#ifdef JP
msg_print("Ãí°Õ¿¼¤¯Ê⤻Ϥ᤿¡£");
#else
- msg_print("You began to walk carefully.");
+ msg_print("You begin to walk carefully.");
#endif
p_ptr->redraw |= (PR_SPEED);
break;
#ifdef JP
msg_print("³Ø½¬¤ò»Ï¤á¤¿¡£");
#else
- msg_print("You began Learning");
+ msg_print("You begin Learning");
#endif
break;
}
#ifdef JP
msg_print("¿åÌ̤˻å¤ò¿â¤é¤·¤¿¡¥¡¥¡¥");
#else
- msg_print("You began fishing...");
+ msg_print("You begin fishing...");
#endif
break;
}
#ifdef JP
msg_print("¤¬±©¤Î¤è¤¦¤Ë·Ú¤¯¤Ê¤Ã¤¿¡£");
#else
- msg_print("You began to walk extremely fast.");
+ msg_print("You begin to walk extremely fast.");
#endif
break;
}
p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
p_ptr->word_recall = FALSE;
+ p_ptr->alter_reality = FALSE;
p_ptr->sutemi = FALSE;
p_ptr->counter = FALSE;
p_ptr->ele_attack = 0;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->tim_mimic > v) return FALSE;
}
- else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
+ else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
{
#ifdef JP
- msg_print("¼«Ê¬¤ÎÂΤ¬ÊѤï¤Ã¤Æ¤æ¤¯¤Î¤ò´¶¤¸¤¿¡£");
+ msg_print("¼«Ê¬¤ÎÂΤ¬ÊѤï¤Ã¤Æ¤æ¤¯¤Î¤ò´¶¤¸¤¿¡£");
#else
- msg_print("You feel that your body change.");
+ msg_print("You feel that your body changes.");
#endif
- p_ptr->mimic_form=p;
+ p_ptr->mimic_form=p;
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_mimic)
+ if (p_ptr->tim_mimic)
{
#ifdef JP
- msg_print("ÊѿȤ¬²ò¤±¤¿¡£");
+ msg_print("ÊѿȤ¬²ò¤±¤¿¡£");
#else
- msg_print("You are no longer transformed.");
+ msg_print("You are no longer transformed.");
#endif
if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
- p_ptr->mimic_form=0;
+ p_ptr->mimic_form=0;
notice = TRUE;
p = 0;
}
}
/* Use the value */
- p_ptr->tim_mimic = v;
+ p_ptr->tim_mimic = v;
/* Nothing to notice */
if (!notice)
if (disturb_state)
disturb(0, 0);
- /* Redraw title */
- p_ptr->redraw |= (PR_BASIC | PR_STATUS);
+ /* Redraw title */
+ p_ptr->redraw |= (PR_BASIC | PR_STATUS);
/* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
+ p_ptr->update |= (PU_BONUS | PU_HP);
handle_stuff();
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("Èó¾ï¤ËÁÇÁ᤯ư¤±¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
#else
- msg_print("You feel yourself moving faster!");
+ msg_print("You feel yourself moving extremely faster!");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("²£¤Ë¿¤Ó¤¿¡£");
#else
- msg_print("You have expand horizontally.");
+ msg_print("Your body expands horizontally.");
#endif
notice = TRUE;
#ifdef JP
msg_print("¤â¤¦²£¤Ë¿¤Ó¤Æ¤¤¤Ê¤¤¡£");
#else
- msg_print("You are no longer expanded.");
+ msg_print("Your body returns to normal.");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("ËâË¡¤ÎËɸæÎϤ¬Áý¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel your magical vulnerability diminish.");
+ msg_print("You feel more resistant to magic.");
#endif
notice = TRUE;
#ifdef JP
msg_print("ËâË¡¤ÎËɸæÎϤ¬¸µ¤ËÌá¤Ã¤¿¡£");
#else
- msg_print("Your magical defences fall to their normal values.");
+ msg_print("You feel less resistant to magic.");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
/* Open */
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("Ìܤ¬¥é¥ó¥é¥ó¤Èµ±¤»Ï¤á¤¿¡ª");
#else
- msg_print("Your eyes began to tingle!");
+ msg_print("Your eyes begin to tingle!");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("²óÉüÎϤ¬¾å¤¬¤Ã¤¿¡ª");
#else
- msg_print("You began to regenerate quicker!");
+ msg_print("You feel yourself regenerating quickly!");
#endif
notice = TRUE;
#ifdef JP
msg_print("ÁÇÁ᤯²óÉü¤¹¤ë´¶¤¸¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
#else
- msg_print("You no longer regenerate quicker.");
+ msg_print("You feel yourself regenerating slowly.");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("²»¤¬¾®¤µ¤¯¤Ê¤Ã¤¿¡ª");
#else
- msg_print("You began to walk silently!");
+ msg_print("You begin to walk silently!");
#endif
notice = TRUE;
{
bool notice = FALSE;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (set)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("ÂΤ¬Ãè¤ËÉ⤻Ϥ᤿¡£");
#else
- msg_print("You began to fly!");
+ msg_print("You begin to fly!");
#endif
notice = TRUE;
#ifdef JP
