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[Refactor] #38862 Moved files.c/h to io/
[hengband/hengband.git] / src / cmd / cmd-basic.c
index 39c1212..43ef719 100644 (file)
  * are included in all such copies.  Other copyrights may also apply.
  */
 
-#include "angband.h"
-#include "util.h"
-#include "core.h"
-#include "term.h"
-
-#include "cmd-dump.h"
-#include "chest.h"
-#include "trap.h"
-#include "dungeon.h"
-#include "feature.h"
-#include "floor.h"
+#include "system/angband.h"
+#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
+#include "system/system-variables.h"
+#include "core/stuff-handler.h"
+#include "gameterm.h"
+
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
+#include "cmd/cmd-save.h"
+#include "object/chest.h"
+#include "grid/trap.h"
+#include "dungeon/dungeon.h"
 #include "melee.h"
-#include "object-hook.h"
-#include "spells.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "monster.h"
-#include "monster-status.h"
+#include "object/object-hook.h"
+#include "monster/monster-status.h"
 #include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-#include "realm-hex.h"
-#include "realm-song.h"
+#include "object/artifact.h"
+#include "player/avatar.h"
+#include "player/player-status.h"
+#include "realm/realm-hex.h"
 #include "geometry.h"
 #include "wild.h"
-#include "grid.h"
-#include "feature.h"
-#include "player-move.h"
-#include "player-effects.h"
-#include "player-class.h"
-#include "player-personality.h"
-#include "player-inventory.h"
-#include "objectkind.h"
-#include "object-broken.h"
-#include "object-flavor.h"
+#include "grid/grid.h"
+#include "player/player-move.h"
+#include "player/player-effects.h"
+#include "player/player-personality.h"
+#include "inventory/player-inventory.h"
+#include "object/object-kind.h"
+#include "object/object-broken.h"
+#include "object/object-flavor.h"
 #include "shoot.h"
 #include "snipe.h"
 
 #include "cmd-basic.h"
-#include "cmd-item.h"
-#include "floor-save.h"
-#include "dungeon-file.h"
-#include "files.h"
+#include "dungeon/dungeon-file.h"
+#include "io/files.h"
 
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
 #include "targeting.h"
-#include "world.h"
+#include "world/world.h"
+#include "effect/spells-effect-util.h"
+#include "spell/spells3.h"
+#include "core/output-updater.h"
 
 /*!
  * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
@@ -127,7 +123,7 @@ bool cmd_limit_image(player_type *creature_ptr)
 {
        if (creature_ptr->image)
        {
-               msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
+               msg_print(_("幻覚が見えて集中できない!", "Your hallucinations prevent you from concentrating!"));
                return TRUE;
        }
        return FALSE;
@@ -137,7 +133,7 @@ bool cmd_limit_stun(player_type *creature_ptr)
 {
        if (creature_ptr->stun)
        {
-               msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
+               msg_print(_("頭が朦朧としていて集中できない!", "You are too stunned!"));
                return TRUE;
        }
        return FALSE;
@@ -213,7 +209,7 @@ void do_cmd_go_up(player_type *creature_ptr)
                if (!confirm_leave_level(creature_ptr, FALSE)) return;
        
                /* Success */
-               if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(creature_ptr))
                        msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
                        msg_print(_("上の階に登った。", "You enter the up staircase."));
@@ -307,10 +303,10 @@ void do_cmd_go_up(player_type *creature_ptr)
                if (creature_ptr->current_floor_ptr->dun_level - up_num < d_info[creature_ptr->dungeon_idx].mindepth)
                        up_num = creature_ptr->current_floor_ptr->dun_level;
        }
-       if (record_stair) exe_write_diary(creature_ptr, NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
+       if (record_stair) exe_write_diary(creature_ptr, DIARY_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
 
        /* Success */
-       if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+       if (IS_ECHIZEN(creature_ptr))
                msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
        else if (up_num == creature_ptr->current_floor_ptr->dun_level)
                msg_print(_("地上に戻った。", "You go back to the surface."));
@@ -359,7 +355,7 @@ void do_cmd_go_down(player_type *creature_ptr)
                /* Confirm Leaving */
                if(!confirm_leave_level(creature_ptr, TRUE)) return;
                
