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-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/dungeon-info.h"
32 #include "system/floor-type-definition.h" // @todo 相互参照、将来的に削除する.
33 #include "system/grid-type-definition.h"
34 #include "system/item-entity.h"
35 #include "system/monster-race-info.h"
36 #include "system/player-type-definition.h"
37 #include "system/terrain-type-definition.h"
38 #include "util/bit-flags-calculator.h"
39 #include "view/display-messages.h"
40 #include "world/world.h"
44 char quest_text[10][80]; /*!< Quest text */
45 int quest_text_line; /*!< Current line of the quest text */
46 QuestId leaving_quest = QuestId::NONE;
49 * @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
51 static concptr find_quest_map[] = {
52 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
53 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
54 _("メッセージを見つけた:", "There is a sign saying"),
55 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
56 _("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"),
59 QuestList &QuestList::get_instance()
61 static QuestList instance{};
65 QuestType &QuestList::operator[](QuestId id)
67 return this->quest_data.at(id);
70 const QuestType &QuestList::operator[](QuestId id) const
72 return this->quest_data.at(id);
75 QuestList::iterator QuestList::begin()
77 return this->quest_data.begin();
80 QuestList::const_iterator QuestList::begin() const
82 return this->quest_data.cbegin();
85 QuestList::iterator QuestList::end()
87 return this->quest_data.end();
90 QuestList::const_iterator QuestList::end() const
92 return this->quest_data.cend();
95 QuestList::reverse_iterator QuestList::rbegin()
97 return this->quest_data.rbegin();
100 QuestList::const_reverse_iterator QuestList::rbegin() const
102 return this->quest_data.crbegin();
105 QuestList::reverse_iterator QuestList::rend()
107 return this->quest_data.rend();
110 QuestList::const_reverse_iterator QuestList::rend() const
112 return this->quest_data.crend();
115 QuestList::iterator QuestList::find(QuestId id)
117 return this->quest_data.find(id);
120 QuestList::const_iterator QuestList::find(QuestId id) const
122 return this->quest_data.find(id);
125 size_t QuestList::size() const
127 return this->quest_data.size();
131 * @brief クエスト情報初期化のメインルーチン /
132 * Initialize quest array
134 void QuestList::initialize()
140 auto quest_numbers = parse_quest_info(QUEST_DEFINITION_LIST);
141 QuestType init_quest{};
142 init_quest.status = QuestStatusType::UNTAKEN;
143 this->quest_data.insert({ QuestId::NONE, init_quest });
144 for (auto q : quest_numbers) {
145 this->quest_data.insert({ q, init_quest });
148 } catch (const std::runtime_error &r) {
149 std::stringstream ss;
150 ss << _("ファイル読み込みエラー: ", "File loading error: ") << r.what();
154 quit(_("クエスト初期化エラー", "Error of quests initializing"));
159 * @brief 該当IDが固定クエストかどうかを判定する.
160 * @param quest_idx クエストID
161 * @return 固定クエストならばTRUEを返す
163 bool QuestType::is_fixed(QuestId quest_idx)
165 return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
168 bool QuestType::has_reward() const
170 return this->reward_artifact_idx != FixedArtifactId::NONE;
173 ArtifactType &QuestType::get_reward() const
175 const auto &artifacts = ArtifactsInfo::get_instance();
176 return artifacts.get_artifact(this->reward_artifact_idx);
180 * @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
181 * @param q_ptr クエスト構造体の参照ポインタ
183 void determine_random_questor(PlayerType *player_ptr, QuestType *q_ptr)
185 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
188 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), PM_ARENA);
189 const auto &monrace = monraces_info[r_idx];
190 if (monrace.kind_flags.has_not(MonsterKindType::UNIQUE)) {
194 if (monrace.flags8 & RF8_NO_QUEST) {
198 if (monrace.flags1 & RF1_QUESTOR) {
202 if (monrace.rarity > 100) {
206 if (monrace.behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
210 if (monrace.feature_flags.has(MonsterFeatureType::AQUATIC)) {
214 if (monrace.wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
218 if (MonraceList::get_instance().can_unify_separate(r_idx)) {
223 * Accept monsters that are 2 - 6 levels
224 * out of depth depending on the quest level
226 if (monrace.level > (q_ptr->level + (q_ptr->level / 20))) {
231 q_ptr->r_idx = r_idx;
235 * @brief クエストの最終状態を記録する(成功or失敗、時間)
236 * @param PlayerType プレイヤー情報への参照ポインタ
237 * @param q_ptr クエスト情報への参照ポインタ
238 * @param stat ステータス(成功or失敗)
240 void record_quest_final_status(QuestType *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
242 q_ptr->status = stat;
243 q_ptr->complev = lev;
245 q_ptr->comptime = w_ptr->play_time;
249 * @brief クエストを達成状態にする /
250 * @param player_ptr プレイヤーへの参照ポインタ
251 * @param quest_num 達成状態にしたいクエストのID
253 void complete_quest(PlayerType *player_ptr, QuestId quest_num)
255 auto &quest_list = QuestList::get_instance();
256 auto *const q_ptr = &quest_list[quest_num];
258 switch (q_ptr->type) {
259 case QuestKindType::RANDOM:
260 if (record_rand_quest) {
261 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_C, quest_num);
265 if (record_fix_quest) {
266 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_C, quest_num);
271 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
273 if (q_ptr->flags & QUEST_FLAG_SILENT) {
277 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
278 msg_print(_("クエストを達成した!", "You just completed your quest!"));
283 * @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 /
284 * Check for "Quest" completion when a quest monster is killed or charmed.
