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[Refactor] #37353 externs.h から util.h への宣言移動。
[hengband/hengband.git] / src / quest.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "floor.h"
5 #include "floor-save.h"
6 #include "floor-events.h"
7 #include "grid.h"
8 #include "quest.h"
9 #include "monsterrace-hook.h"
10 #include "monster.h"
11
12
13 /*!
14  * @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
15  */
16 static concptr find_quest[] =
17 {
18         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
19         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
20         _("メッセージを見つけた:", "There is a sign saying"),
21         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
22         _("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 };
24
25 /*!
26  * @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
27  * @param q_ptr クエスト構造体の参照ポインタ
28  * @return なし
29  */
30 void determine_random_questor(quest_type *q_ptr)
31 {
32         MONRACE_IDX r_idx;
33         monster_race *r_ptr;
34
35         get_mon_num_prep(mon_hook_quest, NULL);
36
37         while (1)
38         {
39                 /*
40                  * Random monster 5 - 10 levels out of depth
41                  * (depending on level)
42                  */
43                 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
44                 r_ptr = &r_info[r_idx];
45
46                 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
47                 if (r_ptr->flags1 & RF1_QUESTOR) continue;
48                 if (r_ptr->rarity > 100) continue;
49                 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
50                 if (r_ptr->flags7 & RF7_AQUATIC) continue;
51                 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
52                 if (no_questor_or_bounty_uniques(r_idx)) continue;
53
54                 /*
55                  * Accept monsters that are 2 - 6 levels
56                  * out of depth depending on the quest level
57                  */
58                 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
59         }
60
61         q_ptr->r_idx = r_idx;
62 }
63
64 /*!
65  * @brief クエストを達成状態にする /
66  * @param quest_num 達成状態にしたいクエストのID
67  * @return なし
68  */
69 void complete_quest(QUEST_IDX quest_num)
70 {
71         quest_type* const q_ptr = &quest[quest_num];
72
73         switch (q_ptr->type)
74         {
75         case QUEST_TYPE_RANDOM:
76                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
77                 break;
78         default:
79                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
80                 break;
81         }
82
83         q_ptr->status = QUEST_STATUS_COMPLETED;
84         q_ptr->complev = p_ptr->lev;
85         update_playtime();
86         q_ptr->comptime = current_world_ptr->play_time;
87
88         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
89         {
90                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
91                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
92                 msg_print(NULL);
93         }
94 }
95
96
97
98 /*!
99  * @brief 特定の敵を倒した際にクエスト達成処理 /
100  * Check for "Quest" completion when a quest monster is killed or charmed.
101  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
102  * @return なし
103  */
104 void check_quest_completion(monster_type *m_ptr)
105 {
106         POSITION y, x;
107         QUEST_IDX quest_num;
108
109         bool create_stairs = FALSE;
110         bool reward = FALSE;
111
112         object_type forge;
113         object_type *o_ptr;
114
115         y = m_ptr->fy;
116         x = m_ptr->fx;
117
118         /* Inside a quest */
119         quest_num = p_ptr->inside_quest;
120
121         /* Search for an active quest on this dungeon level */
122         if (!quest_num)
123         {
124                 QUEST_IDX i;
125
126                 for (i = max_q_idx - 1; i > 0; i--)
127                 {
128                         quest_type* const q_ptr = &quest[i];
129
130                         /* Quest is not active */
131                         if (q_ptr->status != QUEST_STATUS_TAKEN)
132                                 continue;
133
134                         /* Quest is not a dungeon quest */
135                         if (q_ptr->flags & QUEST_FLAG_PRESET)
136                                 continue;
137
138                         /* Quest is not on this level */
139                         if ((q_ptr->level != current_floor_ptr->dun_level) &&
140                                 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
141                                 continue;
142
143                         /* Not a "kill monster" quest */
144                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
145                                 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
146                                 continue;
147
148                         /* Interesting quest */
149                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
150                                 (q_ptr->type == QUEST_TYPE_TOWER) ||
151                                 (q_ptr->type == QUEST_TYPE_KILL_ALL))
152                                 break;
153
154                         /* Interesting quest */
155                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
156                                 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
157                                 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
158                                 (q_ptr->r_idx == m_ptr->r_idx))
159                                 break;
160                 }
161
162                 quest_num = i;
163         }
164
165         /* Handle the current quest */
166         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
167         {
168                 /* Current quest */
169                 quest_type* const q_ptr = &quest[quest_num];
170
171                 switch (q_ptr->type)
172                 {
173                 case QUEST_TYPE_KILL_NUMBER:
174                 {
175                         q_ptr->cur_num++;
176
177                         if (q_ptr->cur_num >= q_ptr->num_mon)
178                         {
179                                 complete_quest(quest_num);
180
181                                 q_ptr->cur_num = 0;
182                         }
183                         break;
184                 }
185                 case QUEST_TYPE_KILL_ALL:
186                 {
187                         if (!is_hostile(m_ptr)) break;
188
189                         if (count_all_hostile_monsters() == 1)
190                         {
191                                 if (q_ptr->flags & QUEST_FLAG_SILENT)
