5 #include "floor-save.h"
6 #include "floor-events.h"
9 #include "monsterrace-hook.h"
11 #include "player-status.h"
21 * @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
23 static concptr find_quest[] =
25 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
26 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
27 _("メッセージを見つけた:", "There is a sign saying"),
28 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
29 _("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"),
33 * @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
34 * @param q_ptr クエスト構造体の参照ポインタ
37 void determine_random_questor(quest_type *q_ptr)
42 get_mon_num_prep(mon_hook_quest, NULL);
47 * Random monster 5 - 10 levels out of depth
48 * (depending on level)
50 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
51 r_ptr = &r_info[r_idx];
53 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
54 if (r_ptr->flags1 & RF1_QUESTOR) continue;
55 if (r_ptr->rarity > 100) continue;
56 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
57 if (r_ptr->flags7 & RF7_AQUATIC) continue;
58 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
59 if (no_questor_or_bounty_uniques(r_idx)) continue;
62 * Accept monsters that are 2 - 6 levels
63 * out of depth depending on the quest level
65 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
72 * @brief クエストを達成状態にする /
73 * @param quest_num 達成状態にしたいクエストのID
76 void complete_quest(QUEST_IDX quest_num)
78 quest_type* const q_ptr = &quest[quest_num];
82 case QUEST_TYPE_RANDOM:
83 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
86 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
90 q_ptr->status = QUEST_STATUS_COMPLETED;
91 q_ptr->complev = p_ptr->lev;
93 q_ptr->comptime = current_world_ptr->play_time;
95 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
97 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
98 msg_print(_("クエストを達成した!", "You just completed your quest!"));
106 * @brief 特定の敵を倒した際にクエスト達成処理 /
107 * Check for "Quest" completion when a quest monster is killed or charmed.
108 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
111 void check_quest_completion(monster_type *m_ptr)
116 bool create_stairs = FALSE;
126 quest_num = p_ptr->inside_quest;
128 /* Search for an active quest on this dungeon level */
133 for (i = max_q_idx - 1; i > 0; i--)
135 quest_type* const q_ptr = &quest[i];
137 /* Quest is not active */
138 if (q_ptr->status != QUEST_STATUS_TAKEN)
141 /* Quest is not a dungeon quest */
142 if (q_ptr->flags & QUEST_FLAG_PRESET)
145 /* Quest is not on this level */
146 if ((q_ptr->level != current_floor_ptr->dun_level) &&
147 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
150 /* Not a "kill monster" quest */
151 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
152 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
155 /* Interesting quest */
156 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
157 (q_ptr->type == QUEST_TYPE_TOWER) ||
158 (q_ptr->type == QUEST_TYPE_KILL_ALL))
161 /* Interesting quest */
162 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
163 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
164 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
165 (q_ptr->r_idx == m_ptr->r_idx))
172 /* Handle the current quest */
173 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
176 quest_type* const q_ptr = &quest[quest_num];
180 case QUEST_TYPE_KILL_NUMBER:
184 if (q_ptr->cur_num >= q_ptr->num_mon)
186 complete_quest(quest_num);
192 case QUEST_TYPE_KILL_ALL:
194 if (!is_hostile(m_ptr)) break;
196 if (count_all_hostile_monsters() == 1)
198 if (q_ptr->flags & QUEST_FLAG_SILENT)
200 q_ptr->status = QUEST_STATUS_FINISHED;
204 complete_quest(quest_num);
209 case QUEST_TYPE_KILL_LEVEL:
210 case QUEST_TYPE_RANDOM:
212 /* Only count valid monsters */
213 if (q_ptr->r_idx != m_ptr->r_idx)
218 if (q_ptr->cur_num >= q_ptr->max_num)
220 complete_quest(quest_num);
222 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
224 create_stairs = TRUE;
225 p_ptr->inside_quest = 0;
228 /* Finish the two main quests without rewarding */
229 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
231 q_ptr->status = QUEST_STATUS_FINISHED;
234 if (q_ptr->type == QUEST_TYPE_RANDOM)
237 q_ptr->status = QUEST_STATUS_FINISHED;
242 case QUEST_TYPE_KILL_ANY_LEVEL:
245 if (q_ptr->cur_num >= q_ptr->max_num)
247 complete_quest(quest_num);
252 case QUEST_TYPE_TOWER:
254 if (!is_hostile(m_ptr)) break;
256 if (count_all_hostile_monsters() == 1)
258 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
260 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
261 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
262 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
265 complete_quest(QUEST_TOWER1);
273 /* Create a magical staircase */
279 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))
281 /* Pick a location */
282 scatter(&ny, &nx, y, x, 1, 0);
288 /* Explain the staircase */
289 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
291 /* Create stairs down */
292 cave_set_feat(y, x, feat_down_stair);
294 /* Remember to update everything */
295 p_ptr->update |= (PU_FLOW);
305 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
310 /* Make a great object */
311 make_object(o_ptr, AM_GOOD | AM_GREAT);
312 (void)drop_near(o_ptr, -1, y, x);
318 * @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 /
319 * Check for "Quest" completion when a quest monster is killed or charmed.
