+#include "angband.h"
+#include "floor-events.h"
+#include "quest.h"
+
+
+/*!
+ * @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 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);
+ }
+ }
+}
+