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It's not currently used in hengband, but bring over the change to mouse event handlin...
[hengbandforosx/hengbandosx.git] / src / dungeon.c
index eaa5e3b..197d098 100644 (file)
 #include "angband.h"
 #include "cmd-activate.h"
 #include "cmd-eat.h"
+#include "cmd-hissatsu.h"
 #include "cmd-item.h"
 #include "cmd-magiceat.h"
+#include "cmd-mane.h"
 #include "cmd-quaff.h"
 #include "cmd-read.h"
+#include "cmd-smith.h"
 #include "cmd-usestaff.h"
 #include "cmd-zaprod.h"
 #include "cmd-zapwand.h"
@@ -41,6 +44,8 @@
 #include "realm-hex.h"
 #include "object-hook.h"
 #include "wild.h"
+#include "monster-status.h"
+#include "floor-save.h"
 
 
 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
@@ -578,11 +583,7 @@ static void pattern_teleport(void)
        {
                return;
        }
-
-       /* Paranoia */
        if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
-
-       /* Paranoia */
        if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
 
        /* Accept request */
@@ -605,8 +606,6 @@ static void pattern_teleport(void)
         * and create a first saved floor
         */
        prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-       /* Leaving */
        p_ptr->leaving = TRUE;
 }
 
@@ -870,9 +869,7 @@ static void regen_monsters(void)
                monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Allow regeneration (if needed) */
                if (m_ptr->hp < m_ptr->maxhp)
@@ -1458,7 +1455,7 @@ static void process_world_aux_hp_and_sp(void)
 
                        if (p_ptr->levitation)
                        {
-                               msg_print(_("電撃を受けた!", "The electric shocks you!"));
+                               msg_print(_("電撃を受けた!", "The electricity shocks you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
                                        f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
@@ -1496,7 +1493,7 @@ static void process_world_aux_hp_and_sp(void)
 
                        if (p_ptr->levitation)
                        {
-                               msg_print(_("酸が飛び散った!", "The acid melt you!"));
+                               msg_print(_("酸が飛び散った!", "The acid melts you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
                                        f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
@@ -2136,7 +2133,7 @@ static void process_world_aux_mutation(void)
                                (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
                                wiz_dark();
                                msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
-                               msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
+                               msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing or how you got here!"));
                        }
                        else
                        {
@@ -2419,9 +2416,7 @@ static void process_world_aux_mutation(void)
                {
                        monster_type *m_ptr = &current_floor_ptr->m_list[monster];
                        monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                       /* Paranoia -- Skip dead monsters */
-                       if (!m_ptr->r_idx) continue;
+                       if (!monster_is_valid(m_ptr)) continue;
 
                        if (r_ptr->level >= p_ptr->lev)
                        {
@@ -2649,7 +2644,7 @@ static void process_world_aux_curse(void)
                                GAME_TEXT o_name[MAX_NLEN];
 
                                object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
-                               msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
+                               msg_format(_("%sが動物を引き寄せた!", "Your %s has attracted an animal!"), o_name);
                                disturb(FALSE, TRUE);
                        }
                }
@@ -2661,7 +2656,7 @@ static void process_world_aux_curse(void)
                                GAME_TEXT o_name[MAX_NLEN];
 
                                object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
-                               msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
+                               msg_format(_("%sが悪魔を引き寄せた!", "Your %s has attracted a demon!"), o_name);
                                disturb(FALSE, TRUE);
                        }
                }
@@ -2674,7 +2669,7 @@ static void process_world_aux_curse(void)
                                GAME_TEXT o_name[MAX_NLEN];
 
                                object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
-                               msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
+                               msg_format(_("%sがドラゴンを引き寄せた!", "Your %s has attracted an dragon!"), o_name);
                                disturb(FALSE, TRUE);
                        }
                }
@@ -2687,7 +2682,7 @@ static void process_world_aux_curse(void)
                                GAME_TEXT o_name[MAX_NLEN];
 
                                object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
-                               msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
+                               msg_format(_("%sが死霊を引き寄せた!", "Your %s has attracted an undead!"), o_name);
                                disturb(FALSE, TRUE);
                        }
                }
@@ -2795,7 +2790,7 @@ static void process_world_aux_recharge(void)
        /*
         * Recharge rods.  Rods now use timeout to control charging status,
         * and each charging rod in a stack decreases the stack's timeout by
-        * one per current_world_ptr->game_turn. -LM-
+        * one per turn. -LM-
         */
        for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
        {
@@ -2957,8 +2952,6 @@ static void process_world_aux_movement(void)
                                 * and create a first saved floor
                                 */
                                prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
 