285 * @param player_ptr プレイヤーへの参照ポインタ
286 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
288 void check_find_art_quest_completion(PlayerType *player_ptr, ItemEntity *o_ptr)
290 const auto &quest_list = QuestList::get_instance();
291 /* Check if completed a quest */
292 for (const auto &[q_idx, quest] : quest_list) {
293 auto found_artifact = (quest.type == QuestKindType::FIND_ARTIFACT);
294 found_artifact &= (quest.status == QuestStatusType::TAKEN);
295 found_artifact &= (o_ptr->is_specific_artifact(quest.reward_artifact_idx));
296 if (found_artifact) {
297 complete_quest(player_ptr, q_idx);
303 * @brief クエストの導入メッセージを表示する / Discover quest
304 * @param q_idx 開始されたクエストのID
306 void quest_discovery(QuestId q_idx)
308 auto &quest_list = QuestList::get_instance();
309 auto *q_ptr = &quest_list[q_idx];
310 auto *r_ptr = &monraces_info[q_ptr->r_idx];
311 MONSTER_NUMBER q_num = q_ptr->max_num;
313 if (!inside_quest(q_idx)) {
317 GAME_TEXT name[MAX_NLEN];
318 strcpy(name, (r_ptr->name.data()));
320 msg_print(find_quest_map[rand_range(0, 4)]);
328 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);
332 bool is_random_quest_skipped = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
333 is_random_quest_skipped &= r_ptr->max_num == 0;
334 if (!is_random_quest_skipped) {
335 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);
339 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..."));
340 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
344 * @brief クエスト階層から離脱する際の処理
345 * @param player_ptr プレイヤーへの参照ポインタ
347 void leave_quest_check(PlayerType *player_ptr)
349 leaving_quest = player_ptr->current_floor_ptr->quest_number;
350 if (!inside_quest(leaving_quest)) {
354 auto &quest_list = QuestList::get_instance();
355 auto *q_ptr = &quest_list[leaving_quest];
356 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
357 if (!is_one_time_quest) {
361 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
363 /* Additional settings */
364 switch (q_ptr->type) {
365 case QuestKindType::TOWER:
366 quest_list[QuestId::TOWER1].status = QuestStatusType::FAILED;
367 quest_list[QuestId::TOWER1].complev = player_ptr->lev;
369 case QuestKindType::FIND_ARTIFACT:
370 q_ptr->get_reward().gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
372 case QuestKindType::RANDOM:
373 monraces_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
374 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
380 /* Record finishing a quest */
381 if (q_ptr->type == QuestKindType::RANDOM) {
382 if (record_rand_quest) {
383 exe_write_diary_quest(player_ptr, DiaryKind::RAND_QUEST_F, leaving_quest);
388 if (record_fix_quest) {
389 exe_write_diary_quest(player_ptr, DiaryKind::FIX_QUEST_F, leaving_quest);
394 * @brief 「塔」クエストの各階層から離脱する際の処理
396 void leave_tower_check(PlayerType *player_ptr)
398 auto &quest_list = QuestList::get_instance();
399 leaving_quest = player_ptr->current_floor_ptr->quest_number;
401 auto &tower1 = quest_list[QuestId::TOWER1];
402 bool is_leaving_from_tower = inside_quest(leaving_quest);
403 is_leaving_from_tower &= quest_list[leaving_quest].type == QuestKindType::TOWER;
404 is_leaving_from_tower &= tower1.status != QuestStatusType::COMPLETED;
405 if (!is_leaving_from_tower) {
408 if (quest_list[leaving_quest].type != QuestKindType::TOWER) {
411 tower1.status = QuestStatusType::FAILED;
412 tower1.complev = player_ptr->lev;
414 tower1.comptime = w_ptr->play_time;
418 * @brief Player enters a new quest
420 void exe_enter_quest(PlayerType *player_ptr, QuestId quest_idx)
422 const auto &quest_list = QuestList::get_instance();
423 if (quest_list[quest_idx].type != QuestKindType::RANDOM) {
424 player_ptr->current_floor_ptr->dun_level = 1;
426 player_ptr->current_floor_ptr->quest_number = quest_idx;
428 player_ptr->leaving = true;
432 * @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
433 * @param player_ptr プレイヤーへの参照ポインタ
435 void do_cmd_quest(PlayerType *player_ptr)
437 if (player_ptr->wild_mode) {
441 PlayerEnergy(player_ptr).set_player_turn_energy(100);
443 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::QUEST_ENTER)) {
444 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
448 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."));
449 if (!input_check(_("クエストに入りますか?", "Do you enter? "))) {
452 if (is_echizen(player_ptr)) {
453 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
454 } else if (is_chargeman(player_ptr)) {
455 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
458 player_ptr->oldpy = 0;
459 player_ptr->oldpx = 0;
460 leave_quest_check(player_ptr);
462 exe_enter_quest(player_ptr, i2enum<QuestId>(player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special));
465 bool inside_quest(QuestId id)
467 return id != QuestId::NONE;