192                                 {
193                                         q_ptr->status = QUEST_STATUS_FINISHED;
194                                 }
195                                 else
196                                 {
197                                         complete_quest(quest_num);
198                                 }
199                         }
200                         break;
201                 }
202                 case QUEST_TYPE_KILL_LEVEL:
203                 case QUEST_TYPE_RANDOM:
204                 {
205                         /* Only count valid monsters */
206                         if (q_ptr->r_idx != m_ptr->r_idx)
207                                 break;
208
209                         q_ptr->cur_num++;
210
211                         if (q_ptr->cur_num >= q_ptr->max_num)
212                         {
213                                 complete_quest(quest_num);
214
215                                 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
216                                 {
217                                         create_stairs = TRUE;
218                                         p_ptr->inside_quest = 0;
219                                 }
220
221                                 /* Finish the two main quests without rewarding */
222                                 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
223                                 {
224                                         q_ptr->status = QUEST_STATUS_FINISHED;
225                                 }
226
227                                 if (q_ptr->type == QUEST_TYPE_RANDOM)
228                                 {
229                                         reward = TRUE;
230                                         q_ptr->status = QUEST_STATUS_FINISHED;
231                                 }
232                         }
233                         break;
234                 }
235                 case QUEST_TYPE_KILL_ANY_LEVEL:
236                 {
237                         q_ptr->cur_num++;
238                         if (q_ptr->cur_num >= q_ptr->max_num)
239                         {
240                                 complete_quest(quest_num);
241                                 q_ptr->cur_num = 0;
242                         }
243                         break;
244                 }
245                 case QUEST_TYPE_TOWER:
246                 {
247                         if (!is_hostile(m_ptr)) break;
248
249                         if (count_all_hostile_monsters() == 1)
250                         {
251                                 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
252
253                                 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
254                                         (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
255                                         (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
256                                 {
257
258                                         complete_quest(QUEST_TOWER1);
259                                 }
260                         }
261                         break;
262                 }
263                 }
264         }
265
266         /* Create a magical staircase */
267         if (create_stairs)
268         {
269                 POSITION ny, nx;
270
271                 /* Stagger around */
272                 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))
273                 {
274                         /* Pick a location */
275                         scatter(&ny, &nx, y, x, 1, 0);
276
277                         /* Stagger */
278                         y = ny; x = nx;
279                 }
280
281                 /* Explain the staircase */
282                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
283
284                 /* Create stairs down */
285                 cave_set_feat(y, x, feat_down_stair);
286
287                 /* Remember to update everything */
288                 p_ptr->update |= (PU_FLOW);
289         }
290
291         /*
292          * Drop quest reward
293          */
294         if (reward)
295         {
296                 int i;
297
298                 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
299                 {
300                         o_ptr = &forge;
301                         object_wipe(o_ptr);
302
303                         /* Make a great object */
304                         make_object(o_ptr, AM_GOOD | AM_GREAT);
305                         (void)drop_near(o_ptr, -1, y, x);
306                 }
307         }
308 }
309
310 /*!
311  * @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 /
312  * Check for "Quest" completion when a quest monster is killed or charmed.
313  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
314  * @return なし
315  */
316 void check_find_art_quest_completion(object_type *o_ptr)
317 {
318         QUEST_IDX i;
319         /* Check if completed a quest */
320         for (i = 0; i < max_q_idx; i++)
321         {
322                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
323                         (quest[i].status == QUEST_STATUS_TAKEN) &&
324                         (quest[i].k_idx == o_ptr->name1))
325                 {
326                         complete_quest(i);
327                 }
328         }
329 }
330
331
332 /*!
333  * @brief クエストの導入メッセージを表示する / Discover quest
334  * @param q_idx 開始されたクエストのID
335  */
336 void quest_discovery(QUEST_IDX q_idx)
337 {
338         quest_type *q_ptr = &quest[q_idx];
339         monster_race *r_ptr = &r_info[q_ptr->r_idx];
340         MONSTER_NUMBER q_num = q_ptr->max_num;
341         GAME_TEXT name[MAX_NLEN];
342
343         if (!q_idx) return;
344
345         strcpy(name, (r_name + r_ptr->name));
346
347         msg_print(find_quest[rand_range(0, 4)]);
348         msg_print(NULL);
349
350         if (q_num == 1)
351         {
352                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
353                 {
354                         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..."));
355                         /* The unique is already dead */
356                         quest[q_idx].status = QUEST_STATUS_FINISHED;
357                         q_ptr->complev = 0;
358                         update_playtime();
359                         q_ptr->comptime = current_world_ptr->play_time;
360                 }
361                 else
362                 {
363                         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);
364                 }
365         }
366         else
367         {
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 }