
381 QUEST_IDX quest_number(DEPTH level)
386 if (p_ptr->inside_quest)
387 return (p_ptr->inside_quest);
389 for (i = 0; i < max_q_idx; i++)
391 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
393 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
394 !(quest[i].flags & QUEST_FLAG_PRESET) &&
395 (quest[i].level == level) &&
396 (quest[i].dungeon == p_ptr->dungeon_idx))
400 /* Check for random quest */
401 return (random_quest_number(level));
405 * @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。
406 * @param level 検索対象になる階
407 * @return クエストIDを返す。該当がない場合0を返す。
409 QUEST_IDX random_quest_number(DEPTH level)
413 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
415 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
417 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
418 (quest[i].status == QUEST_STATUS_TAKEN) &&
419 (quest[i].level == level) &&
420 (quest[i].dungeon == DUNGEON_ANGBAND))
430 * @brief クエスト階層から離脱する際の処理
433 void leave_quest_check(void)
435 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
436 leaving_quest = p_ptr->inside_quest;
438 /* Leaving an 'only once' quest marks it as failed */
441 quest_type* const q_ptr = &quest[leaving_quest];
443 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
444 (q_ptr->status == QUEST_STATUS_TAKEN))
446 q_ptr->status = QUEST_STATUS_FAILED;
447 q_ptr->complev = p_ptr->lev;
449 q_ptr->comptime = current_world_ptr->play_time;
451 /* Additional settings */
454 case QUEST_TYPE_TOWER:
455 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
456 quest[QUEST_TOWER1].complev = p_ptr->lev;
458 case QUEST_TYPE_FIND_ARTIFACT:
459 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
461 case QUEST_TYPE_RANDOM:
462 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
464 /* Floor of random quest will be blocked */
465 prepare_change_floor_mode(CFM_NO_RETURN);
469 /* Record finishing a quest */
470 if (q_ptr->type == QUEST_TYPE_RANDOM)
472 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
476 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
483 * @brief 「塔」クエストの各階層から離脱する際の処理
486 void leave_tower_check(void)
488 leaving_quest = p_ptr->inside_quest;
489 /* Check for Tower Quest */
491 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
492 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
494 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
496 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
497 quest[QUEST_TOWER1].complev = p_ptr->lev;
499 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;