5 #include "floor-save.h"
6 #include "floor-events.h"
9 #include "monsterrace-hook.h"
11 #include "player-status.h"
17 quest_type *quest; /*!< Quest info */
18 QUEST_IDX max_q_idx; /*!< Maximum number of quests */
19 char quest_text[10][80]; /*!< Quest text */
20 int quest_text_line; /*!< Current line of the quest text */
23 * @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
25 static concptr find_quest[] =
27 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
28 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
29 _("メッセージを見つけた:", "There is a sign saying"),
30 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
31 _("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"),
35 * @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
36 * @param q_ptr クエスト構造体の参照ポインタ
39 void determine_random_questor(quest_type *q_ptr)
44 get_mon_num_prep(mon_hook_quest, NULL);
49 * Random monster 5 - 10 levels out of depth
50 * (depending on level)
52 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
53 r_ptr = &r_info[r_idx];
55 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
56 if (r_ptr->flags1 & RF1_QUESTOR) continue;
57 if (r_ptr->rarity > 100) continue;
58 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
59 if (r_ptr->flags7 & RF7_AQUATIC) continue;
60 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
61 if (no_questor_or_bounty_uniques(r_idx)) continue;
64 * Accept monsters that are 2 - 6 levels
65 * out of depth depending on the quest level
67 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
74 * @brief クエストを達成状態にする /
75 * @param quest_num 達成状態にしたいクエストのID
78 void complete_quest(QUEST_IDX quest_num)
80 quest_type* const q_ptr = &quest[quest_num];
84 case QUEST_TYPE_RANDOM:
85 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
88 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
92 q_ptr->status = QUEST_STATUS_COMPLETED;
93 q_ptr->complev = p_ptr->lev;
95 q_ptr->comptime = current_world_ptr->play_time;
97 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
99 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
100 msg_print(_("クエストを達成した!", "You just completed your quest!"));
108 * @brief 特定の敵を倒した際にクエスト達成処理 /
109 * Check for "Quest" completion when a quest monster is killed or charmed.
110 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
113 void check_quest_completion(monster_type *m_ptr)
118 bool create_stairs = FALSE;
128 quest_num = p_ptr->inside_quest;
130 /* Search for an active quest on this dungeon level */
135 for (i = max_q_idx - 1; i > 0; i--)
137 quest_type* const q_ptr = &quest[i];
139 /* Quest is not active */
140 if (q_ptr->status != QUEST_STATUS_TAKEN)
143 /* Quest is not a dungeon quest */
144 if (q_ptr->flags & QUEST_FLAG_PRESET)
147 /* Quest is not on this level */
148 if ((q_ptr->level != current_floor_ptr->dun_level) &&
149 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
152 /* Not a "kill monster" quest */
153 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
154 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
157 /* Interesting quest */
158 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
159 (q_ptr->type == QUEST_TYPE_TOWER) ||
160 (q_ptr->type == QUEST_TYPE_KILL_ALL))
163 /* Interesting quest */
164 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
165 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
166 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
167 (q_ptr->r_idx == m_ptr->r_idx))
174 /* Handle the current quest */
175 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
178 quest_type* const q_ptr = &quest[quest_num];
182 case QUEST_TYPE_KILL_NUMBER:
186 if (q_ptr->cur_num >= q_ptr->num_mon)
188 complete_quest(quest_num);
194 case QUEST_TYPE_KILL_ALL:
196 if (!is_hostile(m_ptr)) break;
198 if (count_all_hostile_monsters() == 1)
200 if (q_ptr->flags & QUEST_FLAG_SILENT)
202 q_ptr->status = QUEST_STATUS_FINISHED;
206 complete_quest(quest_num);
211 case QUEST_TYPE_KILL_LEVEL:
212 case QUEST_TYPE_RANDOM:
214 /* Only count valid monsters */
215 if (q_ptr->r_idx != m_ptr->r_idx)
220 if (q_ptr->cur_num >= q_ptr->max_num)
222 complete_quest(quest_num);
224 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
226 create_stairs = TRUE;
227 p_ptr->inside_quest = 0;
230 /* Finish the two main quests without rewarding */
231 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
233 q_ptr->status = QUEST_STATUS_FINISHED;
236 if (q_ptr->type == QUEST_TYPE_RANDOM)
239 q_ptr->status = QUEST_STATUS_FINISHED;
244 case QUEST_TYPE_KILL_ANY_LEVEL:
247 if (q_ptr->cur_num >= q_ptr->max_num)
249 complete_quest(quest_num);
254 case QUEST_TYPE_TOWER:
256 if (!is_hostile(m_ptr)) break;
258 if (count_all_hostile_monsters() == 1)
260 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
262 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
263 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
264 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
267 complete_quest(QUEST_TOWER1);
275 /* Create a magical staircase */
281 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))
283 /* Pick a location */
284 scatter(&ny, &nx, y, x, 1, 0);
290 /* Explain the staircase */
291 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
293 /* Create stairs down */
294 cave_set_feat(y, x, feat_down_stair);
296 /* Remember to update everything */
297 p_ptr->update |= (PU_FLOW);
307 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
312 /* Make a great object */
313 make_object(o_ptr, AM_GOOD | AM_GREAT);
314 (void)drop_near(o_ptr, -1, y, x);
320 * @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 /
321 * Check for "Quest" completion when a quest monster is killed or charmed.
