5 #include "floor-save.h"
6 #include "floor-events.h"
9 #include "monsterrace-hook.h"
11 #include "player-status.h"
16 * @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
18 static concptr find_quest[] =
20 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
21 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
22 _("メッセージを見つけた:", "There is a sign saying"),
23 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
24 _("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"),
28 * @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
29 * @param q_ptr クエスト構造体の参照ポインタ
32 void determine_random_questor(quest_type *q_ptr)
37 get_mon_num_prep(mon_hook_quest, NULL);
42 * Random monster 5 - 10 levels out of depth
43 * (depending on level)
45 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
46 r_ptr = &r_info[r_idx];
48 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
49 if (r_ptr->flags1 & RF1_QUESTOR) continue;
50 if (r_ptr->rarity > 100) continue;
51 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
52 if (r_ptr->flags7 & RF7_AQUATIC) continue;
53 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
54 if (no_questor_or_bounty_uniques(r_idx)) continue;
57 * Accept monsters that are 2 - 6 levels
58 * out of depth depending on the quest level
60 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
67 * @brief クエストを達成状態にする /
68 * @param quest_num 達成状態にしたいクエストのID
71 void complete_quest(QUEST_IDX quest_num)
73 quest_type* const q_ptr = &quest[quest_num];
77 case QUEST_TYPE_RANDOM:
78 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
81 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
85 q_ptr->status = QUEST_STATUS_COMPLETED;
86 q_ptr->complev = p_ptr->lev;
88 q_ptr->comptime = current_world_ptr->play_time;
90 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
92 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
93 msg_print(_("クエストを達成した!", "You just completed your quest!"));
101 * @brief 特定の敵を倒した際にクエスト達成処理 /
102 * Check for "Quest" completion when a quest monster is killed or charmed.
103 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
106 void check_quest_completion(monster_type *m_ptr)
111 bool create_stairs = FALSE;
121 quest_num = p_ptr->inside_quest;
123 /* Search for an active quest on this dungeon level */
128 for (i = max_q_idx - 1; i > 0; i--)
130 quest_type* const q_ptr = &quest[i];
132 /* Quest is not active */
133 if (q_ptr->status != QUEST_STATUS_TAKEN)
136 /* Quest is not a dungeon quest */
137 if (q_ptr->flags & QUEST_FLAG_PRESET)
140 /* Quest is not on this level */
141 if ((q_ptr->level != current_floor_ptr->dun_level) &&
142 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
145 /* Not a "kill monster" quest */
146 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
147 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
150 /* Interesting quest */
151 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
152 (q_ptr->type == QUEST_TYPE_TOWER) ||
153 (q_ptr->type == QUEST_TYPE_KILL_ALL))
156 /* Interesting quest */
157 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
158 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
159 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
160 (q_ptr->r_idx == m_ptr->r_idx))
167 /* Handle the current quest */
168 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
171 quest_type* const q_ptr = &quest[quest_num];
175 case QUEST_TYPE_KILL_NUMBER:
179 if (q_ptr->cur_num >= q_ptr->num_mon)
181 complete_quest(quest_num);
187 case QUEST_TYPE_KILL_ALL:
189 if (!is_hostile(m_ptr)) break;
191 if (count_all_hostile_monsters() == 1)
193 if (q_ptr->flags & QUEST_FLAG_SILENT)
195 q_ptr->status = QUEST_STATUS_FINISHED;
199 complete_quest(quest_num);
204 case QUEST_TYPE_KILL_LEVEL:
205 case QUEST_TYPE_RANDOM:
207 /* Only count valid monsters */
208 if (q_ptr->r_idx != m_ptr->r_idx)
213 if (q_ptr->cur_num >= q_ptr->max_num)
215 complete_quest(quest_num);
217 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
219 create_stairs = TRUE;
220 p_ptr->inside_quest = 0;
223 /* Finish the two main quests without rewarding */
224 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
226 q_ptr->status = QUEST_STATUS_FINISHED;
229 if (q_ptr->type == QUEST_TYPE_RANDOM)
232 q_ptr->status = QUEST_STATUS_FINISHED;
237 case QUEST_TYPE_KILL_ANY_LEVEL:
240 if (q_ptr->cur_num >= q_ptr->max_num)
242 complete_quest(quest_num);
247 case QUEST_TYPE_TOWER:
249 if (!is_hostile(m_ptr)) break;
251 if (count_all_hostile_monsters() == 1)
253 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
255 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
256 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
257 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
260 complete_quest(QUEST_TOWER1);
268 /* Create a magical staircase */
274 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))
276 /* Pick a location */
277 scatter(&ny, &nx, y, x, 1, 0);
283 /* Explain the staircase */
284 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
286 /* Create stairs down */
287 cave_set_feat(y, x, feat_down_stair);
289 /* Remember to update everything */
290 p_ptr->update |= (PU_FLOW);
300 for (i = 0; i < (current_floor_ptr->dun_level / 15) + 1; i++)
305 /* Make a great object */
306 make_object(o_ptr, AM_GOOD | AM_GREAT);
307 (void)drop_near(o_ptr, -1, y, x);
313 * @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 /
314 * Check for "Quest" completion when a quest monster is killed or charmed.
