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 "system/floor-type-definition.h"
14 #include "system/grid-type-definition.h"
15 #include "system/monster-type-definition.h"
16 #include "system/object-type-definition.h"
17 #include "system/player-type-definition.h"
18 #include "util/bit-flags-calculator.h"
19 #include "view/display-messages.h"
21 QuestCompletionChecker::QuestCompletionChecker(player_type *player_ptr, monster_type *m_ptr)
22 : player_ptr(player_ptr)
28 * @brief 特定の敵を倒した際にクエスト達成処理 /
29 * Check for "Quest" completion when a quest monster is killed or charmed.
30 * @param player_ptr プレイヤーへの参照ポインタ
31 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
33 void QuestCompletionChecker::complete()
35 this->set_quest_idx();
36 auto create_stairs = false;
38 if ((this->quest_idx > 0) && (quest[this->quest_idx].status == QuestStatusType::TAKEN)) {
39 this->q_ptr = &quest[this->quest_idx];
40 auto [tmp_create_stairs, tmp_reward] = this->switch_completion();
41 create_stairs = tmp_create_stairs;
45 auto pos = this->make_stairs(create_stairs);
50 this->make_reward(pos);
53 void QuestCompletionChecker::set_quest_idx()
55 auto *floor_ptr = this->player_ptr->current_floor_ptr;
56 this->quest_idx = floor_ptr->inside_quest;
57 if (this->quest_idx > 0) {
62 for (i = max_q_idx - 1; i > 0; i--) {
63 auto *const quest_ptr = &quest[i];
64 if (quest_ptr->status != QuestStatusType::TAKEN) {
68 if (any_bits(quest_ptr->flags, QUEST_FLAG_PRESET)) {
72 if ((quest_ptr->level != floor_ptr->dun_level) && (quest_ptr->type != QuestKindType::KILL_ANY_LEVEL)) {
76 if ((quest_ptr->type == QuestKindType::FIND_ARTIFACT) || (quest_ptr->type == QuestKindType::FIND_EXIT)) {
80 auto kill_them_all = quest_ptr->type == QuestKindType::KILL_NUMBER;
81 kill_them_all |= quest_ptr->type == QuestKindType::TOWER;
82 kill_them_all |= quest_ptr->type == QuestKindType::KILL_ALL;
87 auto is_target = (quest_ptr->type == QuestKindType::RANDOM) && (quest_ptr->r_idx == this->m_ptr->r_idx);
88 if ((quest_ptr->type == QuestKindType::KILL_LEVEL) || (quest_ptr->type == QuestKindType::KILL_ANY_LEVEL) || is_target) {
96 std::tuple<bool, bool> QuestCompletionChecker::switch_completion()
98 switch (this->q_ptr->type) {
99 case QuestKindType::KILL_NUMBER:
100 this->complete_kill_number();
101 return std::make_tuple(false, false);
102 case QuestKindType::KILL_ALL:
103 this->complete_kill_all();
104 return std::make_tuple(false, false);
105 case QuestKindType::KILL_LEVEL:
106 case QuestKindType::RANDOM:
107 return this->complete_random();
108 case QuestKindType::KILL_ANY_LEVEL:
109 this->complete_kill_any_level();
110 return std::make_tuple(false, false);
111 case QuestKindType::TOWER:
112 this->complete_tower();
113 return std::make_tuple(false, false);
115 return std::make_tuple(false, false);
119 void QuestCompletionChecker::complete_kill_number()
121 this->q_ptr->cur_num++;
122 if (this->q_ptr->cur_num >= this->q_ptr->num_mon) {
123 complete_quest(this->player_ptr, this->quest_idx);
124 this->q_ptr->cur_num = 0;
128 void QuestCompletionChecker::complete_kill_all()
130 if (!is_hostile(this->m_ptr) || (this->count_all_hostile_monsters() != 1)) {
