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[Refactor] #37353 関数宣言のいくつかを floor-save.h へ移動。
[hengband/hengband.git] / src / quest.c
1 #include "angband.h"
2 #include "floor.h"
3 #include "floor-save.h"
4 #include "floor-events.h"
5 #include "grid.h"
6 #include "quest.h"
7 #include "monsterrace-hook.h"
8 #include "monster.h"
9
10
11 /*!
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
13  */
14 static concptr find_quest[] =
15 {
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"),
21 };
22
23 /*!
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
26  * @return なし
27  */
28 void determine_random_questor(quest_type *q_ptr)
29 {
30         MONRACE_IDX r_idx;
31         monster_race *r_ptr;
32
33         get_mon_num_prep(mon_hook_quest, NULL);
34
35         while (1)
36         {
37                 /*
38                  * Random monster 5 - 10 levels out of depth
39                  * (depending on level)
40                  */
41                 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
42                 r_ptr = &r_info[r_idx];
43
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;
51
52                 /*
53                  * Accept monsters that are 2 - 6 levels
54                  * out of depth depending on the quest level
55                  */
56                 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
57         }
58
59         q_ptr->r_idx = r_idx;
60 }
61
62 /*!
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
65  * @return なし
66  */
67 void complete_quest(QUEST_IDX quest_num)
68 {
69         quest_type* const q_ptr = &quest[quest_num];
70
71         switch (q_ptr->type)
72         {
73         case QUEST_TYPE_RANDOM:
74                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
75                 break;
76         default:
77                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
78                 break;
79         }
80
81         q_ptr->status = QUEST_STATUS_COMPLETED;
82         q_ptr->complev = p_ptr->lev;
83         update_playtime();
84         q_ptr->comptime = current_world_ptr->play_time;
85
86         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
87         {
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!"));
90                 msg_print(NULL);
91         }
92 }
93
94
95
96 /*!
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
100  * @return なし
101  */
102 void check_quest_completion(monster_type *m_ptr)
103 {
104         POSITION y, x;
105         QUEST_IDX quest_num;
106
107         bool create_stairs = FALSE;
108         bool reward = FALSE;
109
110         object_type forge;
111         object_type *o_ptr;
112
113         y = m_ptr->fy;
114         x = m_ptr->fx;
115
116         /* Inside a quest */
117         quest_num = p_ptr->inside_quest;
118
119         /* Search for an active quest on this dungeon level */
120         if (!quest_num)
121         {
122                 QUEST_IDX i;
123
124                 for (i = max_q_idx - 1; i > 0; i--)
125                 {
126                         quest_type* const q_ptr = &quest[i];
127
128                         /* Quest is not active */
129                         if (q_ptr->status != QUEST_STATUS_TAKEN)
130                                 continue;
131
132                         /* Quest is not a dungeon quest */
133                         if (q_ptr->flags & QUEST_FLAG_PRESET)
134                                 continue;
135
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))
139                                 continue;
140
141                         /* Not a "kill monster" quest */
142                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
143                                 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
144                                 continue;
145
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))
150                                 break;
151
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))
157                                 break;
158                 }
159
160                 quest_num = i;
161         }
162
163         /* Handle the current quest */
164         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
165         {
166                 /* Current quest */
167                 quest_type* const q_ptr = &quest[quest_num];
168
169                 switch (q_ptr->type)
170                 {
171                 case QUEST_TYPE_KILL_NUMBER:
172                 {
173                         q_ptr->cur_num++;
174
175                         if (q_ptr->cur_num >= q_ptr->num_mon)
176                         {
177                                 complete_quest(quest_num);
178
179                                 q_ptr->cur_num = 0;
180                         }
181                         break;
182                 }
183                 case QUEST_TYPE_KILL_ALL:
184                 {
185                         if (!is_hostile(m_ptr)) break;
186
187                         if (count_all_hostile_monsters() == 1)
188                         {
189                                 if (q_ptr->flags & QUEST_FLAG_SILENT)
190                                 {
191                                         q_ptr->status = QUEST_STATUS_FINISHED;
192                                 }
193                                 else
194                                 {
195                                         complete_quest(quest_num);
196                                 }
197                         }
198                         break;
199                 }
200                 case QUEST_TYPE_KILL_LEVEL:
201                 case QUEST_TYPE_RANDOM:
202                 {
203                         /* Only count valid monsters */
204                         if (q_ptr->r_idx != m_ptr->r_idx)
205                                 break;
206
207                         q_ptr->cur_num++;
208
209                         if (q_ptr->cur_num >= q_ptr->max_num)
210                         {
211                                 complete_quest(quest_num);
212
213                                 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
214                                 {
215                                         create_stairs = TRUE;
216                                         p_ptr->inside_quest = 0;
217                                 }
218
219                                 /* Finish the two main quests without rewarding */
220                                 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
221                                 {
222                                         q_ptr->status = QUEST_STATUS_FINISHED;
223                                 }
224
225                                 if (q_ptr->type == QUEST_TYPE_RANDOM)
226                                 {
227                                         reward = TRUE;
228                                         q_ptr->status = QUEST_STATUS_FINISHED;
229                                 }
230                         }
231                         break;
232                 }
233                 case QUEST_TYPE_KILL_ANY_LEVEL:
234                 {
235                         q_ptr->cur_num++;
236                         if (q_ptr->cur_num >= q_ptr->max_num)
237                         {
238                                 complete_quest(quest_num);
239                                 q_ptr->cur_num = 0;
240                         }
241                         break;
242                 }
243                 case QUEST_TYPE_TOWER:
244                 {
245                         if (!is_hostile(m_ptr)) break;
246
247                         if (count_all_hostile_monsters() == 1)
248                         {
249                                 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
250
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))
254                                 {
255
256                                         complete_quest(QUEST_TOWER1);
257                                 }
258                         }
259                         break;
260                 }
261                 }
262         }
263
264         /* Create a magical staircase */
265         if (create_stairs)
266         {
267                 POSITION ny, nx;
268
269                 /* Stagger around */
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))
271                 {
272                         /* Pick a location */
273                         scatter(&ny, &nx, y, x, 1, 0);
274
275                         /* Stagger */
276                         y = ny; x = nx;
277                 }
278
279                 /* Explain the staircase */
280                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
281
282                 /* Create stairs down */
283                 cave_set_feat(y, x, feat_down_stair);
284
285                 /* Remember to update everything */
286                 p_ptr->update |= (PU_FLOW);
287         }
288
289         /*
290          * Drop quest reward
291          */
292         if (reward)
293         {
294                 int i;
295
296                 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
297                 {
298                         o_ptr = &forge;
299                         object_wipe(o_ptr);
300
301                         /* Make a great object */
302                         make_object(o_ptr, AM_GOOD | AM_GREAT);
303                         (void)drop_near(o_ptr, -1, y, x);
304                 }
305         }
306 }
307
308 /*!
