1 #include "dungeon/quest.h"
2 #include "cmd-io/cmd-dump.h"
3 #include "core/asking-player.h"
4 #include "core/player-update-types.h"
5 #include "dungeon/dungeon.h"
6 #include "floor/cave.h"
7 #include "floor/floor-events.h"
8 #include "floor/floor-mode-changer.h"
9 #include "floor/floor-object.h"
10 #include "game-option/play-record-options.h"
11 #include "grid/feature.h"
12 #include "io/write-diary.h"
13 #include "locale/english.h"
14 #include "main/music-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "monster-race/monster-race-hook.h"
17 #include "monster-race/monster-race.h"
18 #include "monster-race/race-flags1.h"
19 #include "monster-race/race-flags7.h"
20 #include "monster-race/race-flags8.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-list.h"
23 #include "monster/monster-util.h"
24 #include "monster/smart-learn-types.h"
25 #include "object-enchant/item-apply-magic.h"
26 #include "object-enchant/trg-types.h"
27 #include "player-status/player-energy.h"
28 #include "player/player-personality-types.h"
29 #include "player/player-status.h"
30 #include "system/artifact-type-definition.h"
31 #include "system/floor-type-definition.h"
32 #include "system/grid-type-definition.h"
33 #include "system/monster-race-definition.h"
34 #include "system/player-type-definition.h"
35 #include "util/bit-flags-calculator.h"
36 #include "view/display-messages.h"
37 #include "world/world.h"
39 std::vector<quest_type> quest; /*!< Quest info */
40 QUEST_IDX max_q_idx; /*!< Maximum number of quests */
41 char quest_text[10][80]; /*!< Quest text */
42 int quest_text_line; /*!< Current line of the quest text */
43 int leaving_quest = 0;
46 * @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
48 static concptr find_quest[] = {
49 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
50 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
51 _("メッセージを見つけた:", "There is a sign saying"),
52 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
53 _("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"),
57 * @brief 該当IDが固定クエストかどうかを判定する.
58 * @param quest_idx クエストID
59 * @return 固定クエストならばTRUEを返す
61 bool quest_type::is_fixed(short quest_idx)
63 return ((quest_idx) < MIN_RANDOM_QUEST) || ((quest_idx) > MAX_RANDOM_QUEST);
67 * @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
68 * @param q_ptr クエスト構造体の参照ポインタ
70 void determine_random_questor(player_type *player_ptr, quest_type *q_ptr)
72 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
77 * Random monster 5 - 10 levels out of depth
78 * (depending on level)
80 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
82 r_ptr = &r_info[r_idx];
84 if (!(r_ptr->flags1 & RF1_UNIQUE))
86 if (r_ptr->flags8 & RF8_NO_QUEST)
88 if (r_ptr->flags1 & RF1_QUESTOR)
90 if (r_ptr->rarity > 100)
92 if (r_ptr->flags7 & RF7_FRIENDLY)
94 if (r_ptr->flags7 & RF7_AQUATIC)
96 if (r_ptr->flags8 & RF8_WILD_ONLY)
98 if (no_questor_or_bounty_uniques(r_idx))
102 * Accept monsters that are 2 - 6 levels
103 * out of depth depending on the quest level
105 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20)))
109 q_ptr->r_idx = r_idx;
113 * @brief クエストの最終状態を記録する(成功or失敗、時間)
114 * @param player_type プレイヤー情報への参照ポインタ
115 * @param q_ptr クエスト情報への参照ポインタ
116 * @param stat ステータス(成功or失敗)
118 void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
120 q_ptr->status = stat;
121 q_ptr->complev = lev;
123 q_ptr->comptime = w_ptr->play_time;
127 * @brief クエストを達成状態にする /
128 * @param player_ptr プレイヤーへの参照ポインタ
129 * @param quest_num 達成状態にしたいクエストのID
131 void complete_quest(player_type *player_ptr, QUEST_IDX quest_num)
133 quest_type *const q_ptr = &quest[quest_num];
135 switch (q_ptr->type) {
136 case QuestKindType::RANDOM:
137 if (record_rand_quest)
138 exe_write_diary(player_ptr, DIARY_RAND_QUEST_C, quest_num, nullptr);
141 if (record_fix_quest)
142 exe_write_diary(player_ptr, DIARY_FIX_QUEST_C, quest_num, nullptr);
146 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
148 if (q_ptr->flags & QUEST_FLAG_SILENT)
151 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
152 msg_print(_("クエストを達成した!", "You just completed your quest!"));
157 * @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 /
158 * Check for "Quest" completion when a quest monster is killed or charmed.