134 if (any_bits(this->q_ptr->flags, QUEST_FLAG_SILENT)) {
135 this->q_ptr->status = QuestStatusType::FINISHED;
137 complete_quest(this->player_ptr, this->quest_idx);
141 std::tuple<bool, bool> QuestCompletionChecker::complete_random()
143 if (this->q_ptr->r_idx != this->m_ptr->r_idx) {
144 return std::make_tuple(false, false);
147 this->q_ptr->cur_num++;
148 if (this->q_ptr->cur_num < this->q_ptr->max_num) {
149 return std::make_tuple(false, false);
152 complete_quest(this->player_ptr, this->quest_idx);
153 auto create_stairs = false;
154 if (none_bits(this->q_ptr->flags, QUEST_FLAG_PRESET)) {
155 create_stairs = true;
156 this->player_ptr->current_floor_ptr->inside_quest = 0;
159 if ((this->quest_idx == QUEST_OBERON) || (this->quest_idx == QUEST_SERPENT)) {
160 this->q_ptr->status = QuestStatusType::FINISHED;
164 if (this->q_ptr->type == QuestKindType::RANDOM) {
166 this->q_ptr->status = QuestStatusType::FINISHED;
169 return std::make_tuple(create_stairs, reward);
172 void QuestCompletionChecker::complete_kill_any_level()
174 this->q_ptr->cur_num++;
175 if (this->q_ptr->cur_num >= this->q_ptr->max_num) {
176 complete_quest(this->player_ptr, this->quest_idx);
177 this->q_ptr->cur_num = 0;
181 void QuestCompletionChecker::complete_tower()
183 if (!is_hostile(this->m_ptr)) {
187 if (this->count_all_hostile_monsters() != 1) {
191 this->q_ptr->status = QuestStatusType::STAGE_COMPLETED;
192 auto is_tower_completed = quest[QUEST_TOWER1].status == QuestStatusType::STAGE_COMPLETED;
193 is_tower_completed &= quest[QUEST_TOWER2].status == QuestStatusType::STAGE_COMPLETED;
194 is_tower_completed &= quest[QUEST_TOWER3].status == QuestStatusType::STAGE_COMPLETED;
195 if (is_tower_completed) {
196 complete_quest(this->player_ptr, QUEST_TOWER1);
201 * @brief 現在フロアに残っている敵モンスターの数を返す /
202 * @return 現在の敵モンスターの数
204 int QuestCompletionChecker::count_all_hostile_monsters()
206 auto *floor_ptr = this->player_ptr->current_floor_ptr;
208 for (auto x = 0; x < floor_ptr->width; ++x) {
209 for (auto y = 0; y < floor_ptr->height; ++y) {
210 auto m_idx = floor_ptr->grid_array[y][x].m_idx;
211 if ((m_idx > 0) && is_hostile(&floor_ptr->m_list[m_idx])) {
220 Pos2D QuestCompletionChecker::make_stairs(const bool create_stairs)
222 auto y = this->m_ptr->fy;
223 auto x = this->m_ptr->fx;
224 if (!create_stairs) {
228 auto *floor_ptr = this->player_ptr->current_floor_ptr;
229 auto *g_ptr = &floor_ptr->grid_array[y][x];
230 while (cave_has_flag_bold(floor_ptr, y, x, FF::PERMANENT) || !g_ptr->o_idx_list.empty() || g_ptr->is_object()) {
233 scatter(this->player_ptr, &ny, &nx, y, x, 1, PROJECT_NONE);
236 g_ptr = &floor_ptr->grid_array[y][x];
239 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
240 cave_set_feat(this->player_ptr, y, x, feat_down_stair);
241 set_bits(this->player_ptr->update, PU_FLOW);
245 void QuestCompletionChecker::make_reward(const Pos2D pos)
247 auto dun_level = this->player_ptr->current_floor_ptr->dun_level;
248 for (auto i = 0; i < (dun_level / 15) + 1; i++) {
250 make_object(this->player_ptr, &item, AM_GOOD | AM_GREAT);
251 (void)drop_near(this->player_ptr, &item, -1, pos.y, pos.x);