#include "history.h"
#include "monsterrace-hook.h"
#include "store.h"
+#include "quest.h"
/*!
* オートローラーの内容を描画する間隔 /
}
-/*!
- * @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
- * @param q_ptr クエスト構造体の参照ポインタ
- * @return なし
- */
-void determine_random_questor(quest_type *q_ptr)
-{
- MONRACE_IDX r_idx;
- monster_race *r_ptr;
-
-
- get_mon_num_prep(mon_hook_quest, NULL);
-
- while (1)
- {
- /*
- * Random monster 5 - 10 levels out of depth
- * (depending on level)
- */
- r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
- r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
- if (r_ptr->flags1 & RF1_QUESTOR) continue;
- if (r_ptr->rarity > 100) continue;
- if (r_ptr->flags7 & RF7_FRIENDLY) continue;
- if (r_ptr->flags7 & RF7_AQUATIC) continue;
- if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
- if (no_questor_or_bounty_uniques(r_idx)) continue;
-
- /*
- * Accept monsters that are 2 - 6 levels
- * out of depth depending on the quest level
- */
- if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
- }
-
- q_ptr->r_idx = r_idx;
-}
/*!
* @brief ダンジョン内部のクエストを初期化する / Initialize random quests and final quests
extern void player_birth(void);
extern void get_max_stats(void);
extern void get_height_weight(void);
-extern void determine_random_questor(quest_type *q_ptr);
extern void player_outfit(void);
extern void dump_yourself(FILE *fff);
#include "generate.h"
#include "trap.h"
#include "mutation.h"
+#include "quest.h"
/*
#include "angband.h"
#include "floor-events.h"
#include "quest.h"
+#include "monsterrace-hook.h"
/*!
+ * @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
+ * @param q_ptr クエスト構造体の参照ポインタ
+ * @return なし
+ */
+void determine_random_questor(quest_type *q_ptr)
+{
+ MONRACE_IDX r_idx;
+ monster_race *r_ptr;
+
+ get_mon_num_prep(mon_hook_quest, NULL);
+
+ while (1)
+ {
+ /*
+ * Random monster 5 - 10 levels out of depth
+ * (depending on level)
+ */
+ r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
+ r_ptr = &r_info[r_idx];
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
+ if (r_ptr->flags1 & RF1_QUESTOR) continue;
+ if (r_ptr->rarity > 100) continue;
+ if (r_ptr->flags7 & RF7_FRIENDLY) continue;
+ if (r_ptr->flags7 & RF7_AQUATIC) continue;
+ if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
+ if (no_questor_or_bounty_uniques(r_idx)) continue;
+
+ /*
+ * Accept monsters that are 2 - 6 levels
+ * out of depth depending on the quest level
+ */
+ if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
+ }
+
+ q_ptr->r_idx = r_idx;
+}
+
+/*!
* @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
-extern void complete_quest(QUEST_IDX quest_num);
+
+extern void determine_random_questor(quest_type *q_ptr);
+extern void complete_quest(QUEST_IDX quest_num);
extern void check_quest_completion(monster_type *m_ptr);
extern void check_find_art_quest_completion(object_type *o_ptr);