                                if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
@@ -3016,8 +3009,6 @@ static void process_world_aux_movement(void)
                                 * and create a first saved floor
                                 */
                                prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
                        }
                        else
@@ -3086,9 +3077,7 @@ static byte get_dungeon_feeling(void)
                monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr;
                int delta = 0;
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Ignore pet */
                if (is_pet(m_ptr)) continue;
@@ -3310,7 +3299,7 @@ static void process_world(void)
 
                if (number_mon == 0)
                {
-                       msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
+                       msg_print(_("相打ちに終わりました。", "Nothing survived."));
                        msg_print(NULL);
                        p_ptr->energy_need = 0;
                        battle_monsters();
@@ -3323,7 +3312,7 @@ static void process_world(void)
                        wm_ptr = &current_floor_ptr->m_list[win_m_idx];
 
                        monster_desc(m_name, wm_ptr, 0);
-                       msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
+                       msg_format(_("%sが勝利した!", "%s won!"), m_name);
                        msg_print(NULL);
 
                        if (win_m_idx == (sel_monster+1))
@@ -3342,7 +3331,7 @@ static void process_world(void)
                }
                else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
                {
-                       msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
+                       msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle ended in a draw."));
                        p_ptr->au += kakekin;
                        msg_print(NULL);
                        p_ptr->energy_need = 0;
@@ -3380,8 +3369,6 @@ static void process_world(void)
 
                                /* Stop playing */
                                p_ptr->playing = FALSE;
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
                        }
                }
@@ -3442,7 +3429,6 @@ static void process_world(void)
                                /* Check every feature */
                                for (i = 1; i < max_f_idx; i++)
                                {
-                                       /* Access the index */
                                        feature_type *f_ptr = &f_info[i];
 
                                        /* Skip empty index */
@@ -3514,7 +3500,6 @@ static void process_world(void)
                /* Every 15 minutes after 11:00 pm */
                if ((hour == 23) && !(min % 15))
                {
-                       /* Disturbing */
                        disturb(FALSE, TRUE);
 
                        switch (min / 15)
@@ -3983,7 +3968,7 @@ static void process_command(void)
                        {
                                if (vanilla_town) break;
 
-                               if (ambush_flag)
+                               if (p_ptr->ambush_flag)
                                {
                                        msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
                                        break;
@@ -4553,7 +4538,6 @@ static void pack_overflow(void)
                /* Access the slot to be dropped */
                o_ptr = &inventory[INVEN_PACK];
 
-               /* Disturbing */
                disturb(FALSE, TRUE);
 
                /* Warning */
@@ -4586,7 +4570,7 @@ static void process_upkeep_with_speed(void)
                p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
        }
        
-       /* No current_world_ptr->game_turn yet */
+       /* No turn yet */
        if (p_ptr->enchant_energy_need > 0) return;
        
        while (p_ptr->enchant_energy_need <= 0)
@@ -4613,7 +4597,7 @@ static void process_upkeep_with_speed(void)
  */
 static void process_player(void)
 {
-       IDX i;
+       MONSTER_IDX m_idx;
 
        /*** Apply energy ***/
 
@@ -4634,14 +4618,14 @@ static void process_player(void)
 
        if (p_ptr->inside_battle)
        {
-               for(i = 1; i < m_max; i++)
+               for(m_idx = 1; m_idx < m_max; m_idx++)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
 
-                       if (!m_ptr->r_idx) continue;
+                       if (!monster_is_valid(m_ptr)) continue;
 
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-                       update_monster(i, FALSE);
+                       update_monster(m_idx, FALSE);
                }
                prt_time();
        }
@@ -4652,7 +4636,7 @@ static void process_player(void)
                p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
        }
 
-       /* No current_world_ptr->game_turn yet */
+       /* No turn yet */
        if (p_ptr->energy_need > 0) return;
        if (!command_rep) prt_time();
 
@@ -4755,7 +4739,7 @@ static void process_player(void)
                        /* Recover fully */
                        (void)set_monster_csleep(p_ptr->riding, 0);
                        monster_desc(m_name, m_ptr, 0);
-                       msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
+                       msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
                }
 
                if (MON_STUNNED(m_ptr))
@@ -4790,11 +4774,10 @@ static void process_player(void)
                        {
                                GAME_TEXT m_name[MAX_NLEN];
                                monster_desc(m_name, m_ptr, 0);
-                               msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
+                               msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer afraid."), m_name);
                        }
                }
 
