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::map<QuestId, quest_type> quest_map; /*!< Quest info */
40 char quest_text[10][80]; /*!< Quest text */
41 int quest_text_line; /*!< Current line of the quest text */
42 QuestId leaving_quest = QuestId::NONE;
45 * @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
47 static concptr find_quest_map[] = {
48 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
49 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
50 _("メッセージを見つけた:", "There is a sign saying"),
51 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
52 _("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"),
56 * @brief 該当IDが固定クエストかどうかを判定する.
57 * @param quest_idx クエストID
58 * @return 固定クエストならばTRUEを返す
60 bool quest_type::is_fixed(QuestId quest_idx)
62 return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
66 * @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
67 * @param q_ptr クエスト構造体の参照ポインタ
69 void determine_random_questor(PlayerType *player_ptr, quest_type *q_ptr)
71 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
75 * Random monster 5 - 10 levels out of depth
76 * (depending on level)
78 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
80 r_ptr = &r_info[r_idx];
82 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
85 if (r_ptr->flags8 & RF8_NO_QUEST) {
88 if (r_ptr->flags1 & RF1_QUESTOR) {
91 if (r_ptr->rarity > 100) {
94 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
97 if (r_ptr->flags7 & RF7_AQUATIC) {
100 if (r_ptr->wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
103 if (no_questor_or_bounty_uniques(r_idx)) {
108 * Accept monsters that are 2 - 6 levels
109 * out of depth depending on the quest level
111 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) {
116 q_ptr->r_idx = r_idx;
120 * @brief クエストの最終状態を記録する(成功or失敗、時間)
121 * @param PlayerType プレイヤー情報への参照ポインタ
122 * @param q_ptr クエスト情報への参照ポインタ
123 * @param stat ステータス(成功or失敗)
125 void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
127 q_ptr->status = stat;
128 q_ptr->complev = lev;
130 q_ptr->comptime = w_ptr->play_time;
134 * @brief クエストを達成状態にする /
135 * @param player_ptr プレイヤーへの参照ポインタ
136 * @param quest_num 達成状態にしたいクエストのID
138 void complete_quest(PlayerType *player_ptr, QuestId quest_num)
140 auto *const q_ptr = &quest_map[quest_num];
142 switch (q_ptr->type) {
143 case QuestKindType::RANDOM:
144 if (record_rand_quest) {
145 exe_write_diary_quest(player_ptr, DIARY_RAND_QUEST_C, quest_num);
149 if (record_fix_quest) {
150 exe_write_diary_quest(player_ptr, DIARY_FIX_QUEST_C, quest_num);
155 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
157 if (q_ptr->flags & QUEST_FLAG_SILENT) {
161 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
162 msg_print(_("クエストを達成した!", "You just completed your quest!"));
167 * @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 /
168 * Check for "Quest" completion when a quest monster is killed or charmed.
169 * @param player_ptr プレイヤーへの参照ポインタ
170 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
172 void check_find_art_quest_completion(PlayerType *player_ptr, ObjectType *o_ptr)
174 /* Check if completed a quest */
175 for (auto &[q_idx, q_ref] : quest_map) {
176 auto found_artifact = (q_ref.type == QuestKindType::FIND_ARTIFACT);
177 found_artifact &= (q_ref.status == QuestStatusType::TAKEN);
178 found_artifact &= (q_ref.k_idx == o_ptr->fixed_artifact_idx);
179 if (found_artifact) {
180 complete_quest(player_ptr, q_idx);
186 * @brief クエストの導入メッセージを表示する / Discover quest
187 * @param q_idx 開始されたクエストのID
189 void quest_discovery(QuestId q_idx)
191 auto *q_ptr = &quest_map[q_idx];
192 auto *r_ptr = &r_info[q_ptr->r_idx];
193 MONSTER_NUMBER q_num = q_ptr->max_num;
195 if (!inside_quest(q_idx)) {
199 GAME_TEXT name[MAX_NLEN];
200 strcpy(name, (r_ptr->name.c_str()));
202 msg_print(find_quest_map[rand_range(0, 4)]);
210 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);
214 bool is_random_quest_skipped = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
215 is_random_quest_skipped &= r_ptr->max_num == 0;
216 if (!is_random_quest_skipped) {
217 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);
221 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..."));
222 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
226 * @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。
227 * / Hack -- Check if a level is a "quest" level
228 * @param player_ptr プレイヤーへの参照ポインタ
229 * @param level 検索対象になる階
230 * @return クエストIDを返す。該当がない場合0を返す。
