1 #include "system/angband.h"
2 #include "core/game-closer.h"
3 #include "cmd/cmd-save.h"
4 #include "core/stuff-handler.h"
5 #include "io/signal-handlers.h"
6 #include "io/uid-checker.h"
7 #include "main/music-definitions-table.h"
8 #include "player/process-death.h"
11 #include "view/display-main-window.h"
12 #include "view/display-player.h"
13 #include "world/world.h"
15 static void clear_floor(player_type* player_ptr)
17 (void)fd_close(highscore_fd);
19 clear_saved_floor_files(player_ptr);
20 signals_handle_tstp();
23 static void send_world_score_on_closing(player_type* player_ptr, bool do_send)
25 if (send_world_score(player_ptr, do_send, update_playtime, display_player, map_name))
28 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? "),
29 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
32 player_ptr->wait_report_score = TRUE;
33 player_ptr->is_dead = FALSE;
34 if (!save_player(player_ptr))
35 msg_print(_("セーブ失敗!", "death save failed!"));
38 static bool check_death(player_type* player_ptr)
40 if (player_ptr->is_dead)
43 do_cmd_save_game(player_ptr, FALSE);
44 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
45 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
46 if (inkey() != ESCAPE)
47 predict_score(player_ptr);
49 clear_floor(player_ptr);
55 * Close up the current game (player may or may not be dead)
56 * @param creature_ptr プレーヤーへの参照ポインタ
60 * This function is called only from "main.c" and "signals.c".
63 void close_game(player_type* player_ptr)
66 handle_stuff(player_ptr);
69 signals_ignore_tstp();
71 current_world_ptr->character_icky = TRUE;
73 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
75 highscore_fd = fd_open(buf, O_RDWR);
78 if (!check_death(player_ptr))
81 if (current_world_ptr->total_winner)
84 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? "))) {
85 if (!save_player(player_ptr))
86 msg_print(_("セーブ失敗!", "death save failed!"));
90 print_tomb(player_ptr);
92 show_death_info(player_ptr, update_playtime, display_player, map_name);
94 if (check_score(player_ptr)) {
95 send_world_score_on_closing(player_ptr, do_send);
96 if (!player_ptr->wait_report_score)
97 (void)top_twenty(player_ptr);
98 } else if (highscore_fd >= 0) {
99 display_scores_aux(0, 10, -1, NULL);
102 clear_floor(player_ptr);