}
}
-/*!
- * @brief 「塔」クエストの各階層から離脱する際の処理
- * @return なし
- */
-void leave_tower_check(void)
-{
- leaving_quest = p_ptr->inside_quest;
- /* Check for Tower Quest */
- if (leaving_quest &&
- (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
- (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
- {
- if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
- {
- quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
- quest[QUEST_TOWER1].complev = p_ptr->lev;
- update_playtime();
- quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
- }
- }
-}
-
/*!
* @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
extern bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode);
/* dungeon.c */
-extern void leave_tower_check(void);
extern void extract_option_vars(void);
extern void determine_bounty_uniques(void);
extern void determine_today_mon(bool conv_old);
}
}
}
+
+/*!
+ * @brief 「塔」クエストの各階層から離脱する際の処理
+ * @return なし
+ */
+void leave_tower_check(void)
+{
+ leaving_quest = p_ptr->inside_quest;
+ /* Check for Tower Quest */
+ if (leaving_quest &&
+ (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
+ (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
+ {
+ if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
+ {
+ quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
+ quest[QUEST_TOWER1].complev = p_ptr->lev;
+ update_playtime();
+ quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
+ }
+ }
+}
extern QUEST_IDX quest_number(DEPTH level);
extern QUEST_IDX random_quest_number(DEPTH level);
extern void leave_quest_check(void);
+extern void leave_tower_check(void);