+ 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 = (byte)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 int count_all_hostile_monsters(void)
+{
+ int x, y;
+ int 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 /