-               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
        }
        
@@ -4874,7 +4857,7 @@ static void process_player(void)
                /* Hack -- cancel "lurking browse mode" */
                if (!command_new) command_see = FALSE;
 
-               /* Assume free current_world_ptr->game_turn */
+               /* Assume free turn */
                free_turn(p_ptr);
 
                if (p_ptr->inside_battle)
@@ -4957,6 +4940,12 @@ static void process_player(void)
                        /* Place the cursor on the player */
                        move_cursor_relative(p_ptr->y, p_ptr->x);
 
+                       if(refresh_mon_list)
+                       {
+                               p_ptr->window |= PW_MONSTER_LIST;
+                               update_output();
+                       }
+
                        can_save = TRUE;
                        /* Get a command (normal) */
                        request_command(FALSE);
@@ -4966,11 +4955,9 @@ static void process_player(void)
                        process_command();
                }
 
-
                /* Hack -- Pack Overflow */
                pack_overflow();
 
-
                /*** Clean up ***/
 
                /* Significant */
@@ -4999,16 +4986,13 @@ static void process_player(void)
                                shimmer_monsters = FALSE;
 
                                /* Shimmer multi-hued monsters */
-                               for (i = 1; i < m_max; i++)
+                               for (m_idx = 1; m_idx < m_max; m_idx++)
                                {
                                        monster_type *m_ptr;
                                        monster_race *r_ptr;
 
-                                       /* Access monster */
-                                       m_ptr = &current_floor_ptr->m_list[i];
-
-                                       /* Skip dead monsters */
-                                       if (!m_ptr->r_idx) continue;
+                                       m_ptr = &current_floor_ptr->m_list[m_idx];
+                                       if (!monster_is_valid(m_ptr)) continue;
 
                                        /* Skip unseen monsters */
                                        if (!m_ptr->ml) continue;
@@ -5036,15 +5020,11 @@ static void process_player(void)
                                repair_monsters = FALSE;
 
                                /* Rotate detection flags */
-                               for (i = 1; i < m_max; i++)
+                               for (m_idx = 1; m_idx < m_max; m_idx++)
                                {
                                        monster_type *m_ptr;
-
-                                       /* Access monster */
-                                       m_ptr = &current_floor_ptr->m_list[i];
-
-                                       /* Skip dead monsters */
-                                       if (!m_ptr->r_idx) continue;
+                                       m_ptr = &current_floor_ptr->m_list[m_idx];
+                                       if (!monster_is_valid(m_ptr)) continue;
 
                                        /* Nice monsters get mean */
                                        if (m_ptr->mflag & MFLAG_NICE)
@@ -5074,10 +5054,10 @@ static void process_player(void)
 
                                                        /* Assume invisible */
                                                        m_ptr->ml = FALSE;
-                                                       update_monster(i, FALSE);
+                                                       update_monster(m_idx, FALSE);
 
-                                                       if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
-                                                       if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
+                                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+                                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
 
                                                        /* Redraw regardless */
                                                        lite_spot(m_ptr->fy, m_ptr->fx);
@@ -5087,13 +5067,14 @@ static void process_player(void)
                        }
                        if (p_ptr->pclass == CLASS_IMITATOR)
                        {
+                               int j;
                                if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
                                {
                                        p_ptr->mane_num--;
-                                       for (i = 0; i < p_ptr->mane_num; i++)
+                                       for (j = 0; j < p_ptr->mane_num; j++)
                                        {
-                                               p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
-                                               p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
+                                               p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
+                                               p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
                                        }
                                }
                                new_mane = FALSE;
@@ -5110,7 +5091,6 @@ static void process_player(void)
 
                                p_ptr->redraw |= (PR_MAP);
                                p_ptr->update |= (PU_MONSTERS);
-
                                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
                                msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
@@ -5118,7 +5098,6 @@ static void process_player(void)
                                p_ptr->timewalk = FALSE;
                                p_ptr->energy_need = ENERGY_NEED();
 
-                               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                                handle_stuff();
                        }
                }
@@ -5183,7 +5162,7 @@ static void dungeon(bool load_game)
        target_who = 0;
        pet_t_m_idx = 0;
        riding_t_m_idx = 0;
-       ambush_flag = FALSE;
+       p_ptr->ambush_flag = FALSE;
 