-               if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(creature_ptr))
                        msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
                        msg_print(_("下の階に降りた。", "You enter the down staircase."));
@@ -440,8 +436,8 @@ void do_cmd_go_down(player_type *creature_ptr)
 
        if (record_stair)
        {
-               if (fall_trap) exe_write_diary(creature_ptr, NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
-               else exe_write_diary(creature_ptr, NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
+               if (fall_trap) exe_write_diary(creature_ptr, DIARY_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
+               else exe_write_diary(creature_ptr, DIARY_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
        }
 
        if (fall_trap)
@@ -457,7 +453,7 @@ void do_cmd_go_down(player_type *creature_ptr)
                }
                else
                {
-                       if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(creature_ptr))
                                msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                        else
                                msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
@@ -621,7 +617,7 @@ static bool exe_open_chest(player_type *creature_ptr, POSITION y, POSITION x, OB
  * @details Return the number of features around (or under) the character.
  * Usually look for doors and floor traps.
  */
-static int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(FEAT_IDX feat), bool under)
+static int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type*, FEAT_IDX feat), bool under)
 {
        /* Check around (and under) the character */
        int count = 0;
@@ -647,7 +643,7 @@ static int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*
                feat = get_feat_mimic(g_ptr);
 
                /* Not looking for this feature */
-               if (!((*test)(feat))) continue;
+               if (!((*test)(creature_ptr, feat))) continue;
 
                /* OK */
                ++count;
@@ -830,7 +826,7 @@ void do_cmd_open(player_type *creature_ptr)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir, TRUE))
+       if (get_rep_dir(creature_ptr, &dir, TRUE))
        {
                FEAT_IDX feat;
                grid_type *g_ptr;
@@ -902,13 +898,13 @@ static bool exe_close(player_type *creature_ptr, POSITION y, POSITION x)
                return more;
        }
        
-       s16b closed_feat = feat_state(old_feat, FF_CLOSE);
+       s16b closed_feat = feat_state(creature_ptr, old_feat, FF_CLOSE);
 
        /* Hack -- object in the way */
        if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) &&
                (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
        {
-               msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+               msg_print(_("何かがつっかえて閉まらない。", "Something prevents it from closing."));
        }
        else
        {
@@ -973,7 +969,7 @@ void do_cmd_close(player_type *creature_ptr)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir, FALSE))
+       if (get_rep_dir(creature_ptr, &dir, FALSE))
        {
                grid_type *g_ptr;
                FEAT_IDX feat;
@@ -1160,7 +1156,7 @@ static bool exe_tunnel(player_type *creature_ptr, POSITION y, POSITION x)
                }
        }
 
-       if (is_hidden_door(g_ptr))
+       if (is_hidden_door(creature_ptr, g_ptr))
        {
                /* Occasional Search XXX XXX */
                if (randint0(100) < 25) search(creature_ptr);
@@ -1209,7 +1205,7 @@ void do_cmd_tunnel(player_type *creature_ptr)
        }
 
        /* Get a direction to tunnel, or Abort */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(creature_ptr, &dir,FALSE))
        {
                /* Get location */
                y = creature_ptr->y + ddy[dir];
@@ -1276,7 +1272,7 @@ bool easy_open_door(player_type *creature_ptr, POSITION y, POSITION x)
        feature_type *f_ptr = &f_info[g_ptr->feat];
 
        /* Must be a closed door */
-       if (!is_closed_door(g_ptr->feat))
+       if (!is_closed_door(creature_ptr, g_ptr->feat))
        {
                return FALSE;
        }
@@ -1563,7 +1559,7 @@ void do_cmd_disarm(player_type *creature_ptr)
        }
 
        /* Get a direction (or abort) */
-       if (get_rep_dir(&dir,TRUE))
+       if (get_rep_dir(creature_ptr, &dir,TRUE))
        {
                grid_type *g_ptr;
                FEAT_IDX feat;
@@ -1579,7 +1575,7 @@ void do_cmd_disarm(player_type *creature_ptr)
                o_idx = chest_check(creature_ptr->current_floor_ptr, y, x, TRUE);
 
                /* Disarm a trap */
-               if (!is_trap(feat) && !o_idx)
+               if (!is_trap(creature_ptr, feat) && !o_idx)
                {
                        msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
                }
@@ -1663,7 +1659,7 @@ static bool do_cmd_bash_aux(player_type *creature_ptr, POSITION y, POSITION x, D
                sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
 
