1 #include "dungeon/quest.h"
2 #include "artifact/fixed-art-types.h"
3 #include "cmd-io/cmd-dump.h"
4 #include "core/asking-player.h"
5 #include "floor/cave.h"
6 #include "floor/floor-events.h"
7 #include "floor/floor-mode-changer.h"
8 #include "floor/floor-object.h"
9 #include "game-option/play-record-options.h"
10 #include "info-reader/fixed-map-parser.h"
11 #include "io/write-diary.h"
12 #include "locale/english.h"
13 #include "main/music-definitions-table.h"
14 #include "main/sound-of-music.h"
15 #include "monster-floor/place-monster-types.h"
16 #include "monster-race/monster-race-hook.h"
17 #include "monster-race/monster-race.h"
18 #include "monster/monster-info.h"
19 #include "monster/monster-list.h"
20 #include "monster/monster-util.h"
21 #include "monster/smart-learn-types.h"
22 #include "object-enchant/item-apply-magic.h"
23 #include "object-enchant/trg-types.h"
24 #include "player-status/player-energy.h"
25 #include "player/player-personality-types.h"
26 #include "player/player-status.h"
27 #include "system/artifact-type-definition.h"
28 #include "system/dungeon-info.h"
29 #include "system/floor-type-definition.h" // @todo 相互参照、将来的に削除する.
30 #include "system/grid-type-definition.h"
31 #include "system/item-entity.h"
32 #include "system/monster-race-info.h"
33 #include "system/player-type-definition.h"
34 #include "system/terrain-type-definition.h"
35 #include "util/bit-flags-calculator.h"
36 #include "view/display-messages.h"
37 #include "world/world.h"
41 char quest_text[10][80]; /*!< Quest text */
42 int quest_text_line; /*!< Current line of the quest text */
43 QuestId leaving_quest = QuestId::NONE;
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_map[] = {
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"),
56 QuestList &QuestList::get_instance()
58 static QuestList instance{};
62 QuestType &QuestList::operator[](QuestId id)
64 return this->quest_data.at(id);
67 const QuestType &QuestList::operator[](QuestId id) const
69 return this->quest_data.at(id);
72 QuestList::iterator QuestList::begin()
74 return this->quest_data.begin();
77 QuestList::const_iterator QuestList::begin() const
79 return this->quest_data.cbegin();
82 QuestList::iterator QuestList::end()
84 return this->quest_data.end();
87 QuestList::const_iterator QuestList::end() const
89 return this->quest_data.cend();
92 QuestList::reverse_iterator QuestList::rbegin()
94 return this->quest_data.rbegin();
97 QuestList::const_reverse_iterator QuestList::rbegin() const
99 return this->quest_data.crbegin();
102 QuestList::reverse_iterator QuestList::rend()
104 return this->quest_data.rend();
107 QuestList::const_reverse_iterator QuestList::rend() const
109 return this->quest_data.crend();
112 QuestList::iterator QuestList::find(QuestId id)
114 return this->quest_data.find(id);
117 QuestList::const_iterator QuestList::find(QuestId id) const
119 return this->quest_data.find(id);
122 size_t QuestList::size() const
124 return this->quest_data.size();
128 * @brief クエスト情報初期化のメインルーチン /
129 * Initialize quest array
131 void QuestList::initialize()
137 auto quest_numbers = parse_quest_info(QUEST_DEFINITION_LIST);
138 QuestType init_quest{};
139 init_quest.status = QuestStatusType::UNTAKEN;
140 this->quest_data.insert({ QuestId::NONE, init_quest });
141 for (auto q : quest_numbers) {
142 this->quest_data.insert({ q, init_quest });
145 } catch (const std::runtime_error &r) {
146 std::stringstream ss;
147 ss << _("ファイル読み込みエラー: ", "File loading error: ") << r.what();
151 quit(_("クエスト初期化エラー", "Error of quests initializing"));
156 * @brief 該当IDが固定クエストかどうかを判定する.