        /* Cancel the health bar */
        health_track(0);
@@ -5236,19 +5215,9 @@ static void dungeon(bool load_game)
        character_xtra = TRUE;
 
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
+       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
+       p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
 
-       /* Redraw dungeon */
-       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
-
-       p_ptr->redraw |= (PR_MAP);
-
-       p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-       /* Update lite/view */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
-       p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
-
-       /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
        handle_stuff();
 
        /* Leave "xtra" mode */
@@ -5345,7 +5314,6 @@ static void dungeon(bool load_game)
                process_player();
                process_upkeep_with_speed();
 
-               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
 
                /* Hack -- Hilite the player */
@@ -5673,7 +5641,7 @@ void play_game(bool new_game)
                }
        }
 
-       /* Hack -- current_world_ptr->game_turn off the cursor */
+       /* Hack -- turn off the cursor */
        (void)Term_set_cursor(0);
 
 
@@ -5927,7 +5895,7 @@ void play_game(bool new_game)
                        /* No player?  -- Try to regenerate floor */
                        if (!p_ptr->y || !p_ptr->x)
                        {
-                               msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location.  Regenerate the dungeon floor."));
+                               msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location, regenerate the dungeon floor."));
                                change_floor();
                        }
 
@@ -6124,7 +6092,7 @@ void prevent_turn_overflow(void)
        rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
 
        if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
-       else current_world_ptr->game_turn = 1; /* Paranoia */
+       else current_world_ptr->game_turn = 1;
        if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
        else current_floor_ptr->generated_turn = 1;
        if (old_battle > rollback_turns) old_battle -= rollback_turns;
@@ -6152,3 +6120,122 @@ void prevent_turn_overflow(void)
                }
        }
 }
+
+/*!
+ * @brief ゲーム終了処理 /
+ * Close up the current game (player may or may not be dead)
+ * @return なし
+ * @details
+ * <pre>
+ * This function is called only from "main.c" and "signals.c".
+ * </pre>
+ */
+void close_game(void)
+{
+       char buf[1024];
+       bool do_send = TRUE;
+
+       /*      concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
+       handle_stuff();
+
+       /* Flush the messages */
+       msg_print(NULL);
+
+       /* Flush the input */
+       flush();
+
+
+       /* No suspending now */
+       signals_ignore_tstp();
+
+
+       /* Hack -- Character is now "icky" */
+       character_icky = TRUE;
+
+
+       /* Build the filename */
+       path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
+
+       /* Grab permissions */
+       safe_setuid_grab();
+
+       /* Open the high score file, for reading/writing */
+       highscore_fd = fd_open(buf, O_RDWR);
+
+       /* Drop permissions */
+       safe_setuid_drop();
+
+       /* Handle death */
+       if (p_ptr->is_dead)
+       {
+               /* Handle retirement */
+               if (p_ptr->total_winner) kingly();
+
+               /* Save memories */
+               if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
+               {
+                       if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+               }
+               else do_send = FALSE;
+
+               /* You are dead */
+               print_tomb();
+
+               flush();
+
+               /* Show more info */
+               show_info();
+               Term_clear();
+
+               if (check_score())
+               {
+                       if ((!send_world_score(do_send)))
+                       {
+                               if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
+                                       (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
+                               {
+                                       p_ptr->wait_report_score = TRUE;
+                                       p_ptr->is_dead = FALSE;
+                                       if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+                               }
+                       }
+                       if (!p_ptr->wait_report_score)
+                               (void)top_twenty();
+               }
+               else if (highscore_fd >= 0)
+               {
+                       display_scores_aux(0, 10, -1, NULL);
+               }
+#if 0
+               /* Dump bones file */
+               make_bones();
+#endif
+       }
+
+       /* Still alive */
+       else
+       {
+               /* Save the game */
+               do_cmd_save_game(FALSE);
+
+               /* Prompt for scores */
+               prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
+               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
+
+               /* Predict score (or ESCAPE) */
+               if (inkey() != ESCAPE) predict_score();
+       }
+
+
+       /* Shut the high score file */
+       (void)fd_close(highscore_fd);
+
+       /* Forget the high score fd */
+       highscore_fd = -1;
+
+       /* Kill all temporary files */
+       clear_saved_floor_files();
+
+       /* Allow suspending now */
+       signals_handle_tstp();
+}