}
/*!
- * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
- * @return なし
- */
-static void wreck_the_pattern(void)
-{
- int to_ruin = 0;
- POSITION r_y, r_x;
- int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
-
- if (pattern_type == PATTERN_TILE_WRECKED)
- {
- /* Ruined already */
- return;
- }
-
- msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
- msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
-
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
- to_ruin = randint1(45) + 35;
-
- while (to_ruin--)
- {
- scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
-
- if (pattern_tile(r_y, r_x) &&
- (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
- {
- cave_set_feat(r_y, r_x, feat_pattern_corrupted);
- }
- }
-
- cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
-}
-
-/*!
* @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
* @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。
*/
}
}
-/*!
- * @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)
-{
- leaving_quest = p_ptr->inside_quest;
- /* Check for Tower Quest */
- if (leaving_quest &&
- (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
- (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
- {
- if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
- {
- quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
- quest[QUEST_TOWER1].complev = p_ptr->lev;
- update_playtime();
- quest[QUEST_TOWER1].comptime = current_world_ptr->play_time;
- }
- }
-}
-
/*!
* @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-