#include "knowledge-quests.h"
#include "core/show-file.h"
-#include "util/sort.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
-#include "floor/floor.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
#include "info-reader/fixed-map-parser.h"
#include "io-dump/dump-util.h"
#include "locale/english.h"
-#include "object-enchant/artifact.h"
+#include "monster-race/monster-race.h"
#include "object-enchant/special-object-flags.h"
-#include "object/object-flavor.h"
#include "object/object-generator.h"
#include "object/object-kind-hook.h"
+#include "system/artifact-type-definition.h"
+#include "system/floor-type-definition.h"
#include "system/system-variables.h" // 暫定、init_flagsのため。後で消すかも.
#include "term/screen-processor.h"
#include "util/angband-files.h"
+#include "util/sort.h"
#include "world/world.h"
- /*
- * Check on the status of an active quest
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
+/*
+ * Check on the status of an active quest
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
void do_cmd_checkquest(player_type *creature_ptr)
{
- screen_save();
- do_cmd_knowledge_quests(creature_ptr);
- screen_load();
+ screen_save();
+ do_cmd_knowledge_quests(creature_ptr);
+ screen_load();
}
-
/*
* todo player_typeではなくQUEST_IDXを引数にすべきかもしれない
* Print all active quests
*/
static void do_cmd_knowledge_quests_current(player_type *creature_ptr, FILE *fff)
{
- char tmp_str[120];
- char rand_tmp_str[120] = "\0";
- GAME_TEXT name[MAX_NLEN];
- monster_race *r_ptr;
- int rand_level = 100;
- int total = 0;
-
- fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));
-
- for (QUEST_IDX i = 1; i < max_q_idx; i++)
- {
- bool is_print = quest[i].status == QUEST_STATUS_TAKEN;
- is_print |= (quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER);
- is_print |= quest[i].status == QUEST_STATUS_COMPLETED;
- if (!is_print)
- continue;
-
- QUEST_IDX old_quest = creature_ptr->current_floor_ptr->inside_quest;
- for (int j = 0; j < 10; j++)
- quest_text[j][0] = '\0';
-
- quest_text_line = 0;
- creature_ptr->current_floor_ptr->inside_quest = i;
- init_flags = INIT_SHOW_TEXT;
- parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
- creature_ptr->current_floor_ptr->inside_quest = old_quest;
- if (quest[i].flags & QUEST_FLAG_SILENT) continue;
-
- total++;
- if (quest[i].type != QUEST_TYPE_RANDOM)
- {
- char note[80] = "\0";
-
- if (quest[i].status == QUEST_STATUS_TAKEN || quest[i].status == QUEST_STATUS_STAGE_COMPLETED)
- {
- switch (quest[i].type)
- {
- case QUEST_TYPE_KILL_LEVEL:
- case QUEST_TYPE_KILL_ANY_LEVEL:
- r_ptr = &r_info[quest[i].r_idx];
- strcpy(name, r_name + r_ptr->name);
- if (quest[i].max_num > 1)
- {
+ char tmp_str[120];
+ char rand_tmp_str[120] = "\0";
+ GAME_TEXT name[MAX_NLEN];
+ monster_race *r_ptr;
+ int rand_level = 100;
+ int total = 0;
+
+ fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));
+
+ for (QUEST_IDX i = 1; i < max_q_idx; i++) {
+ bool is_print = quest[i].status == QUEST_STATUS_TAKEN;
+ is_print |= (quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER);
+ is_print |= quest[i].status == QUEST_STATUS_COMPLETED;
+ if (!is_print)
+ continue;
+
+ QUEST_IDX old_quest = creature_ptr->current_floor_ptr->inside_quest;
+ for (int j = 0; j < 10; j++)
+ quest_text[j][0] = '\0';