msg_print("¤â¤¦Ãè¤ËÉ⤫¤Ù¤Ê¤¯¤Ê¤Ã¤¿¡£");
#else
- msg_print("You no longer flying.");
+ msg_print("You stop flying.");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
#ifdef JP
msg_print("ÂΤ¬Æ®µ¤¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
#else
- msg_print("You have enveloped by energy aura!");
+ msg_print("You have enveloped by the aura of the Force!");
#endif
notice = TRUE;
#ifdef JP
msg_print("Æ®µ¤¤¬¾Ã¤¨¤¿¡£");
#else
- msg_print("Aura of Force disappeared.");
+ msg_print("Aura of the Force disappeared.");
#endif
notice = TRUE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/*
* Set "p_ptr->tim_sh_holy", notice observable changes
*/
-bool set_tim_sh_holy(int v, bool do_dec) /* nanka */
+bool set_tim_sh_holy(int v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_sh_holy && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_sh_holy > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_sh_holy)
{
#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
+msg_print("ÂΤ¬À»¤Ê¤ë¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
#else
- msg_print("You have enveloped by fiery aura!");
+ msg_print("You have enveloped by holy aura!");
#endif
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_sh_holy)
{
#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
+msg_print("À»¤Ê¤ë¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
#else
- msg_print("Fiery aura disappeared.");
+ msg_print("Holy aura disappeared.");
#endif
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_sh_holy = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/*
* Set "p_ptr->tim_eyeeye", notice observable changes
*/
-bool set_tim_eyeeye(int v, bool do_dec) /* nanka */
+bool set_tim_eyeeye(int v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_eyeeye && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_eyeeye > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_eyeeye)
{
#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
+msg_print("Ë¡¤Î¼é¤ê¼ê¤Ë¤Ê¤Ã¤¿µ¤¤¬¤·¤¿¡ª");
#else
- msg_print("You have enveloped by fiery aura!");
+ msg_print("You feel like a keeper of commandments!");
#endif
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_eyeeye)
{
#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
+msg_print("Ĩȳ¤ò¼¹¹Ô¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
#else
- msg_print("Fiery aura disappeared.");
+ msg_print("You no longer feel like a keeper.");
#endif
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_eyeeye = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
((attack_type == ATTACK_ACID) ? "»À" :
((attack_type == ATTACK_ELEC) ? "ÅÅ·â" :
((attack_type == ATTACK_FIRE) ? "²Ð±ê" :
- ((attack_type == ATTACK_COLD) ? "Î䵤" :
- ((attack_type == ATTACK_POIS) ? "ÆÇ" :
+ ((attack_type == ATTACK_COLD) ? "Î䵤" :
+ ((attack_type == ATTACK_POIS) ? "ÆÇ" :
"(¤Ê¤·)"))))));
#else
msg_format("For a while, the blows you deal will %s",
((attack_type == ATTACK_ACID) ? "melt with acid!" :
((attack_type == ATTACK_ELEC) ? "shock your foes!" :
((attack_type == ATTACK_FIRE) ? "burn with fire!" :
- ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
- ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
+ ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
+ ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
"do nothing special."))))));
#endif
}
((immune_type == DEFENSE_ACID) ? "»À" :
((immune_type == DEFENSE_ELEC) ? "ÅÅ·â" :
((immune_type == DEFENSE_FIRE) ? "²Ð±ê" :
- ((immune_type == DEFENSE_COLD) ? "Î䵤" :
- ((immune_type == DEFENSE_POIS) ? "ÆÇ" :
+ ((immune_type == DEFENSE_COLD) ? "Î䵤" :
+ ((immune_type == DEFENSE_POIS) ? "ÆÇ" :
"(¤Ê¤·)"))))));
#else
msg_format("For a while, You are immune to %s",
((immune_type == DEFENSE_ACID) ? "acid!" :
((immune_type == DEFENSE_ELEC) ? "electricity!" :
((immune_type == DEFENSE_FIRE) ? "fire!" :
- ((immune_type == DEFENSE_COLD) ? "cold!" :
- ((immune_type == DEFENSE_POIS) ? "poison!" :
+ ((immune_type == DEFENSE_COLD) ? "cold!" :
+ ((immune_type == DEFENSE_POIS) ? "poison!" :
"do nothing special."))))));
#endif
}
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
/* Open */
