5 #include "floor-save.h"
6 #include "floor-events.h"
9 #include "monsterrace-hook.h"
11 #include "player-status.h"
22 * @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
24 static concptr find_quest[] =
26 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
27 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
28 _("メッセージを見つけた:", "There is a sign saying"),
29 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
30 _("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"),
34 * @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
35 * @param q_ptr クエスト構造体の参照ポインタ
38 void determine_random_questor(quest_type *q_ptr)
43 get_mon_num_prep(mon_hook_quest, NULL);
48 * Random monster 5 - 10 levels out of depth
49 * (depending on level)
51 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
52 r_ptr = &r_info[r_idx];
54 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
55 if (r_ptr->flags1 & RF1_QUESTOR) continue;
56 if (r_ptr->rarity > 100) continue;
57 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
58 if (r_ptr->flags7 & RF7_AQUATIC) continue;
59 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
60 if (no_questor_or_bounty_uniques(r_idx)) continue;
63 * Accept monsters that are 2 - 6 levels
64 * out of depth depending on the quest level
66 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
73 * @brief クエストを達成状態にする /
74 * @param quest_num 達成状態にしたいクエストのID
77 void complete_quest(QUEST_IDX quest_num)
79 quest_type* const q_ptr = &quest[quest_num];
83 case QUEST_TYPE_RANDOM:
84 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
87 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
91 q_ptr->status = QUEST_STATUS_COMPLETED;
92 q_ptr->complev = p_ptr->lev;
94 q_ptr->comptime = current_world_ptr->play_time;
96 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
98 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
99 msg_print(_("クエストを達成した!", "You just completed your quest!"));
107 * @brief 特定の敵を倒した際にクエスト達成処理 /
108 * Check for "Quest" completion when a quest monster is killed or charmed.
109 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
112 void check_quest_completion(monster_type *m_ptr)
117 bool create_stairs = FALSE;
127 quest_num = p_ptr->inside_quest;
129 /* Search for an active quest on this dungeon level */
134 for (i = max_q_idx - 1; i > 0; i--)
136 quest_type* const q_ptr = &quest[i];
138 /* Quest is not active */
139 if (q_ptr->status != QUEST_STATUS_TAKEN)
142 /* Quest is not a dungeon quest */
143 if (q_ptr->flags & QUEST_FLAG_PRESET)
146 /* Quest is not on this level */
147 if ((q_ptr->level != current_floor_ptr->dun_level) &&
148 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
151 /* Not a "kill monster" quest */
152 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
153 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
156 /* Interesting quest */
157 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
158 (q_ptr->type == QUEST_TYPE_TOWER) ||
159 (q_ptr->type == QUEST_TYPE_KILL_ALL))
162 /* Interesting quest */
163 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
164 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
165 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
166 (q_ptr->r_idx == m_ptr->r_idx))
173 /* Handle the current quest */
174 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
177 quest_type* const q_ptr = &quest[quest_num];
181 case QUEST_TYPE_KILL_NUMBER:
185 if (q_ptr->cur_num >= q_ptr->num_mon)
187 complete_quest(quest_num);
193 case QUEST_TYPE_KILL_ALL:
195 if (!is_hostile(m_ptr)) break;
197 if (count_all_hostile_monsters() == 1)
199 if (q_ptr->flags & QUEST_FLAG_SILENT)
201 q_ptr->status = QUEST_STATUS_FINISHED;
205 complete_quest(quest_num);
210 case QUEST_TYPE_KILL_LEVEL:
211 case QUEST_TYPE_RANDOM:
213 /* Only count valid monsters */
214 if (q_ptr->r_idx != m_ptr->r_idx)
219 if (q_ptr->cur_num >= q_ptr->max_num)
221 complete_quest(quest_num);
223 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
225 create_stairs = TRUE;
226 p_ptr->inside_quest = 0;
229 /* Finish the two main quests without rewarding */
230 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
232 q_ptr->status = QUEST_STATUS_FINISHED;
235 if (q_ptr->type == QUEST_TYPE_RANDOM)
238 q_ptr->status = QUEST_STATUS_FINISHED;
243 case QUEST_TYPE_KILL_ANY_LEVEL:
246 if (q_ptr->cur_num >= q_ptr->max_num)
248 complete_quest(quest_num);
253 case QUEST_TYPE_TOWER:
255 if (!is_hostile(m_ptr)) break;
257 if (count_all_hostile_monsters() == 1)
259 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
261 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
262 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
263 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
266 complete_quest(QUEST_TOWER1);