+
+ quest_text_line = 0;
+ creature_ptr->current_floor_ptr->inside_quest = i;
+ init_flags = INIT_SHOW_TEXT;
+ parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
+ creature_ptr->current_floor_ptr->inside_quest = old_quest;
+ if (quest[i].flags & QUEST_FLAG_SILENT)
+ continue;
+
+ total++;
+ if (quest[i].type != QUEST_TYPE_RANDOM) {
+ char note[80] = "\0";
+
+ if (quest[i].status == QUEST_STATUS_TAKEN || quest[i].status == QUEST_STATUS_STAGE_COMPLETED) {
+ switch (quest[i].type) {
+ case QUEST_TYPE_KILL_LEVEL:
+ case QUEST_TYPE_KILL_ANY_LEVEL:
+ r_ptr = &r_info[quest[i].r_idx];
+ strcpy(name, r_name + r_ptr->name);
+ if (quest[i].max_num > 1) {
#ifdef JP
- sprintf(note, " - %d 体の%sを倒す。(あと %d 体)",
- (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
+ sprintf(note, " - %d 体の%sを倒す。(あと %d 体)", (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
#else
- plural_aux(name);
- sprintf(note, " - kill %d %s, have killed %d.",
- (int)quest[i].max_num, name, (int)quest[i].cur_num);
+ plural_aux(name);
+ sprintf(note, " - kill %d %s, have killed %d.", (int)quest[i].max_num, name, (int)quest[i].cur_num);
#endif
- }
- else
- sprintf(note, _(" - %sを倒す。", " - kill %s."), name);
- break;
-
- case QUEST_TYPE_FIND_ARTIFACT:
- if (quest[i].k_idx)
- {
- artifact_type *a_ptr = &a_info[quest[i].k_idx];
- object_type forge;
- object_type *q_ptr = &forge;
- KIND_OBJECT_IDX k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
- object_prep(q_ptr, k_idx);
- q_ptr->name1 = quest[i].k_idx;
- q_ptr->ident = IDENT_STORE;
- object_desc(creature_ptr, name, q_ptr, OD_NAME_ONLY);
- }
- sprintf(note, _("\n - %sを見つけ出す。", "\n - Find %s."), name);
- break;
- case QUEST_TYPE_FIND_EXIT:
- sprintf(note, _(" - 出口に到達する。", " - Reach exit."));
- break;
-
- case QUEST_TYPE_KILL_NUMBER:
+ } else
+ sprintf(note, _(" - %sを倒す。", " - kill %s."), name);
+ break;
+
+ case QUEST_TYPE_FIND_ARTIFACT:
+ if (quest[i].k_idx) {
+ artifact_type *a_ptr = &a_info[quest[i].k_idx];
+ object_type forge;
+ object_type *q_ptr = &forge;
+ KIND_OBJECT_IDX k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+ object_prep(creature_ptr, q_ptr, k_idx);
+ q_ptr->name1 = quest[i].k_idx;
+ q_ptr->ident = IDENT_STORE;
+ describe_flavor(creature_ptr, name, q_ptr, OD_NAME_ONLY);
+ }
+ sprintf(note, _("\n - %sを見つけ出す。", "\n - Find %s."), name);
+ break;
+ case QUEST_TYPE_FIND_EXIT:
+ sprintf(note, _(" - 出口に到達する。", " - Reach exit."));
+ break;
+
+ case QUEST_TYPE_KILL_NUMBER:
#ifdef JP
- sprintf(note, " - %d 体のモンスターを倒す。(あと %d 体)",
- (int)quest[i].max_num, (int)(quest[i].max_num - quest[i].cur_num));
+ sprintf(note, " - %d 体のモンスターを倒す。(あと %d 体)", (int)quest[i].max_num, (int)(quest[i].max_num - quest[i].cur_num));
#else
- sprintf(note, " - Kill %d monsters, have killed %d.",
- (int)quest[i].max_num, (int)quest[i].cur_num);
+ sprintf(note, " - Kill %d monsters, have killed %d.", (int)quest[i].max_num, (int)quest[i].cur_num);
#endif
- break;
-
- case QUEST_TYPE_KILL_ALL:
- case QUEST_TYPE_TOWER:
- sprintf(note, _(" - 全てのモンスターを倒す。", " - Kill all monsters."));
- break;
- }
- }
-
- sprintf(tmp_str, _(" %s (危険度:%d階相当)%s\n", " %s (Danger level: %d)%s\n"),
- quest[i].name, (int)quest[i].level, note);
- fputs(tmp_str, fff);
- if (quest[i].status == QUEST_STATUS_COMPLETED)