159 * @param player_ptr プレイヤーへの参照ポインタ
160 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
162 void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr)
164 /* Check if completed a quest */
165 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
166 if ((quest[i].type == QuestKindType::FIND_ARTIFACT) && (quest[i].status == QuestStatusType::TAKEN) && (quest[i].k_idx == o_ptr->name1)) {
167 complete_quest(player_ptr, i);
173 * @brief クエストの導入メッセージを表示する / Discover quest
174 * @param q_idx 開始されたクエストのID
176 void quest_discovery(QUEST_IDX q_idx)
178 quest_type *q_ptr = &quest[q_idx];
179 monster_race *r_ptr = &r_info[q_ptr->r_idx];
180 MONSTER_NUMBER q_num = q_ptr->max_num;
185 GAME_TEXT name[MAX_NLEN];
186 strcpy(name, (r_ptr->name.c_str()));
188 msg_print(find_quest[rand_range(0, 4)]);
196 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);
200 bool is_random_quest_skipped = (r_ptr->flags1 & RF1_UNIQUE) != 0;
201 is_random_quest_skipped &= r_ptr->max_num == 0;
202 if (!is_random_quest_skipped) {
203 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);
207 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..."));
208 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
212 * @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。
213 * / Hack -- Check if a level is a "quest" level
214 * @param player_ptr プレイヤーへの参照ポインタ
215 * @param level 検索対象になる階
216 * @return クエストIDを返す。該当がない場合0を返す。
218 QUEST_IDX quest_number(player_type *player_ptr, DEPTH level)
220 floor_type *floor_ptr = player_ptr->current_floor_ptr;
221 if (floor_ptr->inside_quest)
222 return (floor_ptr->inside_quest);
224 for (QUEST_IDX i = 0; i < max_q_idx; i++) {
225 if (quest[i].status != QuestStatusType::TAKEN)
228 if ((quest[i].type == QuestKindType::KILL_LEVEL) && !(quest[i].flags & QUEST_FLAG_PRESET) && (quest[i].level == level)
229 && (quest[i].dungeon == player_ptr->dungeon_idx))
233 return random_quest_number(player_ptr, level);
237 * @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。
238 * @param player_ptr プレイヤーへの参照ポインタ
239 * @param level 検索対象になる階
240 * @return クエストIDを返す。該当がない場合0を返す。
242 QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level)
244 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND)
247 for (QUEST_IDX i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
248 if ((quest[i].type == QuestKindType::RANDOM) && (quest[i].status == QuestStatusType::TAKEN) && (quest[i].level == level)
249 && (quest[i].dungeon == DUNGEON_ANGBAND)) {
258 * @brief クエスト階層から離脱する際の処理
259 * @param player_ptr プレイヤーへの参照ポインタ
261 void leave_quest_check(player_type *player_ptr)
263 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
267 quest_type *const q_ptr = &quest[leaving_quest];
268 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
269 if (!is_one_time_quest)
272 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
274 /* Additional settings */
275 switch (q_ptr->type) {
276 case QuestKindType::TOWER:
277 quest[QUEST_TOWER1].status = QuestStatusType::FAILED;
278 quest[QUEST_TOWER1].complev = player_ptr->lev;
280 case QuestKindType::FIND_ARTIFACT:
281 a_info[q_ptr->k_idx].gen_flags.reset(TRG::QUESTITEM);
283 case QuestKindType::RANDOM:
284 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
285 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
291 /* Record finishing a quest */
292 if (q_ptr->type == QuestKindType::RANDOM) {
293 if (record_rand_quest)
294 exe_write_diary(player_ptr, DIARY_RAND_QUEST_F, leaving_quest, nullptr);
298 if (record_fix_quest)
299 exe_write_diary(player_ptr, DIARY_FIX_QUEST_F, leaving_quest, nullptr);
303 * @brief 「塔」クエストの各階層から離脱する際の処理
305 void leave_tower_check(player_type *player_ptr)
307 leaving_quest = player_ptr->current_floor_ptr->inside_quest;
308 bool is_leaving_from_tower = leaving_quest != 0;
309 is_leaving_from_tower &= quest[leaving_quest].type == QuestKindType::TOWER;
310 is_leaving_from_tower &= quest[QUEST_TOWER1].status != QuestStatusType::COMPLETED;
311 if (!is_leaving_from_tower)
313 if (quest[leaving_quest].type != QuestKindType::TOWER)
316 quest[QUEST_TOWER1].status = QuestStatusType::FAILED;
317 quest[QUEST_TOWER1].complev = player_ptr->lev;
319 quest[QUEST_TOWER1].comptime = w_ptr->play_time;
323 * @brief Player enters a new quest
325 void exe_enter_quest(player_type *player_ptr, QUEST_IDX quest_idx)
327 if (quest[quest_idx].type != QuestKindType::RANDOM)
328 player_ptr->current_floor_ptr->dun_level = 1;
329 player_ptr->current_floor_ptr->inside_quest = quest_idx;
331 player_ptr->leaving = true;
335 * @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
336 * @param player_ptr プレイヤーへの参照ポインタ
338 void do_cmd_quest(player_type *player_ptr)
340 if (player_ptr->wild_mode)
343 PlayerEnergy(player_ptr).set_player_turn_energy(100);
345 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF::QUEST_ENTER)) {
346 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
350 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."));
351 if (!get_check(_("クエストに入りますか?", "Do you enter? ")))
353 if (is_echizen(player_ptr))
354 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
355 else if (is_chargeman(player_ptr))
356 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
358 player_ptr->oldpy = 0;
359 player_ptr->oldpx = 0;
360 leave_quest_check(player_ptr);
362 exe_enter_quest(player_ptr, player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special);