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 "system/object-type-definition.h"
17 #include "system/player-type-definition.h"
18 #include "view/display-messages.h"
21 * @brief 現在フロアに残っている敵モンスターの数を返す /
24 static MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr)
26 MONSTER_NUMBER number_mon = 0;
27 for (POSITION x = 0; x < floor_ptr->width; ++x) {
28 for (POSITION y = 0; y < floor_ptr->height; ++y) {
29 MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
30 if (m_idx > 0 && is_hostile(&floor_ptr->m_list[m_idx]))
39 * @brief 特定の敵を倒した際にクエスト達成処理 /
40 * Check for "Quest" completion when a quest monster is killed or charmed.
41 * @param player_ptr プレーヤーへの参照ポインタ
42 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
44 void check_quest_completion(player_type *player_ptr, monster_type *m_ptr)
46 POSITION y = m_ptr->fy;
47 POSITION x = m_ptr->fx;
48 floor_type *floor_ptr = player_ptr->current_floor_ptr;
49 QUEST_IDX quest_num = floor_ptr->inside_quest;
52 for (i = max_q_idx - 1; i > 0; i--) {
53 quest_type *const q_ptr = &quest[i];
54 if (q_ptr->status != QUEST_STATUS_TAKEN)
57 if (q_ptr->flags & QUEST_FLAG_PRESET)
60 if ((q_ptr->level != floor_ptr->dun_level) && (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
63 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) || (q_ptr->type == QUEST_TYPE_FIND_EXIT))
66 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) || (q_ptr->type == QUEST_TYPE_TOWER) || (q_ptr->type == QUEST_TYPE_KILL_ALL))
69 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) || (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) || (q_ptr->type == QUEST_TYPE_RANDOM))
70 && (q_ptr->r_idx == m_ptr->r_idx))
77 bool create_stairs = FALSE;
79 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN)) {
80 quest_type *const q_ptr = &quest[quest_num];
81 switch (q_ptr->type) {
82 case QUEST_TYPE_KILL_NUMBER: {
84 if (q_ptr->cur_num >= q_ptr->num_mon) {
85 complete_quest(player_ptr, quest_num);
91 case QUEST_TYPE_KILL_ALL: {
92 if (!is_hostile(m_ptr) || count_all_hostile_monsters(floor_ptr) != 1)
95 if (q_ptr->flags & QUEST_FLAG_SILENT) {
96 q_ptr->status = QUEST_STATUS_FINISHED;
98 complete_quest(player_ptr, quest_num);
103 case QUEST_TYPE_KILL_LEVEL:
104 case QUEST_TYPE_RANDOM: {
105 if (q_ptr->r_idx != m_ptr->r_idx)
109 if (q_ptr->cur_num < q_ptr->max_num)
112 complete_quest(player_ptr, quest_num);
113 if (!(q_ptr->flags & QUEST_FLAG_PRESET)) {
114 create_stairs = TRUE;
115 floor_ptr->inside_quest = 0;
118 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
119 q_ptr->status = QUEST_STATUS_FINISHED;
121 if (q_ptr->type == QUEST_TYPE_RANDOM) {
123 q_ptr->status = QUEST_STATUS_FINISHED;
128 case QUEST_TYPE_KILL_ANY_LEVEL: {
130 if (q_ptr->cur_num >= q_ptr->max_num) {
131 complete_quest(player_ptr, quest_num);
137 case QUEST_TYPE_TOWER: {
138 if (!is_hostile(m_ptr))
141 if (count_all_hostile_monsters(floor_ptr) == 1) {
142 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
144 if ((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED)
145 && (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED)) {
147 complete_quest(player_ptr, QUEST_TOWER1);
158 while (cave_has_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)) {
159 scatter(player_ptr, &ny, &nx, y, x, 1, PROJECT_NONE);
164 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
165 cave_set_feat(player_ptr, y, x, feat_down_stair);
166 player_ptr->update |= PU_FLOW;
174 for (int i = 0; i < (floor_ptr->dun_level / 15) + 1; i++) {
177 make_object(player_ptr, o_ptr, AM_GOOD | AM_GREAT);
178 (void)drop_near(player_ptr, o_ptr, -1, y, x);