#pragma once
+#include "system/angband.h"
+#include "system/monster-type-definition.h"
+#include "system/object-type-definition.h"
+
/*
* Quest constants
*/
* @struct quest_type
* @brief クエスト情報の構造体 / Structure for the "quests".
*/
-
-struct quest_type
-{
+typedef struct quest_type {
QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
QUEST_TYPE type; /*!< クエストの種別 / The quest type */
PLAYER_LEVEL complev; /*!< クリア時プレイヤーレベル / player level (complete) */
REAL_TIME comptime; /*!< クリア時ゲーム時間 / quest clear time*/
-};
+} quest_type;
-typedef struct quest_type quest_type;
extern quest_type *quest;
extern QUEST_IDX max_q_idx;
extern char quest_text[10][80];
extern int quest_text_line;
extern int leaving_quest;
-extern void determine_random_questor(player_type *player_ptr, quest_type *q_ptr);
-extern void complete_quest(player_type *player_ptr, QUEST_IDX quest_num);
-extern void check_quest_completion(player_type *player_ptr, monster_type *m_ptr);
-extern void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr);
-extern void quest_discovery(QUEST_IDX q_idx);
-extern QUEST_IDX quest_number(player_type *player_ptr, DEPTH level);
-extern QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level);
-extern void leave_quest_check(player_type *player_ptr);
-extern void leave_tower_check(player_type *player_ptr);
-extern void do_cmd_quest(player_type *player_ptr);
+void determine_random_questor(player_type *player_ptr, quest_type *q_ptr);
+void complete_quest(player_type *player_ptr, QUEST_IDX quest_num);
+void check_find_art_quest_completion(player_type *player_ptr, object_type *o_ptr);
+void quest_discovery(QUEST_IDX q_idx);
+QUEST_IDX quest_number(player_type *player_ptr, DEPTH level);
+QUEST_IDX random_quest_number(player_type *player_ptr, DEPTH level);
+void leave_quest_check(player_type *player_ptr);
+void leave_tower_check(player_type *player_ptr);
+void do_cmd_quest(player_type *player_ptr);