                /* Break down the door */
-               if ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
+               if ((randint0(100) < 50) || (feat_state(creature_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
                {
                        cave_alter_feat(creature_ptr, y, x, FF_BASH);
                }
@@ -1745,7 +1741,7 @@ void do_cmd_bash(player_type *creature_ptr)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(creature_ptr, &dir,FALSE))
        {
                FEAT_IDX feat;
 
@@ -1827,7 +1823,7 @@ void do_cmd_alter(player_type *creature_ptr)
        }
 
        /* Get a direction */
-       if (get_rep_dir(&dir,TRUE))
+       if (get_rep_dir(creature_ptr, &dir,TRUE))
        {
                FEAT_IDX feat;
                feature_type *f_ptr;
@@ -1946,7 +1942,7 @@ void do_cmd_spike(player_type *creature_ptr)
        }
 
        /* Get a "repeated" direction */
-       if (!get_rep_dir(&dir, FALSE)) return;
+       if (!get_rep_dir(creature_ptr, &dir, FALSE)) return;
 
        POSITION y = creature_ptr->y + ddy[dir];
        POSITION x = creature_ptr->x + ddx[dir];
@@ -2017,7 +2013,7 @@ void do_cmd_walk(player_type *creature_ptr, bool pickup)
        /* Get a "repeated" direction */
        bool more = FALSE;
        DIRECTION dir;
-       if (get_rep_dir(&dir, FALSE))
+       if (get_rep_dir(creature_ptr, &dir, FALSE))
        {
                take_turn(creature_ptr, 100);
 
@@ -2081,7 +2077,7 @@ void do_cmd_run(player_type *creature_ptr)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(creature_ptr, &dir,FALSE))
        {
                /* Hack -- Set the run counter */
                creature_ptr->running = (command_arg ? command_arg : 1000);
@@ -2238,7 +2234,7 @@ void do_cmd_fire(player_type *creature_ptr, SPELL_IDX snipe_type)
 
        if (j_ptr->sval == SV_CRIMSON)
        {
-               msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+               msg_print(_("この武器は発動して使うもののようだ。", "It's already activated."));
                flush();
                return;
        }
@@ -2274,12 +2270,12 @@ void do_cmd_fire(player_type *creature_ptr, SPELL_IDX snipe_type)
        /* Sniper actions after some shootings */
        if (snipe_type == SP_AWAY)
        {
-               teleport_player(creature_ptr, 10 + (creature_ptr->concent * 2), 0L);
+               teleport_player(creature_ptr, 10 + (creature_ptr->concent * 2), TELEPORT_SPONTANEOUS);
        }
 
        if (snipe_type == SP_FINAL)
        {
-               msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+               msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
                (void)set_slow(creature_ptr, creature_ptr->slow + randint0(7) + 7, FALSE);
                (void)set_stun(creature_ptr, creature_ptr->stun + randint1(25));
        }
@@ -2413,7 +2409,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
        /* Single object */
        q_ptr->number = 1;
 
-       object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
+       object_desc(creature_ptr, o_name, q_ptr, OD_OMIT_PREFIX);
 
        if (creature_ptr->mighty_throw) mult += 3;
 
@@ -2441,14 +2437,14 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                project_length = tdis + 1;
 
                /* Get a direction (or cancel) */
-               if (!get_aim_dir(&dir)) return FALSE;
+               if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
 
                /* Predict the "target" location */
                tx = creature_ptr->x + 99 * ddx[dir];
                ty = creature_ptr->y + 99 * ddy[dir];
 
                /* Check for "target request" */
-               if ((dir == 5) && target_okay())
+               if ((dir == 5) && target_okay(creature_ptr))
                {
                        tx = target_col;
                        ty = target_row;
@@ -2471,7 +2467,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
        else
        {
                floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
-               floor_item_optimize(creature_ptr->current_floor_ptr, 0 - item);
+               floor_item_optimize(creature_ptr, 0 - item);
        }
 
        if (item >= INVEN_RARM)
@@ -2534,7 +2530,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                        move_cursor_relative(ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                        Term_xtra(TERM_XTRA_DELAY, msec);
-                       lite_spot(ny[cur_dis], nx[cur_dis]);
+                       lite_spot(creature_ptr, ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                }
 
