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[Refactor] #37353 leave_tower_check() to quest.c.
[hengband/hengband.git] / src / quest.c
1 #include "angband.h"
2 #include "floor.h"
3 #include "floor-events.h"
4 #include "quest.h"
5 #include "monsterrace-hook.h"
6
7
8 /*!
9  * @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
10  */
11 static concptr find_quest[] =
12 {
13         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
14         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
15         _("メッセージを見つけた:", "There is a sign saying"),
16         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
17         _("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"),
18 };
19
20 /*!
21  * @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
22  * @param q_ptr クエスト構造体の参照ポインタ
23  * @return なし
24  */
25 void determine_random_questor(quest_type *q_ptr)
26 {
27         MONRACE_IDX r_idx;
28         monster_race *r_ptr;
29
30         get_mon_num_prep(mon_hook_quest, NULL);
31
32         while (1)
33         {
34                 /*
35                  * Random monster 5 - 10 levels out of depth
36                  * (depending on level)
37                  */
38                 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
39                 r_ptr = &r_info[r_idx];
40
41                 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
42                 if (r_ptr->flags1 & RF1_QUESTOR) continue;
43                 if (r_ptr->rarity > 100) continue;
44                 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
45                 if (r_ptr->flags7 & RF7_AQUATIC) continue;
46                 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
47                 if (no_questor_or_bounty_uniques(r_idx)) continue;
48
49                 /*
50                  * Accept monsters that are 2 - 6 levels
51                  * out of depth depending on the quest level
52                  */
53                 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
54         }
55
56         q_ptr->r_idx = r_idx;
57 }
58
59 /*!
60  * @brief クエストを達成状態にする /
61  * @param quest_num 達成状態にしたいクエストのID
62  * @return なし
63  */
64 void complete_quest(QUEST_IDX quest_num)
65 {
66         quest_type* const q_ptr = &quest[quest_num];
67
68         switch (q_ptr->type)
69         {
70         case QUEST_TYPE_RANDOM:
71                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
72                 break;
73         default:
74                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
75                 break;
76         }
77
78         q_ptr->status = QUEST_STATUS_COMPLETED;
79         q_ptr->complev = p_ptr->lev;
80         update_playtime();
81         q_ptr->comptime = current_world_ptr->play_time;
82
83         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
84         {
85                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
86                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
87                 msg_print(NULL);
88         }
89 }
90
91
92
93 /*!
94  * @brief 特定の敵を倒した際にクエスト達成処理 /
95  * Check for "Quest" completion when a quest monster is killed or charmed.
96  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
97  * @return なし
98  */
99 void check_quest_completion(monster_type *m_ptr)
100 {
101         POSITION y, x;
102         QUEST_IDX quest_num;
103
104         bool create_stairs = FALSE;
105         bool reward = FALSE;
106
107         object_type forge;
108         object_type *o_ptr;
109
110         y = m_ptr->fy;
111         x = m_ptr->fx;
112
113         /* Inside a quest */
114         quest_num = p_ptr->inside_quest;
115
116         /* Search for an active quest on this dungeon level */
117         if (!quest_num)
118         {
119                 QUEST_IDX i;
120
121                 for (i = max_q_idx - 1; i > 0; i--)
122                 {
123                         quest_type* const q_ptr = &quest[i];
124
125                         /* Quest is not active */
126                         if (q_ptr->status != QUEST_STATUS_TAKEN)
127                                 continue;
128
129                         /* Quest is not a dungeon quest */
130                         if (q_ptr->flags & QUEST_FLAG_PRESET)
131                                 continue;
132
133                         /* Quest is not on this level */
134                         if ((q_ptr->level != current_floor_ptr->dun_level) &&
135                                 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
136                                 continue;
137
138                         /* Not a "kill monster" quest */
139                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
140                                 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
141                                 continue;
142
143                         /* Interesting quest */
144                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
145                                 (q_ptr->type == QUEST_TYPE_TOWER) ||
146                                 (q_ptr->type == QUEST_TYPE_KILL_ALL))
147                                 break;
148
149                         /* Interesting quest */
150                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
151                                 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
152                                 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
153                                 (q_ptr->r_idx == m_ptr->r_idx))
154                                 break;
155                 }
156
157                 quest_num = i;
158         }
159
160         /* Handle the current quest */
161         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
162         {
163                 /* Current quest */
164                 quest_type* const q_ptr = &quest[quest_num];
165
166                 switch (q_ptr->type)
167                 {
168                 case QUEST_TYPE_KILL_NUMBER:
169                 {