157 * @param quest_idx クエストID
158 * @return 固定クエストならばTRUEを返す
160 bool QuestType::is_fixed(QuestId quest_idx)
162 return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
165 bool QuestType::has_reward() const
167 return this->reward_artifact_idx != FixedArtifactId::NONE;
170 ArtifactType &QuestType::get_reward() const
172 const auto &artifacts = ArtifactsInfo::get_instance();
173 return artifacts.get_artifact(this->reward_artifact_idx);
177 * @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
178 * @param q_ptr クエスト構造体の参照ポインタ
180 void determine_random_questor(PlayerType *player_ptr, QuestType *q_ptr)
182 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
185 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), PM_ARENA);
186 const auto &monrace = monraces_info[r_idx];
187 if (monrace.kind_flags.has_not(MonsterKindType::UNIQUE)) {
191 if (monrace.misc_flags.has(MonsterMiscType::NO_QUEST)) {
195 if (monrace.misc_flags.has(MonsterMiscType::QUESTOR)) {
199 if (monrace.rarity > 100) {
203 if (monrace.behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
207 if (monrace.feature_flags.has(MonsterFeatureType::AQUATIC)) {
211 if (monrace.wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
215 if (MonraceList::get_instance().can_unify_separate(r_idx)) {
220 * Accept monsters that are 2 - 6 levels
221 * out of depth depending on the quest level
223 if (monrace.level > (q_ptr->level + (q_ptr->level / 20))) {
228 q_ptr->r_idx = r_idx;
232 * @brief クエストの最終状態を記録する(成功or失敗、時間)
233 * @param PlayerType プレイヤー情報への参照ポインタ
234 * @param q_ptr クエスト情報への参照ポインタ
235 * @param stat ステータス(成功or失敗)
237 void record_quest_final_status(QuestType *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
239 q_ptr->status = stat;
240 q_ptr->complev = lev;
241 w_ptr->update_playtime();
242 q_ptr->comptime = w_ptr->play_time;
246 * @brief クエストを達成状態にする /
247 * @param player_ptr プレイヤーへの参照ポインタ
248 * @param quest_num 達成状態にしたいクエストのID
250 void complete_quest(PlayerType *player_ptr, QuestId quest_num)
252 auto &quest_list = QuestList::get_instance();
253 auto *const q_ptr = &quest_list[quest_num];
255 switch (q_ptr->type) {
256 case QuestKindType::RANDOM:
257 if (record_rand_quest) {
258 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_C, quest_num);
262 if (record_fix_quest) {
263 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_C, quest_num);
268 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
270 if (q_ptr->flags & QUEST_FLAG_SILENT) {
274 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
275 msg_print(_("クエストを達成した!", "You just completed your quest!"));
280 * @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 /
281 * Check for "Quest" completion when a quest monster is killed or charmed.
