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[Refactor] #37353 mon_damage_mod() を monster-status.c/h へ移動。 / Move mon_damage_mod...
[hengband/hengband.git] / src / xtra2.c
index b6a4d07..d4ca9bd 100644 (file)
@@ -22,6 +22,7 @@
 #include "spells-summon.h"
 #include "patron.h"
 #include "mutation.h"
+#include "floor-events.h"
 
 #define REWARD_CHANCE 10
 
@@ -187,297 +188,6 @@ void check_experience(void)
 
 
 /*!
- * @brief クエストを達成状態にする /
- * @param quest_num 達成状態にしたいクエストのID
- * @return なし
- */
-void complete_quest(QUEST_IDX quest_num)
-{
-       quest_type* const q_ptr = &quest[quest_num];
-
-       switch (q_ptr->type)
-       {
-       case QUEST_TYPE_RANDOM:
-               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
-               break;
-       default:
-               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
-               break;
-       }
-
-       q_ptr->status = QUEST_STATUS_COMPLETED;
-       q_ptr->complev = p_ptr->lev;
-       update_playtime();
-       q_ptr->comptime = playtime;
-
-       if (!(q_ptr->flags & QUEST_FLAG_SILENT))
-       {
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
-               msg_print(_("クエストを達成した!", "You just completed your quest!"));
-               msg_print(NULL);
-       }
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-static MONSTER_NUMBER count_all_hostile_monsters(void)
-{
-       POSITION x, y;
-       MONSTER_NUMBER number_mon = 0;
-
-       for (x = 0; x < cur_wid; ++ x)
-       {
-               for (y = 0; y < cur_hgt; ++ y)
-               {
-                       MONSTER_IDX m_idx = cave[y][x].m_idx;
-
-                       if (m_idx > 0 && is_hostile(&m_list[m_idx]))
-                       {
-                               ++number_mon;
-                       }
-               }
-       }
-
-       return number_mon;
-}
-
-/*!
- * @brief 特定の敵を倒した際にクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param m_ptr 撃破したモンスターの構造体参照ポインタ
- * @return なし
- */
-void check_quest_completion(monster_type *m_ptr)
-{
-       POSITION y, x;
-       QUEST_IDX quest_num;
-
-       bool create_stairs = FALSE;
-       bool reward = FALSE;
-
-       object_type forge;
-       object_type *o_ptr;
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       /* Inside a quest */
-       quest_num = p_ptr->inside_quest;
-
-       /* Search for an active quest on this dungeon level */
-       if (!quest_num)
-       {
-               QUEST_IDX i;
-
-               for (i = max_q_idx - 1; i > 0; i--)
-               {
-                       quest_type* const q_ptr = &quest[i];
-                       
-                       /* Quest is not active */
-                       if (q_ptr->status != QUEST_STATUS_TAKEN)
-                               continue;
-
-                       /* Quest is not a dungeon quest */
-                       if (q_ptr->flags & QUEST_FLAG_PRESET)
-                               continue;
-
-                       /* Quest is not on this level */
-                       if ((q_ptr->level != dun_level) &&
-                           (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
-                               continue;
-
-                       /* Not a "kill monster" quest */
-                       if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
-                           (q_ptr->type == QUEST_TYPE_FIND_EXIT))
-                               continue;
-
-                       /* Interesting quest */
-                       if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
-                           (q_ptr->type == QUEST_TYPE_TOWER) ||
-                           (q_ptr->type == QUEST_TYPE_KILL_ALL))
-                               break;
-
-                       /* Interesting quest */
-                       if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_RANDOM)) &&
-                            (q_ptr->r_idx == m_ptr->r_idx))
-                               break;
-               }
-
-               quest_num = i;
-       }
-
-       /* Handle the current quest */
-       if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
-       {
-               /* Current quest */
-               quest_type* const q_ptr = &quest[quest_num];
-
-               switch (q_ptr->type)
-               {
-                       case QUEST_TYPE_KILL_NUMBER:
-                       {
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->num_mon)
-                               {
-                                       complete_quest(quest_num);
-
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ALL:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       if (q_ptr->flags & QUEST_FLAG_SILENT)
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                                       else
-                                       {
-                                               complete_quest(quest_num);