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if ((p_ptr->prace == RACE_GOLEM ||
p_ptr->prace == RACE_SKELETON ||
p_ptr->stat_cur[stat] = cur;
p_ptr->stat_max[stat] = max;
+ /* Redisplay the stats later */
+ p_ptr->redraw |= (PR_STATS);
+
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
}
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
+ /* Redisplay the stats later */
+ p_ptr->redraw |= (PR_STATS);
+
/* Success */
return (TRUE);
}
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-bool take_hit(int damage_type, int damage, cptr hit_from, int monspell)
+int take_hit(int damage_type, int damage, cptr hit_from, int monspell)
{
int old_chp = p_ptr->chp;
int warning = (p_ptr->mhp * hitpoint_warn / 10);
/* Paranoia */
- if (death) return FALSE;
+ if (p_ptr->is_dead) return 0;
if (p_ptr->sutemi) damage *= 2;
if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
}
else
{
- return FALSE;
+ return 0;
}
}
#else
msg_print("The attack hits Shadow, you are unharmed!");
#endif
- return FALSE;
+ return 0;
}
}
p_ptr->chp -= damage;
if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
{
+ damage += p_ptr->chp;
p_ptr->chp = 0;
}
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
#ifdef JP /* »à¤ó¤À»þ¤Ë¶¯À©½ªÎ»¤·¤Æ»à¤ò²óÈò¤Ç¤¤Ê¤¯¤·¤Æ¤ß¤¿ by Habu */
- if (!munchkin_death)
+ if (!cheat_save)
if(!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
#endif
p_ptr->leaving = TRUE;
/* Note death */
- death = TRUE;
+ p_ptr->is_dead = TRUE;
if (p_ptr->inside_arena)
{
/* Note cause of death */
#ifdef JP
- sprintf(died_from, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "ĦÁü¾õÂÖ¤Ç":"Ëãáã¾õÂÖ¤Ç", p_ptr->image ? "¸¸³Ð¤ËÏĤó¤À" : "", hit_from);
+ sprintf(p_ptr->died_from, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "ĦÁü¾õÂÖ¤Ç":"Ëãáã¾õÂÖ¤Ç", p_ptr->image ? "¸¸³Ð¤ËÏĤó¤À" : "", hit_from);
#else
- sprintf(died_from, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
+ sprintf(p_ptr->died_from, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
#endif
/* No longer a winner */
- total_winner = FALSE;
+ p_ptr->total_winner = FALSE;
if (p_ptr->inside_arena)
#ifdef JP
#ifdef JP
strcpy(buf,"ÃϾå");
#else
- strcpy(buf,"on The surface");
+ strcpy(buf,"on the surface");
#endif
else if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT)))
#ifdef JP
sprintf(buf,"level %d", dun_level);
#endif
#ifdef JP
- sprintf(tmp,"%s¤Ç%s¤Ë»¦¤µ¤ì¤¿¡£",buf, died_from);
+ sprintf(tmp,"%s¤Ç%s¤Ë»¦¤µ¤ì¤¿¡£",buf, p_ptr->died_from);
#else
- sprintf(tmp,"killed by %s %s.", died_from, buf);
+ sprintf(tmp,"killed by %s %s.", p_ptr->died_from, buf);
#endif
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
#ifdef JP
}
else
{
- if (streq(died_from, "Seppuku"))
+ if (streq(p_ptr->died_from, "Seppuku"))
{
#ifdef JP
get_rnd_line("seppuku_j.txt", 0, death_message);
#endif
}
#ifdef JP
- while (!get_string(streq(died_from, "Seppuku") ? "¼À¤¤Î¶ç: " : "ÃÇËöËâ¤Î¶«¤Ó: ", death_message, 1024)) ;
+ while (!get_string(streq(p_ptr->died_from, "Seppuku") ? "¼À¤¤Î¶ç: " : "ÃÇËöËâ¤Î¶«¤Ó: ", death_message, 1024)) ;
#else
while (!get_string("Last word: ", death_message, 1024)) ;
#endif
strcpy(death_message, android ? "You are broken." : "You die.");
#endif
}
- if (streq(died_from, "Seppuku"))
+ if (streq(p_ptr->died_from, "Seppuku"))
{
#ifdef JP
int i, len;
if (strncmp(str, "¡Ö", 2) == 0) str += 2;
str2 = strstr_j(str, "¡×");
- if (str2 != NULL) str2 = '\0';
+ if (str2 != NULL) *str2 = '\0';
i = 0;
while (i < 9)
str = str2 + 1;
if (*str == 0) break;
}
+
+ /* Hide cursor */
+ Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
+
flush();
+#ifdef WORLD_SCORE
+ /* Make screen dump */
+ screen_dump = make_screen_dump();
+#endif
+
+ /* Wait a key press */
(void)inkey();
#else
msg_print(death_message);
}
/* Dead */
- return TRUE;
+ return damage;
}
/* Hitpoint warning */
p_ptr->energy_need = 0;
change_wild_mode();
}
- return TRUE;
+ return damage;
}
*/
void gain_exp(s32b amount)
{
- if (death) return;
+ if (p_ptr->is_dead) return;
if (p_ptr->prace == RACE_ANDROID) return;
{
int i;
u32b total_exp = 0;
- if (death) return;
+ if (p_ptr->is_dead) return;
if (p_ptr->prace != RACE_ANDROID) return;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)