170                         q_ptr->cur_num++;
171
172                         if (q_ptr->cur_num >= q_ptr->num_mon)
173                         {
174                                 complete_quest(quest_num);
175
176                                 q_ptr->cur_num = 0;
177                         }
178                         break;
179                 }
180                 case QUEST_TYPE_KILL_ALL:
181                 {
182                         if (!is_hostile(m_ptr)) break;
183
184                         if (count_all_hostile_monsters() == 1)
185                         {
186                                 if (q_ptr->flags & QUEST_FLAG_SILENT)
187                                 {
188                                         q_ptr->status = QUEST_STATUS_FINISHED;
189                                 }
190                                 else
191                                 {
192                                         complete_quest(quest_num);
193                                 }
194                         }
195                         break;
196                 }
197                 case QUEST_TYPE_KILL_LEVEL:
198                 case QUEST_TYPE_RANDOM:
199                 {
200                         /* Only count valid monsters */
201                         if (q_ptr->r_idx != m_ptr->r_idx)
202                                 break;
203
204                         q_ptr->cur_num++;
205
206                         if (q_ptr->cur_num >= q_ptr->max_num)
207                         {
208                                 complete_quest(quest_num);
209
210                                 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
211                                 {
212                                         create_stairs = TRUE;
213                                         p_ptr->inside_quest = 0;
214                                 }
215
216                                 /* Finish the two main quests without rewarding */
217                                 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
218                                 {
219                                         q_ptr->status = QUEST_STATUS_FINISHED;
220                                 }
221
222                                 if (q_ptr->type == QUEST_TYPE_RANDOM)
223                                 {
224                                         reward = TRUE;
225                                         q_ptr->status = QUEST_STATUS_FINISHED;
226                                 }
227                         }
228                         break;
229                 }
230                 case QUEST_TYPE_KILL_ANY_LEVEL:
231                 {
232                         q_ptr->cur_num++;
233                         if (q_ptr->cur_num >= q_ptr->max_num)
234                         {
235                                 complete_quest(quest_num);
236                                 q_ptr->cur_num = 0;
237                         }
238                         break;
239                 }
240                 case QUEST_TYPE_TOWER:
241                 {
242                         if (!is_hostile(m_ptr)) break;
243
244                         if (count_all_hostile_monsters() == 1)
245                         {
246                                 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
247
248                                 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
249                                         (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
250                                         (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
251                                 {
252
253                                         complete_quest(QUEST_TOWER1);
254                                 }
255                         }
256                         break;
257                 }
258                 }
259         }
260
261         /* Create a magical staircase */
262         if (create_stairs)
263         {
264                 POSITION ny, nx;
265
266                 /* Stagger around */
267                 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))
268                 {
269                         /* Pick a location */
270                         scatter(&ny, &nx, y, x, 1, 0);
271
272                         /* Stagger */
273                         y = ny; x = nx;
274                 }
275
276                 /* Explain the staircase */
277                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
278
279                 /* Create stairs down */
280                 cave_set_feat(y, x, feat_down_stair);
281
282                 /* Remember to update everything */
283                 p_ptr->update |= (PU_FLOW);
284         }
285
286         /*
287          * Drop quest reward
288          */
289         if (reward)
290         {
291                 int i;
292
293                 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
294                 {
295                         o_ptr = &forge;
296                         object_wipe(o_ptr);
297
298                         /* Make a great object */
299                         make_object(o_ptr, AM_GOOD | AM_GREAT);
300                         (void)drop_near(o_ptr, -1, y, x);
301                 }
302         }
303 }
304
305 /*!
306  * @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 /
307  * Check for "Quest" completion when a quest monster is killed or charmed.
308  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
309  * @return なし
310  */
311 void check_find_art_quest_completion(object_type *o_ptr)
312 {
313         QUEST_IDX i;
314         /* Check if completed a quest */
315         for (i = 0; i < max_q_idx; i++)
316         {
317                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
318                         (quest[i].status == QUEST_STATUS_TAKEN) &&
319                         (quest[i].k_idx == o_ptr->name1))
320                 {
321                         complete_quest(i);
322                 }
323         }
324 }
325
326
327 /*!
