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[Refactor] #37353 xtra2.c のクエスト関連処理を quest.c/h へ分離。 / Separate quest process in xtra2...
[hengband/hengband.git] / src / quest.c
diff --git a/src/quest.c b/src/quest.c
new file mode 100644 (file)
index 0000000..a958d19
--- /dev/null
@@ -0,0 +1,272 @@
+#include "angband.h"
+#include "floor-events.h"
+#include "quest.h"
+
+
+/*!
+ * @brief クエストを達成状態にする /
+ * @param quest_num 達成状態にしたいクエストのID
+ * @return なし
+ */
+void complete_quest(QUEST_IDX quest_num)
+{
+       quest_type* const q_ptr = &quest[quest_num];
+
+       switch (q_ptr->type)
+       {
+       case QUEST_TYPE_RANDOM:
+               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
+               break;
+       default:
+               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
+               break;
+       }
+
+       q_ptr->status = QUEST_STATUS_COMPLETED;
+       q_ptr->complev = p_ptr->lev;
+       update_playtime();
+       q_ptr->comptime = playtime;
+
+       if (!(q_ptr->flags & QUEST_FLAG_SILENT))
+       {
+               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
+               msg_print(_("クエストを達成した!", "You just completed your quest!"));
+               msg_print(NULL);
+       }
+}
+
+
+
+/*!
+ * @brief 特定の敵を倒した際にクエスト達成処理 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param m_ptr 撃破したモンスターの構造体参照ポインタ
+ * @return なし
+ */
+void check_quest_completion(monster_type *m_ptr)
+{
+       POSITION y, x;
+       QUEST_IDX quest_num;
+
+       bool create_stairs = FALSE;
+       bool reward = FALSE;
+
+       object_type forge;
+       object_type *o_ptr;
+
+       y = m_ptr->fy;
+       x = m_ptr->fx;
+
+       /* Inside a quest */
+       quest_num = p_ptr->inside_quest;
+
+       /* Search for an active quest on this dungeon level */
+       if (!quest_num)
+       {
+               QUEST_IDX i;
+
+               for (i = max_q_idx - 1; i > 0; i--)
+               {
+                       quest_type* const q_ptr = &quest[i];
+
+                       /* Quest is not active */
+                       if (q_ptr->status != QUEST_STATUS_TAKEN)
+                               continue;
+
+                       /* Quest is not a dungeon quest */
+                       if (q_ptr->flags & QUEST_FLAG_PRESET)
+                               continue;
+
+                       /* Quest is not on this level */
+                       if ((q_ptr->level != dun_level) &&
+                               (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
+                               continue;
+
+                       /* Not a "kill monster" quest */
+                       if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
+                               (q_ptr->type == QUEST_TYPE_FIND_EXIT))
+                               continue;
+
+                       /* Interesting quest */
+                       if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
+                               (q_ptr->type == QUEST_TYPE_TOWER) ||
+                               (q_ptr->type == QUEST_TYPE_KILL_ALL))
+                               break;
+
+                       /* Interesting quest */
+                       if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
+                               (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
+                               (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+                               (q_ptr->r_idx == m_ptr->r_idx))
+                               break;
+               }
+
+               quest_num = i;
+       }
+
+       /* Handle the current quest */
+       if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
+       {
+               /* Current quest */
+               quest_type* const q_ptr = &quest[quest_num];
+
+               switch (q_ptr->type)
+               {
+               case QUEST_TYPE_KILL_NUMBER:
+               {
+                       q_ptr->cur_num++;
+
+                       if (q_ptr->cur_num >= q_ptr->num_mon)
+                       {
+                               complete_quest(quest_num);
+
+                               q_ptr->cur_num = 0;
+                       }
+                       break;
+               }
+               case QUEST_TYPE_KILL_ALL:
+               {
+                       if (!is_hostile(m_ptr)) break;
+
+                       if (count_all_hostile_monsters() == 1)
+                       {
+                               if (q_ptr->flags & QUEST_FLAG_SILENT)
+                               {
+                                       q_ptr->status = QUEST_STATUS_FINISHED;
+                               }
+                               else
+                               {
+                                       complete_quest(quest_num);
+                               }
+                       }
+                       break;
+               }
+               case QUEST_TYPE_KILL_LEVEL:
+               case QUEST_TYPE_RANDOM:
+               {
+                       /* Only count valid monsters */
+                       if (q_ptr->r_idx != m_ptr->r_idx)
+                               break;
+
+                       q_ptr->cur_num++;
+
+                       if (q_ptr->cur_num >= q_ptr->max_num)
+                       {
+                               complete_quest(quest_num);
+
+                               if (!(q_ptr->flags & QUEST_FLAG_PRESET))
+                               {
+                                       create_stairs = TRUE;
+                                       p_ptr->inside_quest = 0;
+                               }
+
+                               /* Finish the two main quests without rewarding */
+                               if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
+                               {
+                                       q_ptr->status = QUEST_STATUS_FINISHED;
+                               }
+
+                               if (q_ptr->type == QUEST_TYPE_RANDOM)
+                               {
+                                       reward = TRUE;
+                                       q_ptr->status = QUEST_STATUS_FINISHED;
+                               }
+                       }
+                       break;
+               }
+               case QUEST_TYPE_KILL_ANY_LEVEL:
+               {
+                       q_ptr->cur_num++;
+                       if (q_ptr->cur_num >= q_ptr->max_num)
+                       {
+                               complete_quest(quest_num);
+                               q_ptr->cur_num = 0;
+                       }
+                       break;
+               }
+               case QUEST_TYPE_TOWER:
+               {
+                       if (!is_hostile(m_ptr)) break;
+
+                       if (count_all_hostile_monsters() == 1)
+                       {
+                               q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
+
+                               if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                       (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                       (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
+                               {
+
+                                       complete_quest(QUEST_TOWER1);
+                               }
+                       }
+                       break;
+               }
+               }
+       }
+
+       /* Create a magical staircase */
+       if (create_stairs)
+       {
+               POSITION ny, nx;
+
+               /* Stagger around */
+               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT))
+               {
+                       /* Pick a location */
+                       scatter(&ny, &nx, y, x, 1, 0);
+
+                       /* Stagger */
+                       y = ny; x = nx;
+               }
+
+               /* Explain the staircase */
+               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
+
+               /* Create stairs down */
+               cave_set_feat(y, x, feat_down_stair);
+
+               /* Remember to update everything */
+               p_ptr->update |= (PU_FLOW);
+       }
+
+       /*
+        * Drop quest reward
+        */
+       if (reward)
+       {
+               int i;
+
+               for (i = 0; i < (dun_level / 15) + 1; i++)
+               {
+                       o_ptr = &forge;
+                       object_wipe(o_ptr);
+
+                       /* Make a great object */
+                       make_object(o_ptr, AM_GOOD | AM_GREAT);
+                       (void)drop_near(o_ptr, -1, y, x);
+               }
+       }
+}
+
+/*!
+ * @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 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+       QUEST_IDX i;
+       /* Check if completed a quest */
+       for (i = 0; i < max_q_idx; i++)
+       {
+               if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+                       (quest[i].status == QUEST_STATUS_TAKEN) &&
+                       (quest[i].k_idx == o_ptr->name1))
+               {
+                       complete_quest(i);
+               }
+       }
+}
+