315 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
318 void check_find_art_quest_completion(object_type *o_ptr)
321 /* Check if completed a quest */
322 for (i = 0; i < max_q_idx; i++)
324 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
325 (quest[i].status == QUEST_STATUS_TAKEN) &&
326 (quest[i].k_idx == o_ptr->name1))
335 * @brief クエストの導入メッセージを表示する / Discover quest
336 * @param q_idx 開始されたクエストのID
338 void quest_discovery(QUEST_IDX q_idx)
340 quest_type *q_ptr = &quest[q_idx];
341 monster_race *r_ptr = &r_info[q_ptr->r_idx];
342 MONSTER_NUMBER q_num = q_ptr->max_num;
343 GAME_TEXT name[MAX_NLEN];
347 strcpy(name, (r_name + r_ptr->name));
349 msg_print(find_quest[rand_range(0, 4)]);
354 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
356 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..."));
357 /* The unique is already dead */
358 quest[q_idx].status = QUEST_STATUS_FINISHED;
361 q_ptr->comptime = current_world_ptr->play_time;
365 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);
373 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);
380 * @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。
381 * / Hack -- Check if a level is a "quest" level
382 * @param level 検索対象になる階
383 * @return クエストIDを返す。該当がない場合0を返す。
385 QUEST_IDX quest_number(DEPTH level)
390 if (p_ptr->inside_quest)
391 return (p_ptr->inside_quest);
393 for (i = 0; i < max_q_idx; i++)
395 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
397 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
398 !(quest[i].flags & QUEST_FLAG_PRESET) &&
399 (quest[i].level == level) &&
400 (quest[i].dungeon == p_ptr->dungeon_idx))
404 /* Check for random quest */
405 return (random_quest_number(level));
409 * @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。
410 * @param level 検索対象になる階
411 * @return クエストIDを返す。該当がない場合0を返す。
413 QUEST_IDX random_quest_number(DEPTH level)
417 if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
419 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
421 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
422 (quest[i].status == QUEST_STATUS_TAKEN) &&
423 (quest[i].level == level) &&
424 (quest[i].dungeon == DUNGEON_ANGBAND))
434 * @brief クエスト階層から離脱する際の処理
437 void leave_quest_check(void)
439 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
440 leaving_quest = p_ptr->inside_quest;
442 /* Leaving an 'only once' quest marks it as failed */
445 quest_type* const q_ptr = &quest[leaving_quest];
447 if (((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
448 (q_ptr->status == QUEST_STATUS_TAKEN))
450 q_ptr->status = QUEST_STATUS_FAILED;
451 q_ptr->complev = p_ptr->lev;
453 q_ptr->comptime = current_world_ptr->play_time;
455 /* Additional settings */
458 case QUEST_TYPE_TOWER:
459 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
460 quest[QUEST_TOWER1].complev = p_ptr->lev;
462 case QUEST_TYPE_FIND_ARTIFACT:
463 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
465 case QUEST_TYPE_RANDOM:
466 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
468 /* Floor of random quest will be blocked */
469 prepare_change_floor_mode(CFM_NO_RETURN);
473 /* Record finishing a quest */
474 if (q_ptr->type == QUEST_TYPE_RANDOM)
476 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
480 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
487 * @brief 「塔」クエストの各階層から離脱する際の処理
490 void leave_tower_check(void)
492 leaving_quest = p_ptr->inside_quest;
493 /* Check for Tower Quest */
495 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
496 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
498 if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
500 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
501 quest[QUEST_TOWER1].complev = p_ptr->lev;
503 quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
510 * @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
513 void do_cmd_quest(void)
515 if (p_ptr->wild_mode) return;
517 take_turn(p_ptr, 100);
519 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
521 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
526 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."));
527 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
528 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
529 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
530 else if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
532 /* Player enters a new quest */
538 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
539 p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
541 p_ptr->leaving = TRUE;