3 #include "floor-events.h"
6 #include "monsterrace-hook.h"
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
13 static concptr find_quest[] =
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"),
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
27 void determine_random_questor(quest_type *q_ptr)
32 get_mon_num_prep(mon_hook_quest, NULL);
37 * Random monster 5 - 10 levels out of depth
38 * (depending on level)
40 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
41 r_ptr = &r_info[r_idx];
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;
52 * Accept monsters that are 2 - 6 levels
53 * out of depth depending on the quest level
55 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
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
66 void complete_quest(QUEST_IDX quest_num)
68 quest_type* const q_ptr = &quest[quest_num];
72 case QUEST_TYPE_RANDOM:
73 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
76 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
80 q_ptr->status = QUEST_STATUS_COMPLETED;
81 q_ptr->complev = p_ptr->lev;
83 q_ptr->comptime = current_world_ptr->play_time;
85 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
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!"));
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
101 void check_quest_completion(monster_type *m_ptr)
106 bool create_stairs = FALSE;
116 quest_num = p_ptr->inside_quest;
118 /* Search for an active quest on this dungeon level */
123 for (i = max_q_idx - 1; i > 0; i--)
125 quest_type* const q_ptr = &quest[i];
127 /* Quest is not active */
128 if (q_ptr->status != QUEST_STATUS_TAKEN)
131 /* Quest is not a dungeon quest */
132 if (q_ptr->flags & QUEST_FLAG_PRESET)
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))
140 /* Not a "kill monster" quest */
141 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
142 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
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))
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))
162 /* Handle the current quest */
163 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
166 quest_type* const q_ptr = &quest[quest_num];
170 case QUEST_TYPE_KILL_NUMBER:
174 if (q_ptr->cur_num >= q_ptr->num_mon)
176 complete_quest(quest_num);
182 case QUEST_TYPE_KILL_ALL:
184 if (!is_hostile(m_ptr)) break;
186 if (count_all_hostile_monsters() == 1)
188 if (q_ptr->flags & QUEST_FLAG_SILENT)
190 q_ptr->status = QUEST_STATUS_FINISHED;
194 complete_quest(quest_num);
199 case QUEST_TYPE_KILL_LEVEL:
200 case QUEST_TYPE_RANDOM:
202 /* Only count valid monsters */
203 if (q_ptr->r_idx != m_ptr->r_idx)
208 if (q_ptr->cur_num >= q_ptr->max_num)
210 complete_quest(quest_num);
212 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
214 create_stairs = TRUE;
215 p_ptr->inside_quest = 0;
218 /* Finish the two main quests without rewarding */
219 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
221 q_ptr->status = QUEST_STATUS_FINISHED;
224 if (q_ptr->type == QUEST_TYPE_RANDOM)
227 q_ptr->status = QUEST_STATUS_FINISHED;
232 case QUEST_TYPE_KILL_ANY_LEVEL:
235 if (q_ptr->cur_num >= q_ptr->max_num)
237 complete_quest(quest_num);
242 case QUEST_TYPE_TOWER:
244 if (!is_hostile(m_ptr)) break;
246 if (count_all_hostile_monsters() == 1)
248 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
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))
255 complete_quest(QUEST_TOWER1);
263 /* Create a magical staircase */
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))
271 /* Pick a location */
272 scatter(&ny, &nx, y, x, 1, 0);
278 /* Explain the staircase */
279 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
281 /* Create stairs down */
282 cave_set_feat(y, x, feat_down_stair);
284 /* Remember to update everything */
285 p_ptr->update |= (PU_FLOW);
295 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
300 /* Make a great object */
301 make_object(o_ptr, AM_GOOD | AM_GREAT);
302 (void)drop_near(o_ptr, -1, y, x);
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
313 void check_find_art_quest_completion(object_type *o_ptr)
316 /* Check if completed a quest */
317 for (i = 0; i < max_q_idx; i++)
319 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
320 (quest[i].status == QUEST_STATUS_TAKEN) &&
321 (quest[i].k_idx == o_ptr->name1))
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
333 void quest_discovery(QUEST_IDX q_idx)
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];
342 strcpy(name, (r_name + r_ptr->name));
344 msg_print(find_quest[rand_range(0, 4)]);
349 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
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;
356 q_ptr->comptime = current_world_ptr->play_time;
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);
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);
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。
380 QUEST_IDX quest_number(DEPTH level)
385 if (p_ptr->inside_quest)
386 return (p_ptr->inside_quest);
388 for (i = 0; i < max_q_idx; i++)
390 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
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))
399 /* Check for random quest */
400 return (random_quest_number(level));
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。
408 QUEST_IDX random_quest_number(DEPTH level)
412 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
414 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
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))
429 * @brief クエスト階層から離脱する際の処理
432 void leave_quest_check(void)
434 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
435 leaving_quest = p_ptr->inside_quest;
437 /* Leaving an 'only once' quest marks it as failed */
440 quest_type* const q_ptr = &quest[leaving_quest];
442 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
443 (q_ptr->status == QUEST_STATUS_TAKEN))
445 q_ptr->status = QUEST_STATUS_FAILED;
446 q_ptr->complev = p_ptr->lev;
448 q_ptr->comptime = current_world_ptr->play_time;
450 /* Additional settings */
453 case QUEST_TYPE_TOWER:
454 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
455 quest[QUEST_TOWER1].complev = p_ptr->lev;
457 case QUEST_TYPE_FIND_ARTIFACT:
458 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
460 case QUEST_TYPE_RANDOM:
461 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
463 /* Floor of random quest will be blocked */
464 prepare_change_floor_mode(CFM_NO_RETURN);
468 /* Record finishing a quest */
469 if (q_ptr->type == QUEST_TYPE_RANDOM)
471 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
475 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
482 * @brief 「塔」クエストの各階層から離脱する際の処理
485 void leave_tower_check(void)
487 leaving_quest = p_ptr->inside_quest;
488 /* Check for Tower Quest */
490 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
491 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
493 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
495 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
496 quest[QUEST_TOWER1].complev = p_ptr->lev;
498 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;