- {
- sprintf(tmp_str, _(" クエスト達成 - まだ報酬を受けとってない。\n", " Quest Completed - Unrewarded\n"));
- fputs(tmp_str, fff);
- continue;
- }
-
- int k = 0;
- while (quest_text[k][0] && k < 10)
- {
- fprintf(fff, " %s\n", quest_text[k]);
- k++;
- }
-
- continue;
- }
-
- if (quest[i].level >= rand_level)
- continue;
-
- rand_level = quest[i].level;
- if (max_dlv[DUNGEON_ANGBAND] < rand_level) continue;
-
- r_ptr = &r_info[quest[i].r_idx];
- strcpy(name, r_name + r_ptr->name);
- if (quest[i].max_num <= 1)
- {
- sprintf(rand_tmp_str, _(" %s (%d 階) - %sを倒す。\n", " %s (Dungeon level: %d)\n Kill %s.\n"),
- quest[i].name, (int)quest[i].level, name);
- continue;
- }
+ break;
+
+ case QUEST_TYPE_KILL_ALL:
+ case QUEST_TYPE_TOWER:
+ sprintf(note, _(" - 全てのモンスターを倒す。", " - Kill all monsters."));
+ break;
+ }
+ }
+
+ sprintf(tmp_str, _(" %s (危険度:%d階相当)%s\n", " %s (Danger level: %d)%s\n"), quest[i].name, (int)quest[i].level, note);
+ fputs(tmp_str, fff);
+ if (quest[i].status == QUEST_STATUS_COMPLETED) {
+ sprintf(tmp_str, _(" クエスト達成 - まだ報酬を受けとってない。\n", " Quest Completed - Unrewarded\n"));
+ fputs(tmp_str, fff);
+ continue;
+ }
+
+ int k = 0;
+ while (quest_text[k][0] && k < 10) {
+ fprintf(fff, " %s\n", quest_text[k]);
+ k++;
+ }
+
+ continue;
+ }
+
+ if (quest[i].level >= rand_level)
+ continue;
+
+ rand_level = quest[i].level;
+ if (max_dlv[DUNGEON_ANGBAND] < rand_level)
+ continue;
+
+ r_ptr = &r_info[quest[i].r_idx];
+ strcpy(name, r_name + r_ptr->name);
+ if (quest[i].max_num <= 1) {
+ sprintf(rand_tmp_str, _(" %s (%d 階) - %sを倒す。\n", " %s (Dungeon level: %d)\n Kill %s.\n"), quest[i].name, (int)quest[i].level, name);
+ continue;
+ }
#ifdef JP
- sprintf(rand_tmp_str, " %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n",
- quest[i].name, (int)quest[i].level,
- (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
+ sprintf(rand_tmp_str, " %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n", quest[i].name, (int)quest[i].level, (int)quest[i].max_num, name,
+ (int)(quest[i].max_num - quest[i].cur_num));
#else
- plural_aux(name);
+ plural_aux(name);
- sprintf(rand_tmp_str, " %s (Dungeon level: %d)\n Kill %d %s, have killed %d.\n",
- quest[i].name, (int)quest[i].level,
- (int)quest[i].max_num, name, (int)quest[i].cur_num);
+ sprintf(rand_tmp_str, " %s (Dungeon level: %d)\n Kill %d %s, have killed %d.\n", quest[i].name, (int)quest[i].level, (int)quest[i].max_num, name,
+ (int)quest[i].cur_num);
#endif
- }
+ }
- if (rand_tmp_str[0]) fputs(rand_tmp_str, fff);
+ if (rand_tmp_str[0])
+ fputs(rand_tmp_str, fff);
- if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
+ if (!total)
+ fprintf(fff, _(" なし\n", " Nothing.\n"));
}
-
static bool do_cmd_knowledge_quests_aux(player_type *player_ptr, FILE *fff, IDX q_idx)
{
- char tmp_str[120];
- char playtime_str[16];
- quest_type* const q_ptr = &quest[q_idx];
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (is_fixed_quest_idx(q_idx))
- {
- IDX old_quest = floor_ptr->inside_quest;
- floor_ptr->inside_quest = q_idx;
- init_flags = INIT_NAME_ONLY;
- parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
- floor_ptr->inside_quest = old_quest;
- if (q_ptr->flags & QUEST_FLAG_SILENT) return FALSE;
- }
-
- strnfmt(playtime_str, sizeof(playtime_str), "%02d:%02d:%02d",