@@ -2561,7 +2557,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                        grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
                        monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_name(g_ptr->m_idx, m_name);
+                       monster_name(creature_ptr, g_ptr->m_idx, m_name);
 
                        /* Check the visibility */
                        visible = m_ptr->ml;
@@ -2588,8 +2584,8 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
 
                                        if (m_ptr->ml)
                                        {
-                                               if (!creature_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                               health_track(g_ptr->m_idx);
+                                               if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
+                                               health_track(creature_ptr, g_ptr->m_idx);
                                        }
                                }
 
@@ -2629,13 +2625,13 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                                if (tdam < 0) tdam = 0;
 
                                /* Modify the damage */
-                               tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+                               tdam = mon_damage_mod(creature_ptr, m_ptr, tdam, FALSE);
 
                                msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
                                        tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(g_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
+                               if (mon_take_hit(creature_ptr, g_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -2643,11 +2639,11 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                                /* No death */
                                else
                                {
-                                       message_pain(g_ptr->m_idx, tdam);
+                                       message_pain(creature_ptr, g_ptr->m_idx, tdam);
 
                                        /* Anger the monster */
                                        if ((tdam > 0) && !object_is_potion(q_ptr))
-                                               anger_monster(m_ptr);
+                                               anger_monster(creature_ptr, m_ptr);
 
                                        if (fear && m_ptr->ml)
                                        {
@@ -2666,14 +2662,14 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
        if (hit_body) torch_lost_fuel(q_ptr);
 
        /* Chance of breakage (during attacks) */
-       j = (hit_body ? breakage_chance(q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
+       j = (hit_body ? breakage_chance(creature_ptr, q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
 
        /* Figurines transform */
        if ((q_ptr->tval == TV_FIGURINE) && !(creature_ptr->current_floor_ptr->inside_arena))
        {
                j = 100;
 
-               if (!(summon_named_creature(0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+               if (!(summon_named_creature(creature_ptr, 0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
                        msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
                else if (object_is_cursed(q_ptr))
                        msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
@@ -2687,15 +2683,15 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                {
                        msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
 
-                       if (potion_smash_effect(0, y, x, q_ptr->k_idx))
+                       if (potion_smash_effect(creature_ptr, 0, y, x, q_ptr->k_idx))
                        {
                                monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx];
                                if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr))
                                {
                                        GAME_TEXT m_name[MAX_NLEN];
-                                       monster_desc(m_name, m_ptr, 0);
+                                       monster_desc(creature_ptr, m_name, m_ptr, 0);
                                        msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
-                                       set_hostile(&creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx]);
+                                       set_hostile(creature_ptr, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx]);
                                }
                        }
                        do_drop = FALSE;
@@ -2715,7 +2711,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                j = -1;
                if (boomerang) back_chance += 4+randint1(5);
                if (super_boomerang) back_chance += 100;
-               object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+               object_desc(creature_ptr, o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                if((back_chance > 30) && (!one_in_(100) || super_boomerang))
                {
@@ -2731,7 +2727,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                                        move_cursor_relative(ny[i], nx[i]);
                                        Term_fresh();
                                        Term_xtra(TERM_XTRA_DELAY, msec);
-                                       lite_spot(ny[i], nx[i]);
+                                       lite_spot(creature_ptr, ny[i], nx[i]);
                                        Term_fresh();
                                }
                                else
@@ -2749,7 +2745,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                        {
                                if (item >= 0)
                                {
-                                       msg_format(_("%sを受け損ねた!", "%s comes backs, but you can't catch!"), o2_name);
+                                       msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
                                }
                                else
                                {
@@ -2880,9 +2876,9 @@ void do_cmd_suicide(player_type *creature_ptr)
 
        if (!current_world_ptr->total_winner)
        {
-               exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
-               exe_write_diary(creature_ptr, NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "--------   Game  Over   --------"));
-               exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, "\n\n\n\n");
+               exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 0, _("ダンジョンの探索に絶望して自殺した。", "gave up all hope to commit suicide."));
+               exe_write_diary(creature_ptr, DIARY_GAMESTART, 1, _("-------- ゲームオーバー --------", "--------   Game  Over   --------"));
+               exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, "\n\n\n\n");
        }
 
        /* Cause of death */