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_LEVEL:
-                       case QUEST_TYPE_RANDOM:
-                       {
-                               /* Only count valid monsters */
-                               if (q_ptr->r_idx != m_ptr->r_idx)
-                                       break;
-
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       complete_quest(quest_num);
-
-                                       if (!(q_ptr->flags & QUEST_FLAG_PRESET))
-                                       {
-                                               create_stairs = TRUE;
-                                               p_ptr->inside_quest = 0;
-                                       }
-
-                                       /* Finish the two main quests without rewarding */
-                                       if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-
-                                       if (q_ptr->type == QUEST_TYPE_RANDOM)
-                                       {
-                                               reward = TRUE;
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ANY_LEVEL:
-                       {
-                               q_ptr->cur_num++;
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       complete_quest(quest_num);
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_TOWER:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
-
-                                       if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
-                                       {
-
-                                               complete_quest(QUEST_TOWER1);
-                                       }
-                               }
-                               break;
-                       }
-               }
-       }
-
-       /* Create a magical staircase */
-       if (create_stairs)
-       {
-               POSITION ny, nx;
-
-               /* Stagger around */
-               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
-               {
-                       /* Pick a location */
-                       scatter(&ny, &nx, y, x, 1, 0);
-
-                       /* Stagger */
-                       y = ny; x = nx;
-               }
-
-               /* Explain the staircase */
-               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
-               /* Create stairs down */
-               cave_set_feat(y, x, feat_down_stair);
-
-               /* Remember to update everything */
-               p_ptr->update |= (PU_FLOW);
-       }
-
-       /*
-        * Drop quest reward
-        */
-       if (reward)
-       {
-               int i;
-
-               for (i = 0; i < (dun_level / 15)+1; i++)
-               {
-                       o_ptr = &forge;
-                       object_wipe(o_ptr);
-
-                       /* Make a great object */
-                       make_object(o_ptr, AM_GOOD | AM_GREAT);
-                       (void)drop_near(o_ptr, -1, y, x);
-               }
-       }
-}
-
-/*!
- * @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 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
-       QUEST_IDX i;
-       /* Check if completed a quest */
-       for (i = 0; i < max_q_idx; i++)
-       {
-               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                       (quest[i].status == QUEST_STATUS_TAKEN) &&
-                       (quest[i].k_idx == o_ptr->name1))
-               {
-                       complete_quest(i);
-               }
-       }
-}
-
-
-/*!
  * @brief モンスターを撃破した際の述語メッセージを返す /
  * Return monster death string
  * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
@@ -506,50 +216,6 @@ concptr extract_note_dies(MONRACE_IDX r_idx)
 }
 
 
-/*!
- * @brief モンスターに与えたダメージの修正処理 /
- * Modify the physical damage done to the monster.
- * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
- * @param dam ダメージ基本値
- * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
- * @return 修正を行った結果のダメージ量
- * @details
- * <pre>
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * </pre>
- */
-HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
-{
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
-       {
-               dam /= 100;
-               if ((dam == 0) && one_in_(3)) dam = 1;
-       }
-
-       if (MON_INVULNER(m_ptr))
-       {
-               if (is_psy_spear)
-               {
-                       if (!p_ptr->blind && is_seen(m_ptr))
-                       {
-                               msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
-                       }
-               }
-               else if (!one_in_(PENETRATE_INVULNERABILITY))
-               {
-                       return (0);
-               }
-       }
-       return (dam);
-}
-
-
-
 
 /*!
  * @brief 現在のコンソール表示の縦横を返す。 /