- q_ptr->comptime / (60 * 60), (q_ptr->comptime / 60) % 60, q_ptr->comptime % 60);
-
- if (is_fixed_quest_idx(q_idx) || (q_ptr->r_idx == 0))
- {
- sprintf(tmp_str,
- _(" %-35s (危険度:%3d階相当) - レベル%2d - %s\n",
- " %-35s (Danger level: %3d) - level %2d - %s\n"),
- q_ptr->name, (int)q_ptr->level, q_ptr->complev, playtime_str);
- fputs(tmp_str, fff);
- return TRUE;
- }
-
- if (q_ptr->complev == 0)
- {
- sprintf(tmp_str,
- _(" %-35s (%3d階) - 不戦勝 - %s\n",
- " %-35s (Dungeon level: %3d) - Unearned - %s\n"),
- r_name + r_info[q_ptr->r_idx].name,
- (int)q_ptr->level, playtime_str);
- fputs(tmp_str, fff);
- return TRUE;
- }
-
- sprintf(tmp_str,
- _(" %-35s (%3d階) - レベル%2d - %s\n",
- " %-35s (Dungeon level: %3d) - level %2d - %s\n"),
- r_name + r_info[q_ptr->r_idx].name,
- (int)q_ptr->level,
- q_ptr->complev,
- playtime_str);
- fputs(tmp_str, fff);
- return TRUE;
+ char tmp_str[120];
+ char playtime_str[16];
+ quest_type *const q_ptr = &quest[q_idx];
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (is_fixed_quest_idx(q_idx)) {
+ IDX old_quest = floor_ptr->inside_quest;
+ floor_ptr->inside_quest = q_idx;
+ init_flags = INIT_NAME_ONLY;
+ parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
+ floor_ptr->inside_quest = old_quest;
+ if (q_ptr->flags & QUEST_FLAG_SILENT)
+ return FALSE;
+ }
+
+ strnfmt(playtime_str, sizeof(playtime_str), "%02d:%02d:%02d", q_ptr->comptime / (60 * 60), (q_ptr->comptime / 60) % 60, q_ptr->comptime % 60);
+
+ if (is_fixed_quest_idx(q_idx) || (q_ptr->r_idx == 0)) {
+ sprintf(tmp_str, _(" %-35s (危険度:%3d階相当) - レベル%2d - %s\n", " %-35s (Danger level: %3d) - level %2d - %s\n"), q_ptr->name, (int)q_ptr->level,
+ q_ptr->complev, playtime_str);
+ fputs(tmp_str, fff);
+ return TRUE;
+ }
+
+ if (q_ptr->complev == 0) {
+ sprintf(tmp_str, _(" %-35s (%3d階) - 不戦勝 - %s\n", " %-35s (Dungeon level: %3d) - Unearned - %s\n"),
+ r_name + r_info[q_ptr->r_idx].name, (int)q_ptr->level, playtime_str);
+ fputs(tmp_str, fff);
+ return TRUE;
+ }
+
+ sprintf(tmp_str, _(" %-35s (%3d階) - レベル%2d - %s\n", " %-35s (Dungeon level: %3d) - level %2d - %s\n"), r_name + r_info[q_ptr->r_idx].name,
+ (int)q_ptr->level, q_ptr->complev, playtime_str);
+ fputs(tmp_str, fff);
+ return TRUE;
}
-
/*
* Print all finished quests
* @param creature_ptr プレーヤーへの参照ポインタ
*/
void do_cmd_knowledge_quests_completed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
{
- fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
- QUEST_IDX total = 0;
- for (QUEST_IDX i = 1; i < max_q_idx; i++)
- {
- QUEST_IDX q_idx = quest_num[i];
- quest_type* const q_ptr = &quest[q_idx];
-
- if (q_ptr->status == QUEST_STATUS_FINISHED && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx))
- {
- ++total;
- }
- }
-
- if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
+ fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
+ QUEST_IDX total = 0;
+ for (QUEST_IDX i = 1; i < max_q_idx; i++) {
+ QUEST_IDX q_idx = quest_num[i];
+ quest_type *const q_ptr = &quest[q_idx];
+
+ if (q_ptr->status == QUEST_STATUS_FINISHED && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx)) {
+ ++total;
+ }
+ }
+
+ if (!total)
+ fprintf(fff, _(" なし\n", " Nothing.\n"));
}
-
/*
* Print all failed quests
* @param creature_ptr プレーヤーへの参照ポインタ
* @param fff セーブファイル (展開済?)