322 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
325 void check_find_art_quest_completion(object_type *o_ptr)
328 /* Check if completed a quest */
329 for (i = 0; i < max_q_idx; i++)
331 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
332 (quest[i].status == QUEST_STATUS_TAKEN) &&
333 (quest[i].k_idx == o_ptr->name1))
342 * @brief クエストの導入メッセージを表示する / Discover quest
343 * @param q_idx 開始されたクエストのID
345 void quest_discovery(QUEST_IDX q_idx)
347 quest_type *q_ptr = &quest[q_idx];
348 monster_race *r_ptr = &r_info[q_ptr->r_idx];
349 MONSTER_NUMBER q_num = q_ptr->max_num;
350 GAME_TEXT name[MAX_NLEN];
354 strcpy(name, (r_name + r_ptr->name));
356 msg_print(find_quest[rand_range(0, 4)]);
361 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
363 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..."));
364 /* The unique is already dead */
365 quest[q_idx].status = QUEST_STATUS_FINISHED;
368 q_ptr->comptime = current_world_ptr->play_time;
372 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);
380 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);
387 * @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。
388 * / Hack -- Check if a level is a "quest" level
389 * @param level 検索対象になる階
390 * @return クエストIDを返す。該当がない場合0を返す。
392 QUEST_IDX quest_number(DEPTH level)
397 if (p_ptr->inside_quest)
398 return (p_ptr->inside_quest);
400 for (i = 0; i < max_q_idx; i++)
402 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
404 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
405 !(quest[i].flags & QUEST_FLAG_PRESET) &&
406 (quest[i].level == level) &&
407 (quest[i].dungeon == p_ptr->dungeon_idx))
411 /* Check for random quest */
412 return (random_quest_number(level));
416 * @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。
417 * @param level 検索対象になる階
418 * @return クエストIDを返す。該当がない場合0を返す。
420 QUEST_IDX random_quest_number(DEPTH level)
424 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
426 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
428 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
429 (quest[i].status == QUEST_STATUS_TAKEN) &&
430 (quest[i].level == level) &&
431 (quest[i].dungeon == DUNGEON_ANGBAND))
441 * @brief クエスト階層から離脱する際の処理
444 void leave_quest_check(void)
446 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
447 leaving_quest = p_ptr->inside_quest;
449 /* Leaving an 'only once' quest marks it as failed */
452 quest_type* const q_ptr = &quest[leaving_quest];
454 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
455 (q_ptr->status == QUEST_STATUS_TAKEN))
457 q_ptr->status = QUEST_STATUS_FAILED;
458 q_ptr->complev = p_ptr->lev;
460 q_ptr->comptime = current_world_ptr->play_time;
462 /* Additional settings */
465 case QUEST_TYPE_TOWER:
466 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
467 quest[QUEST_TOWER1].complev = p_ptr->lev;
469 case QUEST_TYPE_FIND_ARTIFACT:
470 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
472 case QUEST_TYPE_RANDOM:
473 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
475 /* Floor of random quest will be blocked */
476 prepare_change_floor_mode(CFM_NO_RETURN);
480 /* Record finishing a quest */
481 if (q_ptr->type == QUEST_TYPE_RANDOM)
483 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
487 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
494 * @brief 「塔」クエストの各階層から離脱する際の処理
497 void leave_tower_check(void)
499 leaving_quest = p_ptr->inside_quest;
500 /* Check for Tower Quest */
502 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
503 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
505 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
507 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
508 quest[QUEST_TOWER1].complev = p_ptr->lev;
510 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
517 * @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
520 void do_cmd_quest(void)
522 if (p_ptr->wild_mode) return;
524 take_turn(p_ptr, 100);
526 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
528 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
533 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."));
534 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
535 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
536 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
537 else if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
539 /* Player enters a new quest */
545 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
546 p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
548 p_ptr->leaving = TRUE;