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-race/monster-race-hook.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags1.h"
18 #include "monster-race/race-flags7.h"
19 #include "monster-race/race-flags8.h"
20 #include "monster/monster-info.h"
21 #include "monster/monster-list.h"
22 #include "monster/monster-util.h"
23 #include "monster/smart-learn-types.h"
24 #include "object-enchant/item-apply-magic.h"
25 #include "object-enchant/trg-types.h"
26 #include "player-status/player-energy.h"
27 #include "player/player-personality-types.h"
28 #include "player/player-status.h"
29 #include "system/artifact-type-definition.h"
30 #include "system/dungeon-info.h"
31 #include "system/floor-type-definition.h"
32 #include "system/grid-type-definition.h"
33 #include "system/item-entity.h"
34 #include "system/monster-race-info.h"
35 #include "system/player-type-definition.h"
36 #include "system/terrain-type-definition.h"
37 #include "util/bit-flags-calculator.h"
38 #include "view/display-messages.h"
39 #include "world/world.h"
43 char quest_text[10][80]; /*!< Quest text */
44 int quest_text_line; /*!< Current line of the quest text */
45 QuestId leaving_quest = QuestId::NONE;
48 * @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
50 static concptr find_quest_map[] = {
51 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
52 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
53 _("メッセージを見つけた:", "There is a sign saying"),
54 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
55 _("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"),
58 QuestList &QuestList::get_instance()
60 static QuestList instance{};
64 QuestType &QuestList::operator[](QuestId id)
66 return this->quest_data.at(id);
69 const QuestType &QuestList::operator[](QuestId id) const
71 return this->quest_data.at(id);
74 QuestList::iterator QuestList::begin()
76 return this->quest_data.begin();
79 QuestList::const_iterator QuestList::begin() const
81 return this->quest_data.cbegin();
84 QuestList::iterator QuestList::end()
86 return this->quest_data.end();
89 QuestList::const_iterator QuestList::end() const
91 return this->quest_data.cend();
94 QuestList::reverse_iterator QuestList::rbegin()
96 return this->quest_data.rbegin();
99 QuestList::const_reverse_iterator QuestList::rbegin() const
101 return this->quest_data.crbegin();
104 QuestList::reverse_iterator QuestList::rend()
106 return this->quest_data.rend();
109 QuestList::const_reverse_iterator QuestList::rend() const
111 return this->quest_data.crend();
114 QuestList::iterator QuestList::find(QuestId id)
116 return this->quest_data.find(id);
119 QuestList::const_iterator QuestList::find(QuestId id) const
121 return this->quest_data.find(id);
124 size_t QuestList::size() const
126 return this->quest_data.size();
130 * @brief クエスト情報初期化のメインルーチン /
131 * Initialize quest array
133 void QuestList::initialize()
139 auto quest_numbers = parse_quest_info(QUEST_DEFINITION_LIST);
140 QuestType init_quest{};
141 init_quest.status = QuestStatusType::UNTAKEN;
142 this->quest_data.insert({ QuestId::NONE, init_quest });
143 for (auto q : quest_numbers) {
144 this->quest_data.insert({ q, init_quest });
147 } catch (const std::runtime_error &r) {
148 std::stringstream ss;
149 ss << _("ファイル読み込みエラー: ", "File loading error: ") << r.what();
153 quit(_("クエスト初期化エラー", "Error of quests initializing"));
158 * @brief 該当IDが固定クエストかどうかを判定する.