232 QuestId quest_number(PlayerType *player_ptr, DEPTH level)
234 auto *floor_ptr = player_ptr->current_floor_ptr;
235 if (inside_quest(floor_ptr->quest_number)) {
236 return floor_ptr->quest_number;
239 for (auto &[q_idx, q_ref] : quest_map) {
240 if (q_ref.status != QuestStatusType::TAKEN) {
243 auto depth_quest = (q_ref.type == QuestKindType::KILL_LEVEL);
244 depth_quest &= !(q_ref.flags & QUEST_FLAG_PRESET);
245 depth_quest &= (q_ref.level == level);
246 depth_quest &= (q_ref.dungeon == player_ptr->dungeon_idx);
252 return random_quest_number(player_ptr, level);
256 * @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。
257 * @param player_ptr プレイヤーへの参照ポインタ
258 * @param level 検索対象になる階
259 * @return クエストIDを返す。該当がない場合0を返す。
261 QuestId random_quest_number(PlayerType *player_ptr, DEPTH level)
263 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND) {
264 return QuestId::NONE;
267 for (auto q_idx : EnumRange(QuestId::RANDOM_QUEST1, QuestId::RANDOM_QUEST10)) {
268 auto &q_ref = quest_map[q_idx];
269 auto is_random_quest = (q_ref.type == QuestKindType::RANDOM);
270 is_random_quest &= (q_ref.status == QuestStatusType::TAKEN);
271 is_random_quest &= (q_ref.level == level);
272 is_random_quest &= (q_ref.dungeon == DUNGEON_ANGBAND);
273 if (is_random_quest) {
278 return QuestId::NONE;
282 * @brief クエスト階層から離脱する際の処理
283 * @param player_ptr プレイヤーへの参照ポインタ
285 void leave_quest_check(PlayerType *player_ptr)
287 leaving_quest = player_ptr->current_floor_ptr->quest_number;
288 if (!inside_quest(leaving_quest)) {
292 auto *const q_ptr = &quest_map[leaving_quest];
293 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
294 if (!is_one_time_quest) {
298 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
300 /* Additional settings */
301 switch (q_ptr->type) {
302 case QuestKindType::TOWER:
303 quest_map[QuestId::TOWER1].status = QuestStatusType::FAILED;
304 quest_map[QuestId::TOWER1].complev = player_ptr->lev;
306 case QuestKindType::FIND_ARTIFACT:
307 a_info[q_ptr->k_idx].gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
309 case QuestKindType::RANDOM:
310 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
311 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
317 /* Record finishing a quest */
318 if (q_ptr->type == QuestKindType::RANDOM) {
319 if (record_rand_quest) {
320 exe_write_diary_quest(player_ptr, DIARY_RAND_QUEST_F, leaving_quest);
325 if (record_fix_quest) {
326 exe_write_diary_quest(player_ptr, DIARY_FIX_QUEST_F, leaving_quest);
331 * @brief 「塔」クエストの各階層から離脱する際の処理
333 void leave_tower_check(PlayerType *player_ptr)
335 leaving_quest = player_ptr->current_floor_ptr->quest_number;
336 bool is_leaving_from_tower = inside_quest(leaving_quest);
337 is_leaving_from_tower &= quest_map[leaving_quest].type == QuestKindType::TOWER;
338 is_leaving_from_tower &= quest_map[QuestId::TOWER1].status != QuestStatusType::COMPLETED;
339 if (!is_leaving_from_tower) {
342 if (quest_map[leaving_quest].type != QuestKindType::TOWER) {
346 quest_map[QuestId::TOWER1].status = QuestStatusType::FAILED;
347 quest_map[QuestId::TOWER1].complev = player_ptr->lev;
349 quest_map[QuestId::TOWER1].comptime = w_ptr->play_time;
353 * @brief Player enters a new quest
355 void exe_enter_quest(PlayerType *player_ptr, QuestId quest_idx)
357 if (quest_map[quest_idx].type != QuestKindType::RANDOM) {
358 player_ptr->current_floor_ptr->dun_level = 1;
360 player_ptr->current_floor_ptr->quest_number = quest_idx;
362 player_ptr->leaving = true;
366 * @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
367 * @param player_ptr プレイヤーへの参照ポインタ
369 void do_cmd_quest(PlayerType *player_ptr)
371 if (player_ptr->wild_mode) {
375 PlayerEnergy(player_ptr).set_player_turn_energy(100);
377 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FloorFeatureType::QUEST_ENTER)) {
378 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
382 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."));
383 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) {
386 if (is_echizen(player_ptr)) {
387 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
388 } else if (is_chargeman(player_ptr)) {
389 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
392 player_ptr->oldpy = 0;
393 player_ptr->oldpx = 0;
394 leave_quest_check(player_ptr);
396 exe_enter_quest(player_ptr, i2enum<QuestId>(player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special));
399 bool inside_quest(QuestId id)
401 return id != QuestId::NONE;