282 * @param player_ptr プレイヤーへの参照ポインタ
283 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
285 void check_find_art_quest_completion(PlayerType *player_ptr, ItemEntity *o_ptr)
287 const auto &quest_list = QuestList::get_instance();
288 /* Check if completed a quest */
289 for (const auto &[q_idx, quest] : quest_list) {
290 auto found_artifact = (quest.type == QuestKindType::FIND_ARTIFACT);
291 found_artifact &= (quest.status == QuestStatusType::TAKEN);
292 found_artifact &= (o_ptr->is_specific_artifact(quest.reward_artifact_idx));
293 if (found_artifact) {
294 complete_quest(player_ptr, q_idx);
300 * @brief クエストの導入メッセージを表示する / Discover quest
301 * @param q_idx 開始されたクエストのID
303 void quest_discovery(QuestId q_idx)
305 auto &quest_list = QuestList::get_instance();
306 auto *q_ptr = &quest_list[q_idx];
307 auto *r_ptr = &monraces_info[q_ptr->r_idx];
308 MONSTER_NUMBER q_num = q_ptr->max_num;
310 if (!inside_quest(q_idx)) {
314 GAME_TEXT name[MAX_NLEN];
315 strcpy(name, (r_ptr->name.data()));
317 msg_print(find_quest_map[rand_range(0, 4)]);
325 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);
329 bool is_random_quest_skipped = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
330 is_random_quest_skipped &= r_ptr->max_num == 0;
331 if (!is_random_quest_skipped) {
332 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);
336 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..."));
337 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
341 * @brief クエスト階層から離脱する際の処理
342 * @param player_ptr プレイヤーへの参照ポインタ
344 void leave_quest_check(PlayerType *player_ptr)
346 leaving_quest = player_ptr->current_floor_ptr->quest_number;
347 if (!inside_quest(leaving_quest)) {
351 auto &quest_list = QuestList::get_instance();
352 auto *q_ptr = &quest_list[leaving_quest];
353 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
354 if (!is_one_time_quest) {
358 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
360 /* Additional settings */
361 switch (q_ptr->type) {
362 case QuestKindType::TOWER:
363 quest_list[QuestId::TOWER1].status = QuestStatusType::FAILED;
364 quest_list[QuestId::TOWER1].complev = player_ptr->lev;
366 case QuestKindType::FIND_ARTIFACT:
367 q_ptr->get_reward().gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
369 case QuestKindType::RANDOM:
370 monraces_info[q_ptr->r_idx].misc_flags.reset(MonsterMiscType::QUESTOR);
371 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
377 /* Record finishing a quest */
378 if (q_ptr->type == QuestKindType::RANDOM) {
379 if (record_rand_quest) {
380 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_F, leaving_quest);
385 if (record_fix_quest) {
386 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_F, leaving_quest);
391 * @brief 「塔」クエストの各階層から離脱する際の処理
393 void leave_tower_check(PlayerType *player_ptr)
395 auto &quest_list = QuestList::get_instance();
396 leaving_quest = player_ptr->current_floor_ptr->quest_number;
398 auto &tower1 = quest_list[QuestId::TOWER1];
399 bool is_leaving_from_tower = inside_quest(leaving_quest);
400 is_leaving_from_tower &= quest_list[leaving_quest].type == QuestKindType::TOWER;
401 is_leaving_from_tower &= tower1.status != QuestStatusType::COMPLETED;
402 if (!is_leaving_from_tower) {
405 if (quest_list[leaving_quest].type != QuestKindType::TOWER) {
408 tower1.status = QuestStatusType::FAILED;
409 tower1.complev = player_ptr->lev;
410 w_ptr->update_playtime();
411 tower1.comptime = w_ptr->play_time;
415 * @brief Player enters a new quest
417 void exe_enter_quest(PlayerType *player_ptr, QuestId quest_idx)
419 const auto &quest_list = QuestList::get_instance();
420 if (quest_list[quest_idx].type != QuestKindType::RANDOM) {
421 player_ptr->current_floor_ptr->dun_level = 1;
423 player_ptr->current_floor_ptr->quest_number = quest_idx;
425 player_ptr->leaving = true;
429 * @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
430 * @param player_ptr プレイヤーへの参照ポインタ
432 void do_cmd_quest(PlayerType *player_ptr)
434 if (player_ptr->wild_mode) {
438 PlayerEnergy(player_ptr).set_player_turn_energy(100);
440 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::QUEST_ENTER)) {
441 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
445 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."));
446 if (!input_check(_("クエストに入りますか?", "Do you enter? "))) {
449 if (is_echizen(player_ptr)) {
450 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
451 } else if (is_chargeman(player_ptr)) {
452 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
455 player_ptr->oldpy = 0;
456 player_ptr->oldpx = 0;
457 leave_quest_check(player_ptr);
459 exe_enter_quest(player_ptr, i2enum<QuestId>(player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special));
462 bool inside_quest(QuestId id)
464 return id != QuestId::NONE;