159 * @param quest_idx クエストID
160 * @return 固定クエストならばTRUEを返す
162 bool QuestType::is_fixed(QuestId quest_idx)
164 return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
167 bool QuestType::has_reward() const
169 return this->reward_artifact_idx != FixedArtifactId::NONE;
172 ArtifactType &QuestType::get_reward() const
174 const auto &artifacts = ArtifactsInfo::get_instance();
175 return artifacts.get_artifact(this->reward_artifact_idx);
179 * @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
180 * @param q_ptr クエスト構造体の参照ポインタ
182 void determine_random_questor(PlayerType *player_ptr, QuestType *q_ptr)
184 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
187 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
188 const auto &monrace = monraces_info[r_idx];
189 if (monrace.kind_flags.has_not(MonsterKindType::UNIQUE)) {
193 if (monrace.flags8 & RF8_NO_QUEST) {
197 if (monrace.flags1 & RF1_QUESTOR) {
201 if (monrace.rarity > 100) {
205 if (monrace.behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
209 if (monrace.feature_flags.has(MonsterFeatureType::AQUATIC)) {
213 if (monrace.wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
217 if (monrace.no_suitable_questor_bounty()) {
222 * Accept monsters that are 2 - 6 levels
223 * out of depth depending on the quest level
225 if (monrace.level > (q_ptr->level + (q_ptr->level / 20))) {
230 q_ptr->r_idx = r_idx;
234 * @brief クエストの最終状態を記録する(成功or失敗、時間)
235 * @param PlayerType プレイヤー情報への参照ポインタ
236 * @param q_ptr クエスト情報への参照ポインタ
237 * @param stat ステータス(成功or失敗)
239 void record_quest_final_status(QuestType *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
241 q_ptr->status = stat;
242 q_ptr->complev = lev;
244 q_ptr->comptime = w_ptr->play_time;
248 * @brief クエストを達成状態にする /
249 * @param player_ptr プレイヤーへの参照ポインタ
250 * @param quest_num 達成状態にしたいクエストのID
252 void complete_quest(PlayerType *player_ptr, QuestId quest_num)
254 auto &quest_list = QuestList::get_instance();
255 auto *const q_ptr = &quest_list[quest_num];
257 switch (q_ptr->type) {
258 case QuestKindType::RANDOM:
259 if (record_rand_quest) {
260 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_C, quest_num);
264 if (record_fix_quest) {
265 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_C, quest_num);
270 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
272 if (q_ptr->flags & QUEST_FLAG_SILENT) {
276 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
277 msg_print(_("クエストを達成した!", "You just completed your quest!"));
282 * @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 /
283 * Check for "Quest" completion when a quest monster is killed or charmed.
284 * @param player_ptr プレイヤーへの参照ポインタ
285 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
287 void check_find_art_quest_completion(PlayerType *player_ptr, ItemEntity *o_ptr)
289 const auto &quest_list = QuestList::get_instance();
290 /* Check if completed a quest */
291 for (const auto &[q_idx, quest] : quest_list) {
292 auto found_artifact = (quest.type == QuestKindType::FIND_ARTIFACT);
293 found_artifact &= (quest.status == QuestStatusType::TAKEN);
294 found_artifact &= (o_ptr->is_specific_artifact(quest.reward_artifact_idx));
295 if (found_artifact) {
296 complete_quest(player_ptr, q_idx);
302 * @brief クエストの導入メッセージを表示する / Discover quest
303 * @param q_idx 開始されたクエストのID
305 void quest_discovery(QuestId q_idx)
307 auto &quest_list = QuestList::get_instance();
308 auto *q_ptr = &quest_list[q_idx];
309 auto *r_ptr = &monraces_info[q_ptr->r_idx];
310 MONSTER_NUMBER q_num = q_ptr->max_num;
312 if (!inside_quest(q_idx)) {
316 GAME_TEXT name[MAX_NLEN];
317 strcpy(name, (r_ptr->name.data()));
319 msg_print(find_quest_map[rand_range(0, 4)]);
327 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);
331 bool is_random_quest_skipped = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
332 is_random_quest_skipped &= r_ptr->max_num == 0;
333 if (!is_random_quest_skipped) {
334 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);
338 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..."));
339 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
343 * @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。
344 * / Hack -- Check if a level is a "quest" level
345 * @param player_ptr プレイヤーへの参照ポインタ
346 * @param level 検索対象になる階
347 * @return クエストIDを返す。該当がない場合0を返す。
349 QuestId quest_number(const FloorType &floor, DEPTH level)
351 const auto &quest_list = QuestList::get_instance();
352 if (inside_quest(floor.quest_number)) {