274 /* Create a magical staircase */
280 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))
282 /* Pick a location */
283 scatter(&ny, &nx, y, x, 1, 0);
289 /* Explain the staircase */
290 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
292 /* Create stairs down */
293 cave_set_feat(y, x, feat_down_stair);
295 /* Remember to update everything */
296 p_ptr->update |= (PU_FLOW);
306 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
311 /* Make a great object */
312 make_object(o_ptr, AM_GOOD | AM_GREAT);
313 (void)drop_near(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 o_ptr 入手したオブジェクトの構造体参照ポインタ
324 void check_find_art_quest_completion(object_type *o_ptr)
327 /* Check if completed a quest */
328 for (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))
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;
349 GAME_TEXT name[MAX_NLEN];
353 strcpy(name, (r_name + r_ptr->name));
355 msg_print(find_quest[rand_range(0, 4)]);
360 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
362 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..."));
363 /* The unique is already dead */
364 quest[q_idx].status = QUEST_STATUS_FINISHED;
367 q_ptr->comptime = current_world_ptr->play_time;
371 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);
379 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);
386 * @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。
387 * / Hack -- Check if a level is a "quest" level
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(DEPTH level)
396 if (p_ptr->inside_quest)
397 return (p_ptr->inside_quest);
399 for (i = 0; i < max_q_idx; i++)
401 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
403 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
404 !(quest[i].flags & QUEST_FLAG_PRESET) &&
405 (quest[i].level == level) &&
406 (quest[i].dungeon == p_ptr->dungeon_idx))
410 /* Check for random quest */
411 return (random_quest_number(level));
415 * @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。
416 * @param level 検索対象になる階
417 * @return クエストIDを返す。該当がない場合0を返す。
419 QUEST_IDX random_quest_number(DEPTH level)
423 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
425 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
427 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
428 (quest[i].status == QUEST_STATUS_TAKEN) &&
429 (quest[i].level == level) &&
430 (quest[i].dungeon == DUNGEON_ANGBAND))
440 * @brief クエスト階層から離脱する際の処理
443 void leave_quest_check(void)
445 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
446 leaving_quest = p_ptr->inside_quest;
448 /* Leaving an 'only once' quest marks it as failed */
451 quest_type* const q_ptr = &quest[leaving_quest];
453 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
454 (q_ptr->status == QUEST_STATUS_TAKEN))
456 q_ptr->status = QUEST_STATUS_FAILED;
457 q_ptr->complev = p_ptr->lev;
459 q_ptr->comptime = current_world_ptr->play_time;
461 /* Additional settings */
464 case QUEST_TYPE_TOWER:
465 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
466 quest[QUEST_TOWER1].complev = p_ptr->lev;
468 case QUEST_TYPE_FIND_ARTIFACT:
469 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
471 case QUEST_TYPE_RANDOM:
472 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
474 /* Floor of random quest will be blocked */
475 prepare_change_floor_mode(CFM_NO_RETURN);
479 /* Record finishing a quest */
480 if (q_ptr->type == QUEST_TYPE_RANDOM)
482 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
486 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
493 * @brief 「塔」クエストの各階層から離脱する際の処理
496 void leave_tower_check(void)
498 leaving_quest = p_ptr->inside_quest;
499 /* Check for Tower Quest */
501 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
502 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
504 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
506 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
507 quest[QUEST_TOWER1].complev = p_ptr->lev;
509 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
516 * @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
519 void do_cmd_quest(void)
521 if (p_ptr->wild_mode) return;
523 take_turn(p_ptr, 100);
525 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
527 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
532 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."));
533 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
534 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
535 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
536 else if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
538 /* Player enters a new quest */
544 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
545 p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
547 p_ptr->leaving = TRUE;