328  * @brief クエストの導入メッセージを表示する / Discover quest
329  * @param q_idx 開始されたクエストのID
330  */
331 void quest_discovery(QUEST_IDX q_idx)
332 {
333         quest_type *q_ptr = &quest[q_idx];
334         monster_race *r_ptr = &r_info[q_ptr->r_idx];
335         MONSTER_NUMBER q_num = q_ptr->max_num;
336         GAME_TEXT name[MAX_NLEN];
337
338         /* No quest index */
339         if (!q_idx) return;
340
341         strcpy(name, (r_name + r_ptr->name));
342
343         msg_print(find_quest[rand_range(0, 4)]);
344         msg_print(NULL);
345
346         if (q_num == 1)
347         {
348                 /* Unique */
349
350                 /* Hack -- "unique" monsters must be "unique" */
351                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
352                 {
353                         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..."));
354                         /* The unique is already dead */
355                         quest[q_idx].status = QUEST_STATUS_FINISHED;
356                         q_ptr->complev = 0;
357                         update_playtime();
358                         q_ptr->comptime = current_world_ptr->play_time;
359                 }
360                 else
361                 {
362                         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);
363                 }
364         }
365         else
366         {
367                 /* Normal monsters */
368 #ifndef JP
369                 plural_aux(name);
370 #endif
371                 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);
372
373         }
374 }
375
376
377 /*!
378  * @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。
379  * / Hack -- Check if a level is a "quest" level
380  * @param level 検索対象になる階
381  * @return クエストIDを返す。該当がない場合0を返す。
382  */
383 QUEST_IDX quest_number(DEPTH level)
384 {
385         QUEST_IDX i;
386
387         /* Check quests */
388         if (p_ptr->inside_quest)
389                 return (p_ptr->inside_quest);
390
391         for (i = 0; i < max_q_idx; i++)
392         {
393                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
394
395                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
396                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
397                         (quest[i].level == level) &&
398                         (quest[i].dungeon == p_ptr->dungeon_idx))
399                         return (i);
400         }
401
402         /* Check for random quest */
403         return (random_quest_number(level));
404 }
405
406 /*!
407  * @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。
408  * @param level 検索対象になる階
409  * @return クエストIDを返す。該当がない場合0を返す。
410  */
411 QUEST_IDX random_quest_number(DEPTH level)
412 {
413         QUEST_IDX i;
414
415         if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
416
417         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
418         {
419                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
420                         (quest[i].status == QUEST_STATUS_TAKEN) &&
421                         (quest[i].level == level) &&
422                         (quest[i].dungeon == DUNGEON_ANGBAND))
423                 {
424                         return i;
425                 }
426         }
427
428         return 0;
429 }
430
431 /*!
432  * @brief クエスト階層から離脱する際の処理
433  * @return なし
434  */
435 void leave_quest_check(void)
436 {
437         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
438         leaving_quest = p_ptr->inside_quest;
439
440         /* Leaving an 'only once' quest marks it as failed */
441         if (leaving_quest)
442         {
443                 quest_type* const q_ptr = &quest[leaving_quest];
444
445                 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
446                         (q_ptr->status == QUEST_STATUS_TAKEN))
447                 {
448                         q_ptr->status = QUEST_STATUS_FAILED;
449                         q_ptr->complev = p_ptr->lev;
450                         update_playtime();
451                         q_ptr->comptime = current_world_ptr->play_time;
452
453                         /* Additional settings */
454                         switch (q_ptr->type)
455                         {
456                         case QUEST_TYPE_TOWER:
457                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
458                                 quest[QUEST_TOWER1].complev = p_ptr->lev;
459                                 break;
460                         case QUEST_TYPE_FIND_ARTIFACT:
461                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
462                                 break;
463                         case QUEST_TYPE_RANDOM:
464                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
465
466                                 /* Floor of random quest will be blocked */
467                                 prepare_change_floor_mode(CFM_NO_RETURN);
468                                 break;
469                         }
470
471                         /* Record finishing a quest */
472                         if (q_ptr->type == QUEST_TYPE_RANDOM)
473                         {
474                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
475                         }
476                         else
477                         {
478                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
479                         }
480                 }
481         }
482 }
483
484 /*!
485  * @brief 「塔」クエストの各階層から離脱する際の処理
486  * @return なし
487  */
488 void leave_tower_check(void)
489 {
490         leaving_quest = p_ptr->inside_quest;
491         /* Check for Tower Quest */
492         if (leaving_quest &&
493                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
494                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
495         {
496                 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
497                 {
498                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
499                         quest[QUEST_TOWER1].complev = p_ptr->lev;
500                         update_playtime();
501                         quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
502                 }
503         }
504 }