320 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
323 void check_find_art_quest_completion(object_type *o_ptr)
326 /* Check if completed a quest */
327 for (i = 0; i < max_q_idx; i++)
329 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
330 (quest[i].status == QUEST_STATUS_TAKEN) &&
331 (quest[i].k_idx == o_ptr->name1))
340 * @brief クエストの導入メッセージを表示する / Discover quest
341 * @param q_idx 開始されたクエストのID
343 void quest_discovery(QUEST_IDX q_idx)
345 quest_type *q_ptr = &quest[q_idx];
346 monster_race *r_ptr = &r_info[q_ptr->r_idx];
347 MONSTER_NUMBER q_num = q_ptr->max_num;
348 GAME_TEXT name[MAX_NLEN];
352 strcpy(name, (r_name + r_ptr->name));
354 msg_print(find_quest[rand_range(0, 4)]);
359 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
361 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..."));
362 /* The unique is already dead */
363 quest[q_idx].status = QUEST_STATUS_FINISHED;
366 q_ptr->comptime = current_world_ptr->play_time;
370 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);
378 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);
385 * @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。
386 * / Hack -- Check if a level is a "quest" level
387 * @param level 検索対象になる階
388 * @return クエストIDを返す。該当がない場合0を返す。
390 QUEST_IDX quest_number(DEPTH level)
395 if (p_ptr->inside_quest)
396 return (p_ptr->inside_quest);
398 for (i = 0; i < max_q_idx; i++)
400 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
402 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
403 !(quest[i].flags & QUEST_FLAG_PRESET) &&
404 (quest[i].level == level) &&
405 (quest[i].dungeon == p_ptr->dungeon_idx))
409 /* Check for random quest */
410 return (random_quest_number(level));
414 * @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。
415 * @param level 検索対象になる階
416 * @return クエストIDを返す。該当がない場合0を返す。
418 QUEST_IDX random_quest_number(DEPTH level)
422 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
424 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
426 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
427 (quest[i].status == QUEST_STATUS_TAKEN) &&
428 (quest[i].level == level) &&
429 (quest[i].dungeon == DUNGEON_ANGBAND))
439 * @brief クエスト階層から離脱する際の処理
442 void leave_quest_check(void)
444 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
445 leaving_quest = p_ptr->inside_quest;
447 /* Leaving an 'only once' quest marks it as failed */
450 quest_type* const q_ptr = &quest[leaving_quest];
452 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
453 (q_ptr->status == QUEST_STATUS_TAKEN))
455 q_ptr->status = QUEST_STATUS_FAILED;
456 q_ptr->complev = p_ptr->lev;
458 q_ptr->comptime = current_world_ptr->play_time;
460 /* Additional settings */
463 case QUEST_TYPE_TOWER:
464 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
465 quest[QUEST_TOWER1].complev = p_ptr->lev;
467 case QUEST_TYPE_FIND_ARTIFACT:
468 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
470 case QUEST_TYPE_RANDOM:
471 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
473 /* Floor of random quest will be blocked */
474 prepare_change_floor_mode(CFM_NO_RETURN);
478 /* Record finishing a quest */
479 if (q_ptr->type == QUEST_TYPE_RANDOM)
481 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
485 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
492 * @brief 「塔」クエストの各階層から離脱する際の処理
495 void leave_tower_check(void)
497 leaving_quest = p_ptr->inside_quest;
498 /* Check for Tower Quest */
500 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
501 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
503 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
505 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
506 quest[QUEST_TOWER1].complev = p_ptr->lev;
508 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
515 * @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
518 void do_cmd_quest(void)
520 if (p_ptr->wild_mode) return;
522 take_turn(p_ptr, 100);
524 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
526 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
531 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."));
532 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
533 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
534 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
535 else if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
537 /* Player enters a new quest */
543 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
544 p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
546 p_ptr->leaving = TRUE;