* @param quest_num[] 受注したことのあるクエスト群
* @return なし
-*/
+ */
void do_cmd_knowledge_quests_failed(player_type *creature_ptr, FILE *fff, QUEST_IDX quest_num[])
{
- fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
- QUEST_IDX total = 0;
- for (QUEST_IDX i = 1; i < max_q_idx; i++)
- {
- QUEST_IDX q_idx = quest_num[i];
- quest_type* const q_ptr = &quest[q_idx];
-
- if (((q_ptr->status == QUEST_STATUS_FAILED_DONE) || (q_ptr->status == QUEST_STATUS_FAILED)) &&
- do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx))
- {
- ++total;
- }
- }
-
- if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
+ fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
+ QUEST_IDX total = 0;
+ for (QUEST_IDX i = 1; i < max_q_idx; i++) {
+ QUEST_IDX q_idx = quest_num[i];
+ quest_type *const q_ptr = &quest[q_idx];
+
+ if (((q_ptr->status == QUEST_STATUS_FAILED_DONE) || (q_ptr->status == QUEST_STATUS_FAILED)) && do_cmd_knowledge_quests_aux(creature_ptr, fff, q_idx)) {
+ ++total;
+ }
+ }
+
+ if (!total)
+ fprintf(fff, _(" なし\n", " Nothing.\n"));
}
-
/*
* Print all random quests
*/
static void do_cmd_knowledge_quests_wiz_random(FILE *fff)
{
- fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
- GAME_TEXT tmp_str[120];
- QUEST_IDX total = 0;
- for (QUEST_IDX i = 1; i < max_q_idx; i++)
- {
- if (quest[i].flags & QUEST_FLAG_SILENT) continue;
-
- if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN))
- {
- total++;
- sprintf(tmp_str, _(" %s (%d階, %s)\n", " %s (%d, %s)\n"),
- quest[i].name, (int)quest[i].level, r_name + r_info[quest[i].r_idx].name);
- fputs(tmp_str, fff);
- }
- }
-
- if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
+ fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
+ GAME_TEXT tmp_str[120];
+ QUEST_IDX total = 0;
+ for (QUEST_IDX i = 1; i < max_q_idx; i++) {
+ if (quest[i].flags & QUEST_FLAG_SILENT)
+ continue;
+
+ if ((quest[i].type == QUEST_TYPE_RANDOM) && (quest[i].status == QUEST_STATUS_TAKEN)) {
+ total++;
+ sprintf(tmp_str, _(" %s (%d階, %s)\n", " %s (%d, %s)\n"), quest[i].name, (int)quest[i].level, r_name + r_info[quest[i].r_idx].name);
+ fputs(tmp_str, fff);
+ }
+ }
+
+ if (!total)
+ fprintf(fff, _(" なし\n", " Nothing.\n"));
}
/*
*/
void do_cmd_knowledge_quests(player_type *creature_ptr)
{
- FILE *fff = NULL;
- GAME_TEXT file_name[FILE_NAME_SIZE];
- if (!open_temporary_file(&fff, file_name)) return;
-
- IDX *quest_num;
- C_MAKE(quest_num, max_q_idx, QUEST_IDX);
-
- for (IDX i = 1; i < max_q_idx; i++)
- quest_num[i] = i;
-
- int dummy;
- ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
-
- do_cmd_knowledge_quests_current(creature_ptr, fff);
- fputc('\n', fff);
- do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
- fputc('\n', fff);
- do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
- if (current_world_ptr->wizard)
- {
- fputc('\n', fff);
- do_cmd_knowledge_quests_wiz_random(fff);
- }
-
- angband_fclose(fff);
- (void)show_file(creature_ptr, TRUE, file_name, _("クエスト達成状況", "Quest status"), 0, 0);
- fd_kill(file_name);
- C_KILL(quest_num, max_q_idx, QUEST_IDX);
+ FILE *fff = NULL;
+ GAME_TEXT file_name[FILE_NAME_SIZE];
+ if (!open_temporary_file(&fff, file_name))
+ return;
+
+ IDX *quest_num;
+ C_MAKE(quest_num, max_q_idx, QUEST_IDX);
+
+ for (IDX i = 1; i < max_q_idx; i++)
+ quest_num[i] = i;
+
+ int dummy;
+ ang_sort(creature_ptr, quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
+
+ do_cmd_knowledge_quests_current(creature_ptr, fff);
+ fputc('\n', fff);
+ do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
+ fputc('\n', fff);
+ do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
+ if (current_world_ptr->wizard) {
+ fputc('\n', fff);
+ do_cmd_knowledge_quests_wiz_random(fff);
+ }
+
+ angband_fclose(fff);
+ (void)show_file(creature_ptr, TRUE, file_name, _("クエスト達成状況", "Quest status"), 0, 0);
+ fd_kill(file_name);
+ C_KILL(quest_num, max_q_idx, QUEST_IDX);
}