353 return floor.quest_number;
356 for (const auto &[q_idx, quest] : quest_list) {
357 if (quest.status != QuestStatusType::TAKEN) {
361 auto depth_quest = (quest.type == QuestKindType::KILL_LEVEL);
362 depth_quest &= !(quest.flags & QUEST_FLAG_PRESET);
363 depth_quest &= (quest.level == level);
364 depth_quest &= (quest.dungeon == floor.dungeon_idx);
370 return random_quest_number(floor, level);
374 * @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。
375 * @param player_ptr プレイヤーへの参照ポインタ
376 * @param level 検索対象になる階
377 * @return クエストIDを返す。該当がない場合0を返す。
379 QuestId random_quest_number(const FloorType &floor, DEPTH level)
381 if (floor.dungeon_idx != DUNGEON_ANGBAND) {
382 return QuestId::NONE;
385 const auto &quest_list = QuestList::get_instance();
386 for (auto q_idx : EnumRange(QuestId::RANDOM_QUEST1, QuestId::RANDOM_QUEST10)) {
387 const auto &quest = quest_list[q_idx];
388 auto is_random_quest = (quest.type == QuestKindType::RANDOM);
389 is_random_quest &= (quest.status == QuestStatusType::TAKEN);
390 is_random_quest &= (quest.level == level);
391 is_random_quest &= (quest.dungeon == DUNGEON_ANGBAND);
392 if (is_random_quest) {
397 return QuestId::NONE;
401 * @brief クエスト階層から離脱する際の処理
402 * @param player_ptr プレイヤーへの参照ポインタ
404 void leave_quest_check(PlayerType *player_ptr)
406 leaving_quest = player_ptr->current_floor_ptr->quest_number;
407 if (!inside_quest(leaving_quest)) {
411 auto &quest_list = QuestList::get_instance();
412 auto *q_ptr = &quest_list[leaving_quest];
413 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
414 if (!is_one_time_quest) {
418 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
420 /* Additional settings */
421 switch (q_ptr->type) {
422 case QuestKindType::TOWER:
423 quest_list[QuestId::TOWER1].status = QuestStatusType::FAILED;
424 quest_list[QuestId::TOWER1].complev = player_ptr->lev;
426 case QuestKindType::FIND_ARTIFACT:
427 q_ptr->get_reward().gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
429 case QuestKindType::RANDOM:
430 monraces_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
431 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
437 /* Record finishing a quest */
438 if (q_ptr->type == QuestKindType::RANDOM) {
439 if (record_rand_quest) {
440 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_F, leaving_quest);
445 if (record_fix_quest) {
446 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_F, leaving_quest);
451 * @brief 「塔」クエストの各階層から離脱する際の処理
453 void leave_tower_check(PlayerType *player_ptr)
455 auto &quest_list = QuestList::get_instance();
456 leaving_quest = player_ptr->current_floor_ptr->quest_number;
458 auto &tower1 = quest_list[QuestId::TOWER1];
459 bool is_leaving_from_tower = inside_quest(leaving_quest);
460 is_leaving_from_tower &= quest_list[leaving_quest].type == QuestKindType::TOWER;
461 is_leaving_from_tower &= tower1.status != QuestStatusType::COMPLETED;
462 if (!is_leaving_from_tower) {
465 if (quest_list[leaving_quest].type != QuestKindType::TOWER) {
468 tower1.status = QuestStatusType::FAILED;
469 tower1.complev = player_ptr->lev;
471 tower1.comptime = w_ptr->play_time;
475 * @brief Player enters a new quest
477 void exe_enter_quest(PlayerType *player_ptr, QuestId quest_idx)
479 const auto &quest_list = QuestList::get_instance();
480 if (quest_list[quest_idx].type != QuestKindType::RANDOM) {
481 player_ptr->current_floor_ptr->dun_level = 1;
483 player_ptr->current_floor_ptr->quest_number = quest_idx;
485 player_ptr->leaving = true;
489 * @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
490 * @param player_ptr プレイヤーへの参照ポインタ
492 void do_cmd_quest(PlayerType *player_ptr)
494 if (player_ptr->wild_mode) {
498 PlayerEnergy(player_ptr).set_player_turn_energy(100);
500 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::QUEST_ENTER)) {
501 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
505 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."));
506 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) {
509 if (is_echizen(player_ptr)) {
510 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
511 } else if (is_chargeman(player_ptr)) {
512 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
515 player_ptr->oldpy = 0;
516 player_ptr->oldpx = 0;
517 leave_quest_check(player_ptr);
519 exe_enter_quest(player_ptr, i2enum<QuestId>(player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special));
522 bool inside_quest(QuestId id)
524 return id != QuestId::NONE;