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 "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 quest_type &QuestList::operator[](QuestId id)
66 return this->quest_data.at(id);
69 const quest_type &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 quest_type 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 quest_type::is_fixed(QuestId quest_idx)
164 return (enum2i(quest_idx) < MIN_RANDOM_QUEST) || (enum2i(quest_idx) > MAX_RANDOM_QUEST);
168 * @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
169 * @param q_ptr クエスト構造体の参照ポインタ
171 void determine_random_questor(PlayerType *player_ptr, quest_type *q_ptr)
173 get_mon_num_prep(player_ptr, mon_hook_quest, nullptr);
177 * Random monster 5 - 10 levels out of depth
178 * (depending on level)
180 r_idx = get_mon_num(player_ptr, 0, q_ptr->level + 5 + randint1(q_ptr->level / 10), GMN_ARENA);
181 MonsterRaceInfo *r_ptr;
182 r_ptr = &monraces_info[r_idx];
184 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
187 if (r_ptr->flags8 & RF8_NO_QUEST) {
190 if (r_ptr->flags1 & RF1_QUESTOR) {
193 if (r_ptr->rarity > 100) {
196 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY)) {
199 if (r_ptr->feature_flags.has(MonsterFeatureType::AQUATIC)) {
202 if (r_ptr->wilderness_flags.has(MonsterWildernessType::WILD_ONLY)) {
205 if (no_questor_or_bounty_uniques(r_idx)) {
210 * Accept monsters that are 2 - 6 levels
211 * out of depth depending on the quest level
213 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) {
218 q_ptr->r_idx = r_idx;
222 * @brief クエストの最終状態を記録する(成功or失敗、時間)
223 * @param PlayerType プレイヤー情報への参照ポインタ
224 * @param q_ptr クエスト情報への参照ポインタ
225 * @param stat ステータス(成功or失敗)
227 void record_quest_final_status(quest_type *q_ptr, PLAYER_LEVEL lev, QuestStatusType stat)
229 q_ptr->status = stat;
230 q_ptr->complev = lev;
232 q_ptr->comptime = w_ptr->play_time;
236 * @brief クエストを達成状態にする /
237 * @param player_ptr プレイヤーへの参照ポインタ
238 * @param quest_num 達成状態にしたいクエストのID
240 void complete_quest(PlayerType *player_ptr, QuestId quest_num)
242 auto &quest_list = QuestList::get_instance();
243 auto *const q_ptr = &quest_list[quest_num];
245 switch (q_ptr->type) {
246 case QuestKindType::RANDOM:
247 if (record_rand_quest) {
248 exe_write_diary_quest(player_ptr, DIARY_RAND_QUEST_C, quest_num);
252 if (record_fix_quest) {
253 exe_write_diary_quest(player_ptr, DIARY_FIX_QUEST_C, quest_num);
258 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::COMPLETED);
260 if (q_ptr->flags & QUEST_FLAG_SILENT) {
264 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
265 msg_print(_("クエストを達成した!", "You just completed your quest!"));
270 * @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 /
271 * Check for "Quest" completion when a quest monster is killed or charmed.
272 * @param player_ptr プレイヤーへの参照ポインタ
273 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
275 void check_find_art_quest_completion(PlayerType *player_ptr, ItemEntity *o_ptr)
277 const auto &quest_list = QuestList::get_instance();
278 /* Check if completed a quest */
279 for (const auto &[q_idx, q_ref] : quest_list) {
280 auto found_artifact = (q_ref.type == QuestKindType::FIND_ARTIFACT);
281 found_artifact &= (q_ref.status == QuestStatusType::TAKEN);
282 found_artifact &= (o_ptr->is_specific_artifact(q_ref.reward_artifact_idx));
283 if (found_artifact) {
284 complete_quest(player_ptr, q_idx);
290 * @brief クエストの導入メッセージを表示する / Discover quest
291 * @param q_idx 開始されたクエストのID
293 void quest_discovery(QuestId q_idx)
295 auto &quest_list = QuestList::get_instance();
296 auto *q_ptr = &quest_list[q_idx];
297 auto *r_ptr = &monraces_info[q_ptr->r_idx];
298 MONSTER_NUMBER q_num = q_ptr->max_num;
300 if (!inside_quest(q_idx)) {
304 GAME_TEXT name[MAX_NLEN];
305 strcpy(name, (r_ptr->name.data()));
307 msg_print(find_quest_map[rand_range(0, 4)]);
315 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);
319 bool is_random_quest_skipped = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
320 is_random_quest_skipped &= r_ptr->max_num == 0;
321 if (!is_random_quest_skipped) {
322 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);
326 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..."));
327 record_quest_final_status(q_ptr, 0, QuestStatusType::FINISHED);
331 * @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。
332 * / Hack -- Check if a level is a "quest" level
333 * @param player_ptr プレイヤーへの参照ポインタ
334 * @param level 検索対象になる階
335 * @return クエストIDを返す。該当がない場合0を返す。
337 QuestId quest_number(PlayerType *player_ptr, DEPTH level)
339 auto *floor_ptr = player_ptr->current_floor_ptr;
340 const auto &quest_list = QuestList::get_instance();
