#include "dungeon/quest.h"
+#include "artifact/fixed-art-types.h"
#include "cmd-io/cmd-dump.h"
#include "core/asking-player.h"
-#include "core/player-update-types.h"
-#include "dungeon/dungeon.h"
#include "floor/cave.h"
#include "floor/floor-events.h"
#include "floor/floor-mode-changer.h"
#include "floor/floor-object.h"
#include "game-option/play-record-options.h"
-#include "grid/feature.h"
#include "info-reader/fixed-map-parser.h"
#include "io/write-diary.h"
#include "locale/english.h"
#include "player/player-personality-types.h"
#include "player/player-status.h"
#include "system/artifact-type-definition.h"
+#include "system/dungeon-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
+#include "system/terrain-type-definition.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
#include "world/world.h"
return instance;
}
-quest_type &QuestList::operator[](QuestId id)
+QuestType &QuestList::operator[](QuestId id)
{
return this->quest_data.at(id);
}
-const quest_type &QuestList::operator[](QuestId id) const
+const QuestType &QuestList::operator[](QuestId id) const
{
return this->quest_data.at(id);
}
return;
}
try {
- auto quest_numbers = parse_quest_info("q_info.txt");
- quest_type init_quest{};
+ auto quest_numbers = parse_quest_info(QUEST_DEFINITION_LIST);
+ QuestType init_quest{};
init_quest.status = QuestStatusType::UNTAKEN;
this->quest_data.insert({ QuestId::NONE, init_quest });
for (auto q : quest_numbers) {
* @param quest_idx クエストID
* @return 固定クエストならばTRUEを返す
*/
-bool quest_type::is_fixed(QuestId quest_idx)
+bool QuestType::is_fixed(QuestId quest_idx)
{
return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
}
+bool QuestType::has_reward() const
+{
+ return this->reward_artifact_idx != FixedArtifactId::NONE;
+}
+
+ArtifactType &QuestType::get_reward() const
+{
+ const auto &artifacts = ArtifactsInfo::get_instance();
+ return artifacts.get_artifact(this->reward_artifact_idx);
+}
+
/*!
* @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
* @param q_ptr クエスト構造体の参照ポインタ
*/
-void determine_random_questor(PlayerType *player_ptr, quest_type *q_ptr)
+void determine_random_questor(PlayerType *player_ptr, QuestType *q_ptr)
{
get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
MonsterRaceId r_idx;
while (true) {
- /*
- * Random monster 5 - 10 levels out of depth
- * (depending on level)
- */
r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
- monster_race *r_ptr;
- r_ptr = &r_info[r_idx];
-
- if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
+ const auto &monrace = monraces_info[r_idx];
+ if (monrace.kind_flags.has_not(MonsterKindType::UNIQUE)) {
continue;
}
- if (r_ptr->flags8 & RF8_NO_QUEST) {
+
+ if (monrace.flags8 & RF8_NO_QUEST) {
continue;
}
- if (r_ptr->flags1 & RF1_QUESTOR) {
+
+ if (monrace.flags1 & RF1_QUESTOR) {
continue;
}
- if (r_ptr->rarity > 100) {
+
+ if (monrace.rarity > 100) {
continue;
}
- if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
+
+ if (monrace.behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
continue;
}
- if (r_ptr->feature_flags.has(MonsterFeatureType::AQUATIC)) {
+
+ if (monrace.feature_flags.has(MonsterFeatureType::AQUATIC)) {
continue;
}
- if (r_ptr->wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
+
+ if (monrace.wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
continue;
}
- if (no_questor_or_bounty_uniques(r_idx)) {
+
+ if (monrace.no_suitable_questor_bounty()) {
continue;
}
* Accept monsters that are 2 - 6 levels
* out of depth depending on the quest level
*/
- if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) {
+ if (monrace.level > (q_ptr->level + (q_ptr->level / 20))) {
break;
}
}
* @param q_ptr クエスト情報への参照ポインタ
* @param stat ステータス(成功or失敗)
*/
-void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
+void record_quest_final_status(QuestType *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
{
q_ptr->status = stat;
q_ptr->complev = lev;
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr 入手したオブジェクトの構造体参照ポインタ
*/
-void check_find_art_quest_completion(PlayerType *player_ptr, ObjectType *o_ptr)
