msg_print(_("下の階に降りた。", "You enter the down staircase."));
leave_quest_check(creature_ptr);
- leave_tower_check();
+ leave_tower_check(creature_ptr);
creature_ptr->current_floor_ptr->inside_quest = g_ptr->special;
creature_ptr->dungeon_idx = 0;
leave_quest_check(creature_ptr);
- leave_tower_check();
+ leave_tower_check(creature_ptr);
creature_ptr->current_floor_ptr->inside_quest = 0;
}
}
+
/*!
* @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)
+void leave_tower_check(player_type *player_ptr)
{
- leaving_quest = p_ptr->current_floor_ptr->inside_quest;
+ leaving_quest = player_ptr->current_floor_ptr->inside_quest;
/* Check for Tower Quest */
if (leaving_quest &&
(quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
if (quest[leaving_quest].type == QUEST_TYPE_TOWER)
{
quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
- quest[QUEST_TOWER1].complev = p_ptr->lev;
+ quest[QUEST_TOWER1].complev = player_ptr->lev;
update_playtime();
quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
}
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(void);
+extern void leave_tower_check(player_type *player_ptr);
extern void do_cmd_quest(player_type *player_ptr);