341 if (inside_quest(floor_ptr->quest_number)) {
342 return floor_ptr->quest_number;
345 for (const auto &[q_idx, q_ref] : quest_list) {
346 if (q_ref.status != QuestStatusType::TAKEN) {
349 auto depth_quest = (q_ref.type == QuestKindType::KILL_LEVEL);
350 depth_quest &= !(q_ref.flags & QUEST_FLAG_PRESET);
351 depth_quest &= (q_ref.level == level);
352 depth_quest &= (q_ref.dungeon == player_ptr->dungeon_idx);
358 return random_quest_number(player_ptr, level);
362 * @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。
363 * @param player_ptr プレイヤーへの参照ポインタ
364 * @param level 検索対象になる階
365 * @return クエストIDを返す。該当がない場合0を返す。
367 QuestId random_quest_number(PlayerType *player_ptr, DEPTH level)
369 if (player_ptr->dungeon_idx != DUNGEON_ANGBAND) {
370 return QuestId::NONE;
373 const auto &quest_list = QuestList::get_instance();
374 for (auto q_idx : EnumRange(QuestId::RANDOM_QUEST1, QuestId::RANDOM_QUEST10)) {
375 const auto &q_ref = quest_list[q_idx];
376 auto is_random_quest = (q_ref.type == QuestKindType::RANDOM);
377 is_random_quest &= (q_ref.status == QuestStatusType::TAKEN);
378 is_random_quest &= (q_ref.level == level);
379 is_random_quest &= (q_ref.dungeon == DUNGEON_ANGBAND);
380 if (is_random_quest) {
385 return QuestId::NONE;
389 * @brief クエスト階層から離脱する際の処理
390 * @param player_ptr プレイヤーへの参照ポインタ
392 void leave_quest_check(PlayerType *player_ptr)
394 leaving_quest = player_ptr->current_floor_ptr->quest_number;
395 if (!inside_quest(leaving_quest)) {
399 auto &quest_list = QuestList::get_instance();
400 auto *q_ptr = &quest_list[leaving_quest];
401 bool is_one_time_quest = ((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QuestKindType::RANDOM)) && (q_ptr->status == QuestStatusType::TAKEN);
402 if (!is_one_time_quest) {
406 record_quest_final_status(q_ptr, player_ptr->lev, QuestStatusType::FAILED);
408 /* Additional settings */
409 switch (q_ptr->type) {
410 case QuestKindType::TOWER:
411 quest_list[QuestId::TOWER1].status = QuestStatusType::FAILED;
412 quest_list[QuestId::TOWER1].complev = player_ptr->lev;
414 case QuestKindType::FIND_ARTIFACT:
415 artifacts_info.at(q_ptr->reward_artifact_idx).gen_flags.reset(ItemGenerationTraitType::QUESTITEM);
417 case QuestKindType::RANDOM:
418 monraces_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
419 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
425 /* Record finishing a quest */
426 if (q_ptr->type == QuestKindType::RANDOM) {
427 if (record_rand_quest) {
428 exe_write_diary_quest(player_ptr, DIARY_RAND_QUEST_F, leaving_quest);
433 if (record_fix_quest) {
434 exe_write_diary_quest(player_ptr, DIARY_FIX_QUEST_F, leaving_quest);
439 * @brief 「塔」クエストの各階層から離脱する際の処理
441 void leave_tower_check(PlayerType *player_ptr)
443 auto &quest_list = QuestList::get_instance();
444 leaving_quest = player_ptr->current_floor_ptr->quest_number;
446 auto &tower1 = quest_list[QuestId::TOWER1];
447 bool is_leaving_from_tower = inside_quest(leaving_quest);
448 is_leaving_from_tower &= quest_list[leaving_quest].type == QuestKindType::TOWER;
449 is_leaving_from_tower &= tower1.status != QuestStatusType::COMPLETED;
450 if (!is_leaving_from_tower) {
453 if (quest_list[leaving_quest].type != QuestKindType::TOWER) {
456 tower1.status = QuestStatusType::FAILED;
457 tower1.complev = player_ptr->lev;
459 tower1.comptime = w_ptr->play_time;
463 * @brief Player enters a new quest
465 void exe_enter_quest(PlayerType *player_ptr, QuestId quest_idx)
467 const auto &quest_list = QuestList::get_instance();
468 if (quest_list[quest_idx].type != QuestKindType::RANDOM) {
469 player_ptr->current_floor_ptr->dun_level = 1;
471 player_ptr->current_floor_ptr->quest_number = quest_idx;
473 player_ptr->leaving = true;
477 * @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
478 * @param player_ptr プレイヤーへの参照ポインタ
480 void do_cmd_quest(PlayerType *player_ptr)
482 if (player_ptr->wild_mode) {
486 PlayerEnergy(player_ptr).set_player_turn_energy(100);
488 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::QUEST_ENTER)) {
489 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
493 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."));
494 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) {
497 if (is_echizen(player_ptr)) {
498 msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
499 } else if (is_chargeman(player_ptr)) {
500 msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
503 player_ptr->oldpy = 0;
504 player_ptr->oldpx = 0;
505 leave_quest_check(player_ptr);
507 exe_enter_quest(player_ptr, i2enum<QuestId>(player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special));
510 bool inside_quest(QuestId id)
512 return id != QuestId::NONE;