1 #include "system/angband.h"
2 #include "floor/pattern-walk.h"
3 #include "dungeon/dungeon.h"
4 #include "io/write-diary.h"
5 #include "player/player-move.h"
6 #include "player/player-effects.h"
7 #include "spells-status.h"
8 #include "player/player-damage.h"
9 #include "realm/realm-song.h"
10 #include "spell/spells3.h"
11 #include "cmd/cmd-save.h"
15 * @brief パターン終点到達時のテレポート処理を行う
16 * @param creature_ptr プレーヤーへの参照ポインタ
19 static void pattern_teleport(player_type* creature_ptr)
24 if (get_check(_("他の階にテレポートしますか?", "Teleport level? "))) {
29 min_level = creature_ptr->current_floor_ptr->dun_level;
31 if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND) {
32 if (creature_ptr->current_floor_ptr->dun_level > 100)
33 max_level = MAX_DEPTH - 1;
34 else if (creature_ptr->current_floor_ptr->dun_level == 100)
37 max_level = d_info[creature_ptr->dungeon_idx].maxdepth;
38 min_level = d_info[creature_ptr->dungeon_idx].mindepth;
41 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
42 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
43 if (!get_string(ppp, tmp_val, 10))
46 command_arg = (COMMAND_ARG)atoi(tmp_val);
47 } else if (get_check(_("通常テレポート?", "Normal teleport? "))) {
48 teleport_player(creature_ptr, 200, TELEPORT_SPONTANEOUS);
54 if (command_arg < min_level)
55 command_arg = (COMMAND_ARG)min_level;
56 if (command_arg > max_level)
57 command_arg = (COMMAND_ARG)max_level;
59 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
61 do_cmd_save_game(creature_ptr, TRUE);
63 creature_ptr->current_floor_ptr->dun_level = command_arg;
64 leave_quest_check(creature_ptr);
66 exe_write_diary(creature_ptr, DIARY_PAT_TELE, 0, NULL);
68 creature_ptr->current_floor_ptr->inside_quest = 0;
69 free_turn(creature_ptr);
72 * Clear all saved floors
73 * and create a first saved floor
75 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
76 creature_ptr->leaving = TRUE;
80 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
81 * @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。
83 bool pattern_effect(player_type* creature_ptr)
85 floor_type* floor_ptr = creature_ptr->current_floor_ptr;
86 if (!pattern_tile(floor_ptr, creature_ptr->y, creature_ptr->x))
89 if ((PRACE_IS_(creature_ptr, RACE_AMBERITE)) && (creature_ptr->cut > 0) && one_in_(10)) {
90 wreck_the_pattern(creature_ptr);
93 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
94 switch (pattern_type) {
95 case PATTERN_TILE_END:
96 (void)set_image(creature_ptr, 0);
97 (void)restore_all_status(creature_ptr);
98 (void)restore_level(creature_ptr);
99 (void)cure_critical_wounds(creature_ptr, 1000);
101 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_old);
102 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
105 * We could make the healing effect of the
106 * Pattern center one-time only to avoid various kinds
107 * of abuse, like luring the win monster into fighting you
108 * in the middle of the pattern...
112 case PATTERN_TILE_OLD:
116 case PATTERN_TILE_TELEPORT:
117 pattern_teleport(creature_ptr);
120 case PATTERN_TILE_WRECKED:
121 if (!IS_INVULN(creature_ptr))
122 take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
126 if (PRACE_IS_(creature_ptr, RACE_AMBERITE) && !one_in_(2))
128 else if (!IS_INVULN(creature_ptr))
129 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);