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
312  * @return なし
313  */
314 void check_find_art_quest_completion(object_type *o_ptr)
315 {
316         QUEST_IDX i;
317         /* Check if completed a quest */
318         for (i = 0; i < max_q_idx; i++)
319         {
320                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
321                         (quest[i].status == QUEST_STATUS_TAKEN) &&
322                         (quest[i].k_idx == o_ptr->name1))
323                 {
324                         complete_quest(i);
325                 }
326         }
327 }
328
329
330 /*!
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
333  */
334 void quest_discovery(QUEST_IDX q_idx)
335 {
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];
340
341         if (!q_idx) return;
342
343         strcpy(name, (r_name + r_ptr->name));
344
345         msg_print(find_quest[rand_range(0, 4)]);
346         msg_print(NULL);
347
348         if (q_num == 1)
349         {
350                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
351                 {
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;
355                         q_ptr->complev = 0;
356                         update_playtime();
357                         q_ptr->comptime = current_world_ptr->play_time;
358                 }
359                 else
360                 {
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);
362                 }
363         }
364         else
365         {
366 #ifndef JP
367                 plural_aux(name);
368 #endif
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);
370
371         }
372 }
373
374
375 /*!
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。
380  */
381 QUEST_IDX quest_number(DEPTH level)
382 {
383         QUEST_IDX i;
384
385         /* Check quests */
386         if (p_ptr->inside_quest)
387                 return (p_ptr->inside_quest);
388
389         for (i = 0; i < max_q_idx; i++)
390         {
391                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
392
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))
397                         return (i);
398         }
399
400         /* Check for random quest */
401         return (random_quest_number(level));
402 }
403
404 /*!
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。
408  */
409 QUEST_IDX random_quest_number(DEPTH level)
410 {
411         QUEST_IDX i;
412
413         if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
414
415         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
416         {
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))
421                 {
422                         return i;
423                 }
424         }
425
426         return 0;
427 }
428
429 /*!
430  * @brief クエスト階層から離脱する際の処理
431  * @return なし
432  */
433 void leave_quest_check(void)
434 {
435         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
436         leaving_quest = p_ptr->inside_quest;
437
438         /* Leaving an 'only once' quest marks it as failed */
439         if (leaving_quest)
440         {
441                 quest_type* const q_ptr = &quest[leaving_quest];
442
443                 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
444                         (q_ptr->status == QUEST_STATUS_TAKEN))
445                 {
446                         q_ptr->status = QUEST_STATUS_FAILED;
447                         q_ptr->complev = p_ptr->lev;
448                         update_playtime();
449                         q_ptr->comptime = current_world_ptr->play_time;
450
451                         /* Additional settings */
452                         switch (q_ptr->type)
453                         {
454                         case QUEST_TYPE_TOWER:
455                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
456                                 quest[QUEST_TOWER1].complev = p_ptr->lev;
457                                 break;
458                         case QUEST_TYPE_FIND_ARTIFACT:
459                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
460                                 break;
461                         case QUEST_TYPE_RANDOM:
462                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
463
464                                 /* Floor of random quest will be blocked */
465                                 prepare_change_floor_mode(CFM_NO_RETURN);
466                                 break;
467                         }
468
469                         /* Record finishing a quest */
470                         if (q_ptr->type == QUEST_TYPE_RANDOM)
471                         {
472                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
473                         }
474                         else
475                         {
476                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
477                         }
478                 }
479         }
480 }
481
482 /*!
483  * @brief 「塔」クエストの各階層から離脱する際の処理
484  * @return なし
485  */
486 void leave_tower_check(void)
487 {
488         leaving_quest = p_ptr->inside_quest;
489         /* Check for Tower Quest */
490         if (leaving_quest &&
491                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
492                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
493         {
494                 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
495                 {
496                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
497                         quest[QUEST_TOWER1].complev = p_ptr->lev;
498                         update_playtime();
499                         quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
500                 }
501         }
502 }