1 #include "dungeon/quest-completion-checker.h"
2 #include "core/player-update-types.h"
3 #include "dungeon/quest.h"
4 #include "effect/effect-characteristics.h"
5 #include "floor/cave.h"
6 #include "floor/floor-object.h"
7 #include "floor/floor-util.h"
8 #include "grid/feature-flag-types.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "monster/monster-info.h"
12 #include "object-enchant/item-apply-magic.h"
13 #include "object/object-generator.h"
14 #include "system/floor-type-definition.h"
15 #include "system/monster-type-definition.h"
16 #include "view/display-messages.h"
19 * @brief 現在フロアに残っている敵モンスターの数を返す /
22 static MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr)
24 MONSTER_NUMBER number_mon = 0;
25 for (POSITION x = 0; x < floor_ptr->width; ++x) {
26 for (POSITION y = 0; y < floor_ptr->height; ++y) {
27 MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
28 if (m_idx > 0 && is_hostile(&floor_ptr->m_list[m_idx]))
37 * @brief 特定の敵を倒した際にクエスト達成処理 /
38 * Check for "Quest" completion when a quest monster is killed or charmed.
39 * @param player_ptr プレーヤーへの参照ポインタ
40 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
43 void check_quest_completion(player_type *player_ptr, monster_type *m_ptr)
45 POSITION y = m_ptr->fy;
46 POSITION x = m_ptr->fx;
47 floor_type *floor_ptr = player_ptr->current_floor_ptr;
48 QUEST_IDX quest_num = floor_ptr->inside_quest;
51 for (i = max_q_idx - 1; i > 0; i--) {
52 quest_type *const q_ptr = &quest[i];
53 if (q_ptr->status != QUEST_STATUS_TAKEN)
56 if (q_ptr->flags & QUEST_FLAG_PRESET)
59 if ((q_ptr->level != floor_ptr->dun_level) && (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
62 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) || (q_ptr->type == QUEST_TYPE_FIND_EXIT))
65 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) || (q_ptr->type == QUEST_TYPE_TOWER) || (q_ptr->type == QUEST_TYPE_KILL_ALL))
68 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) || (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) || (q_ptr->type == QUEST_TYPE_RANDOM))
69 && (q_ptr->r_idx == m_ptr->r_idx))
76 bool create_stairs = FALSE;
78 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN)) {
79 quest_type *const q_ptr = &quest[quest_num];
80 switch (q_ptr->type) {
81 case QUEST_TYPE_KILL_NUMBER: {
83 if (q_ptr->cur_num >= q_ptr->num_mon) {
84 complete_quest(player_ptr, quest_num);
90 case QUEST_TYPE_KILL_ALL: {
91 if (!is_hostile(m_ptr) || count_all_hostile_monsters(floor_ptr) != 1)
94 if (q_ptr->flags & QUEST_FLAG_SILENT) {
95 q_ptr->status = QUEST_STATUS_FINISHED;
97 complete_quest(player_ptr, quest_num);
102 case QUEST_TYPE_KILL_LEVEL:
103 case QUEST_TYPE_RANDOM: {
104 if (q_ptr->r_idx != m_ptr->r_idx)
108 if (q_ptr->cur_num < q_ptr->max_num)
111 complete_quest(player_ptr, quest_num);
112 if (!(q_ptr->flags & QUEST_FLAG_PRESET)) {
113 create_stairs = TRUE;
114 floor_ptr->inside_quest = 0;
117 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
118 q_ptr->status = QUEST_STATUS_FINISHED;
120 if (q_ptr->type == QUEST_TYPE_RANDOM) {
122 q_ptr->status = QUEST_STATUS_FINISHED;
127 case QUEST_TYPE_KILL_ANY_LEVEL: {
129 if (q_ptr->cur_num >= q_ptr->max_num) {
130 complete_quest(player_ptr, quest_num);
136 case QUEST_TYPE_TOWER: {
137 if (!is_hostile(m_ptr))
140 if (count_all_hostile_monsters(floor_ptr) == 1) {
141 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
143 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED)
144 && (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED)) {
146 complete_quest(player_ptr, QUEST_TOWER1);
157 while (cave_have_flag_bold(floor_ptr, y, x, FF_PERMANENT) || floor_ptr->grid_array[y][x].o_idx || (floor_ptr->grid_array[y][x].info & CAVE_OBJECT)) {
158 scatter(player_ptr, &ny, &nx, y, x, 1, PROJECT_NONE);
163 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
164 cave_set_feat(player_ptr, y, x, feat_down_stair);
165 player_ptr->update |= PU_FLOW;
173 for (int i = 0; i < (floor_ptr->dun_level / 15) + 1; i++) {
176 make_object(player_ptr, o_ptr, AM_GOOD | AM_GREAT);
177 (void)drop_near(player_ptr, o_ptr, -1, y, x);