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[Refactor] #39076 コメント整理。
[hengband/hengband.git] / src / quest.c
1 #include "angband.h"
2 #include "floor.h"
3 #include "floor-events.h"
4 #include "grid.h"
5 #include "quest.h"
6 #include "monsterrace-hook.h"
7 #include "monster.h"
8
9
10 /*!
11  * @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
12  */
13 static concptr find_quest[] =
14 {
15         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
16         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
17         _("メッセージを見つけた:", "There is a sign saying"),
18         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
19         _("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"),
20 };
21
22 /*!
23  * @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
24  * @param q_ptr クエスト構造体の参照ポインタ
25  * @return なし
26  */
27 void determine_random_questor(quest_type *q_ptr)
28 {
29         MONRACE_IDX r_idx;
30         monster_race *r_ptr;
31
32         get_mon_num_prep(mon_hook_quest, NULL);
33
34         while (1)
35         {
36                 /*
37                  * Random monster 5 - 10 levels out of depth
38                  * (depending on level)
39                  */
40                 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
41                 r_ptr = &r_info[r_idx];
42
43                 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
44                 if (r_ptr->flags1 & RF1_QUESTOR) continue;
45                 if (r_ptr->rarity > 100) continue;
46                 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
47                 if (r_ptr->flags7 & RF7_AQUATIC) continue;
48                 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
49                 if (no_questor_or_bounty_uniques(r_idx)) continue;
50
51                 /*
52                  * Accept monsters that are 2 - 6 levels
53                  * out of depth depending on the quest level
54                  */
55                 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
56         }
57
58         q_ptr->r_idx = r_idx;
59 }
60
61 /*!
62  * @brief クエストを達成状態にする /
63  * @param quest_num 達成状態にしたいクエストのID
64  * @return なし
65  */
66 void complete_quest(QUEST_IDX quest_num)
67 {
68         quest_type* const q_ptr = &quest[quest_num];
69
70         switch (q_ptr->type)
71         {
72         case QUEST_TYPE_RANDOM:
73                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
74                 break;
75         default:
76                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
77                 break;
78         }
79
80         q_ptr->status = QUEST_STATUS_COMPLETED;
81         q_ptr->complev = p_ptr->lev;
82         update_playtime();
83         q_ptr->comptime = current_world_ptr->play_time;
84
85         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
86         {
87                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
88                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
89                 msg_print(NULL);
90         }
91 }
92
93
94
95 /*!
96  * @brief 特定の敵を倒した際にクエスト達成処理 /
97  * Check for "Quest" completion when a quest monster is killed or charmed.
98  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
99  * @return なし
100  */
101 void check_quest_completion(monster_type *m_ptr)
102 {
103         POSITION y, x;
104         QUEST_IDX quest_num;
105
106         bool create_stairs = FALSE;
107         bool reward = FALSE;
108
109         object_type forge;
110         object_type *o_ptr;
111
112         y = m_ptr->fy;
113         x = m_ptr->fx;
114
115         /* Inside a quest */
116         quest_num = p_ptr->inside_quest;
117
118         /* Search for an active quest on this dungeon level */
119         if (!quest_num)
120         {
121                 QUEST_IDX i;
122
123                 for (i = max_q_idx - 1; i > 0; i--)
124                 {
125                         quest_type* const q_ptr = &quest[i];
126
127                         /* Quest is not active */
128                         if (q_ptr->status != QUEST_STATUS_TAKEN)
129                                 continue;
130
131                         /* Quest is not a dungeon quest */
132                         if (q_ptr->flags & QUEST_FLAG_PRESET)
133                                 continue;
134
135                         /* Quest is not on this level */
136                         if ((q_ptr->level != current_floor_ptr->dun_level) &&
137                                 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
138                                 continue;
139
140                         /* Not a "kill monster" quest */
141                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
142                                 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
143                                 continue;
144
145                         /* Interesting quest */
146                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
147                                 (q_ptr->type == QUEST_TYPE_TOWER) ||
148                                 (q_ptr->type == QUEST_TYPE_KILL_ALL))
149                                 break;
150
151                         /* Interesting quest */
152                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
153                                 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
154                                 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
155                                 (q_ptr->r_idx == m_ptr->r_idx))
156                                 break;
157                 }
158
159                 quest_num = i;
160         }
161
162         /* Handle the current quest */
163         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
164         {
165                 /* Current quest */
166                 quest_type* const q_ptr = &quest[quest_num];
167
168                 switch (q_ptr->type)
169                 {
170                 case QUEST_TYPE_KILL_NUMBER:
171                 {