+void check_find_art_quest_completion(PlayerType *player_ptr, ItemEntity *o_ptr)
{
const auto &quest_list = QuestList::get_instance();
/* Check if completed a quest */
- for (const auto &[q_idx, q_ref] : quest_list) {
- auto found_artifact = (q_ref.type == QuestKindType::FIND_ARTIFACT);
- found_artifact &= (q_ref.status == QuestStatusType::TAKEN);
- found_artifact &= (q_ref.k_idx == o_ptr->fixed_artifact_idx);
+ for (const auto &[q_idx, quest] : quest_list) {
+ auto found_artifact = (quest.type == QuestKindType::FIND_ARTIFACT);
+ found_artifact &= (quest.status == QuestStatusType::TAKEN);
+ found_artifact &= (o_ptr->is_specific_artifact(quest.reward_artifact_idx));
if (found_artifact) {
complete_quest(player_ptr, q_idx);
}
{
auto &quest_list = QuestList::get_instance();
auto *q_ptr = &quest_list[q_idx];
- auto *r_ptr = &r_info[q_ptr->r_idx];
+ auto *r_ptr = &monraces_info[q_ptr->r_idx];
MONSTER_NUMBER q_num = q_ptr->max_num;
if (!inside_quest(q_idx)) {
}
GAME_TEXT name[MAX_NLEN];
- strcpy(name, (r_ptr->name.c_str()));
+ strcpy(name, (r_ptr->name.data()));
msg_print(find_quest_map[rand_range(0, 4)]);
msg_print(nullptr);
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-QuestId quest_number(PlayerType *player_ptr, DEPTH level)
+QuestId quest_number(const FloorType &floor, DEPTH level)
{
- auto *floor_ptr = player_ptr->current_floor_ptr;
const auto &quest_list = QuestList::get_instance();
- if (inside_quest(floor_ptr->quest_number)) {
- return floor_ptr->quest_number;
+ if (inside_quest(floor.quest_number)) {
+ return floor.quest_number;
}
- for (const auto &[q_idx, q_ref] : quest_list) {
- if (q_ref.status != QuestStatusType::TAKEN) {
+ for (const auto &[q_idx, quest] : quest_list) {
+ if (quest.status != QuestStatusType::TAKEN) {
continue;
}
- auto depth_quest = (q_ref.type == QuestKindType::KILL_LEVEL);
- depth_quest &= !(q_ref.flags & QUEST_FLAG_PRESET);
- depth_quest &= (q_ref.level == level);
- depth_quest &= (q_ref.dungeon == player_ptr->dungeon_idx);
+
+ auto depth_quest = (quest.type == QuestKindType::KILL_LEVEL);
+ depth_quest &= !(quest.flags & QUEST_FLAG_PRESET);
+ depth_quest &= (quest.level == level);
+ depth_quest &= (quest.dungeon == floor.dungeon_idx);
if (depth_quest) {
return q_idx;
}
}
- return random_quest_number(player_ptr, level);
+ return random_quest_number(floor, level);
}
/*!
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-QuestId random_quest_number(PlayerType *player_ptr, DEPTH level)
+QuestId random_quest_number(const FloorType &floor, DEPTH level)
{
- if (player_ptr->dungeon_idx != DUNGEON_ANGBAND) {
+ if (floor.dungeon_idx != DUNGEON_ANGBAND) {
return QuestId::NONE;
}
const auto &quest_list = QuestList::get_instance();
for (auto q_idx : EnumRange(QuestId::RANDOM_QUEST1, QuestId::RANDOM_QUEST10)) {
- const auto &q_ref = quest_list[q_idx];
- auto is_random_quest = (q_ref.type == QuestKindType::RANDOM);
- is_random_quest &= (q_ref.status == QuestStatusType::TAKEN);
- is_random_quest &= (q_ref.level == level);
- is_random_quest &= (q_ref.dungeon == DUNGEON_ANGBAND);
+ const auto &quest = quest_list[q_idx];
+ auto is_random_quest = (quest.type == QuestKindType::RANDOM);
+ is_random_quest &= (quest.status == QuestStatusType::TAKEN);
+ is_random_quest &= (quest.level == level);
+ is_random_quest &= (quest.dungeon == DUNGEON_ANGBAND);
if (is_random_quest) {
return q_idx;
}
quest_list[QuestId::TOWER1].complev = player_ptr->lev;
break;
case QuestKindType::FIND_ARTIFACT:
- a_info[q_ptr->k_idx].gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
+ q_ptr->get_reward().gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
break;
case QuestKindType::RANDOM:
- r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
+ monraces_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
break;
default:
PlayerEnergy(player_ptr).set_player_turn_energy(100);
- if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FloorFeatureType::QUEST_ENTER)) {
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::QUEST_ENTER)) {
msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
return;
}