1 #include "floor/pattern-walk.h"
2 #include "cmd-io/cmd-save.h"
3 #include "core/asking-player.h"
4 #include "dungeon/dungeon.h"
5 #include "dungeon/quest.h"
6 #include "game-option/birth-options.h"
7 #include "game-option/play-record-options.h"
8 #include "game-option/special-options.h"
10 #include "io/input-key-requester.h"
11 #include "io/write-diary.h"
12 #include "player/player-damage.h"
13 #include "player/player-effects.h"
14 #include "player/player-move.h"
15 #include "player/player-race-types.h"
16 #include "player/player-race.h"
17 #include "spell/spells-status.h"
18 #include "spell-kind/spells-teleport.h"
19 #include "view/display-messages.h"
22 * @brief パターン終点到達時のテレポート処理を行う
23 * @param creature_ptr プレーヤーへの参照ポインタ
26 static void pattern_teleport(player_type *creature_ptr)
31 if (get_check(_("他の階にテレポートしますか?", "Teleport level? "))) {
36 min_level = creature_ptr->current_floor_ptr->dun_level;
38 if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND) {
39 if (creature_ptr->current_floor_ptr->dun_level > 100)
40 max_level = MAX_DEPTH - 1;
41 else if (creature_ptr->current_floor_ptr->dun_level == 100)
44 max_level = d_info[creature_ptr->dungeon_idx].maxdepth;
45 min_level = d_info[creature_ptr->dungeon_idx].mindepth;
48 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
49 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
50 if (!get_string(ppp, tmp_val, 10))
53 command_arg = (COMMAND_ARG)atoi(tmp_val);
54 } else if (get_check(_("通常テレポート?", "Normal teleport? "))) {
55 teleport_player(creature_ptr, 200, TELEPORT_SPONTANEOUS);
61 if (command_arg < min_level)
62 command_arg = (COMMAND_ARG)min_level;
63 if (command_arg > max_level)
64 command_arg = (COMMAND_ARG)max_level;
66 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
68 do_cmd_save_game(creature_ptr, TRUE);
70 creature_ptr->current_floor_ptr->dun_level = command_arg;
71 leave_quest_check(creature_ptr);
73 exe_write_diary(creature_ptr, DIARY_PAT_TELE, 0, NULL);
75 creature_ptr->current_floor_ptr->inside_quest = 0;
76 free_turn(creature_ptr);
79 * Clear all saved floors
80 * and create a first saved floor
82 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
83 creature_ptr->leaving = TRUE;
87 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
88 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
90 bool pattern_effect(player_type *creature_ptr)
92 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
93 if (!pattern_tile(floor_ptr, creature_ptr->y, creature_ptr->x))
96 if ((is_specific_player_race(creature_ptr, RACE_AMBERITE)) && (creature_ptr->cut > 0) && one_in_(10)) {
97 wreck_the_pattern(creature_ptr);
100 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
101 switch (pattern_type) {
102 case PATTERN_TILE_END:
103 (void)set_image(creature_ptr, 0);
104 (void)restore_all_status(creature_ptr);
105 (void)restore_level(creature_ptr);
106 (void)cure_critical_wounds(creature_ptr, 1000);
108 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_old);
109 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
112 * We could make the healing effect of the
113 * Pattern center one-time only to avoid various kinds
114 * of abuse, like luring the win monster into fighting you
115 * in the middle of the pattern...
119 case PATTERN_TILE_OLD:
123 case PATTERN_TILE_TELEPORT:
124 pattern_teleport(creature_ptr);
127 case PATTERN_TILE_WRECKED:
128 if (!is_invuln(creature_ptr))
129 take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
133 if (is_specific_player_race(creature_ptr, RACE_AMBERITE) && !one_in_(2))
135 else if (!is_invuln(creature_ptr))
136 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);