172                         q_ptr->cur_num++;
173
174                         if (q_ptr->cur_num >= q_ptr->num_mon)
175                         {
176                                 complete_quest(quest_num);
177
178                                 q_ptr->cur_num = 0;
179                         }
180                         break;
181                 }
182                 case QUEST_TYPE_KILL_ALL:
183                 {
184                         if (!is_hostile(m_ptr)) break;
185
186                         if (count_all_hostile_monsters() == 1)
187                         {
188                                 if (q_ptr->flags & QUEST_FLAG_SILENT)
189                                 {
190                                         q_ptr->status = QUEST_STATUS_FINISHED;
191                                 }
192                                 else
193                                 {
194                                         complete_quest(quest_num);
195                                 }
196                         }
197                         break;
198                 }
199                 case QUEST_TYPE_KILL_LEVEL:
200                 case QUEST_TYPE_RANDOM:
201                 {
202                         /* Only count valid monsters */
203                         if (q_ptr->r_idx != m_ptr->r_idx)
204                                 break;
205
206                         q_ptr->cur_num++;
207
208                         if (q_ptr->cur_num >= q_ptr->max_num)
209                         {
210                                 complete_quest(quest_num);
211
212                                 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
213                                 {
214                                         create_stairs = TRUE;
215                                         p_ptr->inside_quest = 0;
216                                 }
217
218                                 /* Finish the two main quests without rewarding */
219                                 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
220                                 {
221                                         q_ptr->status = QUEST_STATUS_FINISHED;
222                                 }
223
224                                 if (q_ptr->type == QUEST_TYPE_RANDOM)
225                                 {
226                                         reward = TRUE;
227                                         q_ptr->status = QUEST_STATUS_FINISHED;
228                                 }
229                         }
230                         break;
231                 }
232                 case QUEST_TYPE_KILL_ANY_LEVEL:
233                 {
234                         q_ptr->cur_num++;
235                         if (q_ptr->cur_num >= q_ptr->max_num)
236                         {
237                                 complete_quest(quest_num);
238                                 q_ptr->cur_num = 0;
239                         }
240                         break;
241                 }
242                 case QUEST_TYPE_TOWER:
243                 {
244                         if (!is_hostile(m_ptr)) break;
245
246                         if (count_all_hostile_monsters() == 1)
247                         {
248                                 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
249
250                                 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
251                                         (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
252                                         (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
253                                 {
254
255                                         complete_quest(QUEST_TOWER1);
256                                 }
257                         }
258                         break;
259                 }
260                 }
261         }
262
263         /* Create a magical staircase */
264         if (create_stairs)
265         {
266                 POSITION ny, nx;
267
268                 /* Stagger around */
269                 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))
270                 {
271                         /* Pick a location */
272                         scatter(&ny, &nx, y, x, 1, 0);
273
274                         /* Stagger */
275                         y = ny; x = nx;
276                 }
277
278                 /* Explain the staircase */
279                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
280
281                 /* Create stairs down */
282                 cave_set_feat(y, x, feat_down_stair);
283
284                 /* Remember to update everything */
285                 p_ptr->update |= (PU_FLOW);
286         }
287
288         /*
289          * Drop quest reward
290          */
291         if (reward)
292         {
293                 int i;
294
295                 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
296                 {
297                         o_ptr = &forge;
298                         object_wipe(o_ptr);
299
300                         /* Make a great object */
301                         make_object(o_ptr, AM_GOOD | AM_GREAT);
302                         (void)drop_near(o_ptr, -1, y, x);
303                 }
304         }
305 }
306
307 /*!
308  * @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 /
309  * Check for "Quest" completion when a quest monster is killed or charmed.
310  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
311  * @return なし
312  */
313 void check_find_art_quest_completion(object_type *o_ptr)
314 {
315         QUEST_IDX i;
316         /* Check if completed a quest */
317         for (i = 0; i < max_q_idx; i++)
318         {
319                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
320                         (quest[i].status == QUEST_STATUS_TAKEN) &&
321                         (quest[i].k_idx == o_ptr->name1))
322                 {
323                         complete_quest(i);
324                 }
325         }
326 }
327
328
329 /*!
330  * @brief クエストの導入メッセージを表示する / Discover quest
331  * @param q_idx 開始されたクエストのID
332  */
333 void quest_discovery(QUEST_IDX q_idx)
334 {
335         quest_type *q_ptr = &quest[q_idx];
336         monster_race *r_ptr = &r_info[q_ptr->r_idx];
337         MONSTER_NUMBER q_num = q_ptr->max_num;
338         GAME_TEXT name[MAX_NLEN];
339
340         if (!q_idx) return;
341
342         strcpy(name, (r_name + r_ptr->name));
343
344         msg_print(find_quest[rand_range(0, 4)]);
345         msg_print(NULL);
346
347         if (q_num == 1)
348         {
349                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
350                 {
351                         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..."));
352                         /* The unique is already dead */
353                         quest[q_idx].status = QUEST_STATUS_FINISHED;
354                         q_ptr->complev = 0;
355                         update_playtime();
356                         q_ptr->comptime = current_world_ptr->play_time;
357                 }
358                 else
359                 {
360                         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);
361                 }
362         }
363         else
364         {
365 #ifndef JP
366                 plural_aux(name);
367 #endif
368                 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);
369
370         }
371 }
372
373
374 /*!
375  * @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。
376  * / Hack -- Check if a level is a "quest" level
377  * @param level 検索対象になる階
378  * @return クエストIDを返す。該当がない場合0を返す。
379  */
380 QUEST_IDX quest_number(DEPTH level)
381 {
382         QUEST_IDX i;
383
384         /* Check quests */
385         if (p_ptr->inside_quest)
386                 return (p_ptr->inside_quest);
387
388         for (i = 0; i < max_q_idx; i++)
389         {
390                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
391
392                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
393                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
394                         (quest[i].level == level) &&
395                         (quest[i].dungeon == p_ptr->dungeon_idx))
396                         return (i);
397         }
398
399         /* Check for random quest */
400         return (random_quest_number(level));
401 }
402
403 /*!
404  * @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。
405  * @param level 検索対象になる階
406  * @return クエストIDを返す。該当がない場合0を返す。
407  */
408 QUEST_IDX random_quest_number(DEPTH level)
409 {
410         QUEST_IDX i;
411
412         if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
413
414         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
415         {
416                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
417                         (quest[i].status == QUEST_STATUS_TAKEN) &&
418                         (quest[i].level == level) &&
419                         (quest[i].dungeon == DUNGEON_ANGBAND))
420                 {
421                         return i;
422                 }
423         }
424
425         return 0;
426 }
427
428 /*!
429  * @brief クエスト階層から離脱する際の処理
430  * @return なし
431  */
432 void leave_quest_check(void)
433 {
434         /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
435         leaving_quest = p_ptr->inside_quest;
436
437         /* Leaving an 'only once' quest marks it as failed */
438         if (leaving_quest)
439         {
440                 quest_type* const q_ptr = &quest[leaving_quest];
441
442                 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
443                         (q_ptr->status == QUEST_STATUS_TAKEN))
444                 {
445                         q_ptr->status = QUEST_STATUS_FAILED;
446                         q_ptr->complev = p_ptr->lev;
447                         update_playtime();
448                         q_ptr->comptime = current_world_ptr->play_time;
449
450                         /* Additional settings */
451                         switch (q_ptr->type)
452                         {
453                         case QUEST_TYPE_TOWER:
454                                 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
455                                 quest[QUEST_TOWER1].complev = p_ptr->lev;
456                                 break;
457                         case QUEST_TYPE_FIND_ARTIFACT:
458                                 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
459                                 break;
460                         case QUEST_TYPE_RANDOM:
461                                 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
462
463                                 /* Floor of random quest will be blocked */
464                                 prepare_change_floor_mode(CFM_NO_RETURN);
465                                 break;
466                         }
467
468                         /* Record finishing a quest */
469                         if (q_ptr->type == QUEST_TYPE_RANDOM)
470                         {
471                                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
472                         }
473                         else
474                         {
475                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
476                         }
477                 }
478         }
479 }
480
481 /*!
482  * @brief 「塔」クエストの各階層から離脱する際の処理
483  * @return なし
484  */
485 void leave_tower_check(void)
486 {
487         leaving_quest = p_ptr->inside_quest;
488         /* Check for Tower Quest */
489         if (leaving_quest &&
490                 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
491                 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
492         {
493                 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
494                 {
495                         quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
496                         quest[QUEST_TOWER1].complev = p_ptr->lev;
497                         update_playtime();
498                         quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
499                 }
500         }
501 }