#include "angband.h"
#include "chest.h"
+#include "trap.h"
#include "floor.h"
#include "melee.h"
#include "object-hook.h"
#include "avatar.h"
#include "player-status.h"
#include "realm-hex.h"
+#include "geometry.h"
+#include "wild.h"
+#include "grid.h"
+#include "feature.h"
+#include "player-move.h"
+#include "object-broken.h"
/*!
* @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
* @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
* @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
*/
-bool confirm_leave_level(bool down_stair)
+static bool confirm_leave_level(bool down_stair)
{
quest_type *q_ptr = &quest[p_ptr->inside_quest];
*/
bool cmd_limit_cast(player_type *creature_ptr)
{
- if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
+ if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
{
msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
return FALSE;
}
+bool cmd_limit_image(player_type *creature_ptr)
+{
+ if (creature_ptr->image)
+ {
+ msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_stun(player_type *creature_ptr)
+{
+ if (creature_ptr->stun)
+ {
+ msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
bool cmd_limit_arena(player_type *creature_ptr)
{
if (creature_ptr->inside_arena)
bool go_up = FALSE;
/* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[g_ptr->feat];
int up_num = 0;
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
p_ptr->oldpx = 0;
return;
}
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
go_up = TRUE;
}
leave_quest_check();
p_ptr->inside_quest = g_ptr->special;
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
up_num = 0;
}
}
/* Get out from current dungeon */
- if (dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
- up_num = dun_level;
+ if (current_floor_ptr->dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
+ up_num = current_floor_ptr->dun_level;
}
if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else if (up_num == dun_level)
+ else if (up_num == current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
else
msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
void do_cmd_go_down(void)
{
/* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool fall_trap = FALSE;
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
{
DUNGEON_IDX target_dungeon = 0;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? g_ptr->special : DUNGEON_ANGBAND;
if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
else down_num += 1;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
/* Enter the dungeon just now */
p_ptr->enter_dungeon = TRUE;
}
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
if (fall_trap)
/*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn
* @return なし
*/
void do_cmd_search(void)
/* Cancel the arg */
command_arg = 0;
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Search */
search();
*/
static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
int i, j;
bool flag = TRUE;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Attempt to unlock it */
if (o_ptr->pval > 0)
*/
static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
{
- int d, count, xx, yy;
+ DIRECTION d;
+ int count;
+ POSITION xx, yy;
/* Count how many matches */
count = 0;
yy = p_ptr->y + ddy_ddd[d];
xx = p_ptr->x + ddx_ddd[d];
- /* Get the grid_array */
- g_ptr = &grid_array[yy][xx];
+ /* Get the current_floor_ptr->grid_array */
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
/* Must have knowledge */
if (!(g_ptr->info & (CAVE_MARK))) continue;
*/
static int count_chests(POSITION *y, POSITION *x, bool trapped)
{
- int d, count;
+ DIRECTION d;
+ int count;
OBJECT_IDX o_idx;
-
object_type *o_ptr;
/* Count how many matches */
if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
/* Grab the object */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Already open */
if (o_ptr->pval == 0) continue;
}
-/*!
- * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
- * Convert an adjacent location to a direction.
- * @param y 方角を確認したY座標
- * @param x 方角を確認したX座標
- * @return 方向ID
- */
-static DIRECTION coords_to_dir(POSITION y, POSITION x)
-{
- int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
- int dy, dx;
-
- dy = y - p_ptr->y;
- dx = x - p_ptr->x;
-
- /* Paranoia */
- if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
-
- return d[dx + 1][dy + 1];
-}
/*!
* @brief 「開ける」動作コマンドのサブルーチン /
int i, j;
/* Get requested grid */
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool more = FALSE;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
x = p_ptr->x + ddx[dir];
/* Get requested grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
py_attack(y, x, 0);
}
*/
static bool do_cmd_close_aux(POSITION y, POSITION x)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
FEAT_IDX old_feat = g_ptr->feat;
bool more = FALSE;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
*/
static bool do_cmd_tunnel_test(POSITION y, POSITION x)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Must have knowledge */
if (!(g_ptr->info & CAVE_MARK))
/* Verify legality */
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
- /* Get grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
f_ptr = &f_info[g_ptr->feat];
power = f_ptr->power;
/* Remove the feature */
cave_alter_feat(y, x, FF_TUNNEL);
-
- /* Update some things */
p_ptr->update |= (PU_FLOW);
}
else
* @details
* <pre>
* Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a turn anyway.
+ * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*/
void do_cmd_tunnel(void)
{
- int y, x, dir;
-
- grid_type *g_ptr;
+ POSITION y, x;
+ DIRECTION dir;
+ grid_type *g_ptr;
FEAT_IDX feat;
- bool more = FALSE;
-
+ bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* A monster is in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
{
int i, j;
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
/* Must be a closed door */
{
int i, j;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Get the "disarm" factor */
i = p_ptr->skill_dis;
bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
feature_type *f_ptr = &f_info[g_ptr->feat];
int i = p_ptr->skill_dis;
int j;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
*/
static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
{
- /* Get grid */
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
feature_type *f_ptr = &f_info[g_ptr->feat];
concptr name = f_name + f_info[get_feat_mimic(g_ptr)].name;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
*
* Consider confusion
*
- * This command must always take a turn, to prevent free detection
+ * This command must always take a current_world_ptr->game_turn, to prevent free detection
* of invisible monsters.
* </pre>
*/
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
f_ptr = &f_info[feat];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if (g_ptr->m_idx)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Is a monster in the way? */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Go for it */
else
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Successful jamming */
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
/* Get a "repeated" direction */
if (get_rep_dir(&dir, FALSE))
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
{
change_wild_mode();
/* Give first move to monsters */
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
command_arg = 0;
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if (pickup) mpe_mode |= MPE_DO_PICKUP;
(void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
}
}
-
- /* Paranoia */
if (command_arg > 9999) command_arg = 9999;
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
- /* Take a turn (?) */
- take_turn(p_ptr, 100);;
+ /* Take a current_world_ptr->game_turn (?) */
+ take_turn(p_ptr, 100);
/* The sin of sloth */
if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
chg_virtue(V_DILIGENCE, -1);
/* Save the rest code */
- resting = command_arg;
+ p_ptr->resting = command_arg;
p_ptr->action = ACTION_REST;
p_ptr->update |= (PU_BONUS);
update_creature(p_ptr);
* @brief 射撃処理のメインルーチン
* @return なし
*/
-void do_cmd_fire(void)
+void do_cmd_fire(SPELL_IDX snipe_type)
{
OBJECT_IDX item;
object_type *j_ptr, *ammo_ptr;
}
/* Fire the item */
- exe_fire(item, j_ptr);
+ exe_fire(item, j_ptr, snipe_type);
if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
{
msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
-
return FALSE;
}
p_ptr->redraw |= (PR_EQUIPPY);
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
{
hit_wall = TRUE;
- if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
+ if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !current_floor_ptr->grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
}
/* The player can see the (on screen) missile */
cur_dis++;
/* Monster here, Try to hit it */
- if (grid_array[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
- grid_type *g_ptr = &grid_array[y][x];
- monster_type *m_ptr = &m_list[g_ptr->m_idx];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Check the visibility */
visible = m_ptr->ml;
if (hit_body) torch_lost_fuel(q_ptr);
/* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(q_ptr) : 0);
+ j = (hit_body ? breakage_chance(q_ptr, 0) : 0);
/* Figurines transform */
if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
- monster_type *m_ptr = &m_list[grid_array[y][x].m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
/* ToDo (Robert): fix the invulnerability */
- if (grid_array[y][x].m_idx &&
- is_friendly(&m_list[grid_array[y][x].m_idx]) &&
+ if (current_floor_ptr->grid_array[y][x].m_idx &&
+ is_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]) &&
!MON_INVULNER(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
- set_hostile(&m_list[grid_array[y][x].m_idx]);
+ set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
}
}
do_drop = FALSE;
/* Increment the equip counter by hand */
equip_cnt++;
- /* Recalculate torch */
p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
p_ptr->window |= (PW_EQUIP);
}
return TRUE;
}
-
-#ifdef TRAVEL
-/*
- * Hack: travel command
- */
-#define TRAVEL_UNABLE 9999
-
-static int flow_head = 0;
-static int flow_tail = 0;
-static POSITION temp2_x[MAX_SHORT];
-static POSITION temp2_y[MAX_SHORT];
-
/*!
- * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
+ * @brief 自殺するコマンドのメインルーチン
+ * Hack -- commit suicide
* @return なし
+ * @details
*/
-void forget_travel_flow(void)
-{
- POSITION x, y;
- /* Check the entire dungeon / Forget the old data */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
-
- travel.cost[y][x] = MAX_SHORT;
- }
- }
- travel.y = travel.x = 0;
-}
-
-/*!
- * @brief トラベル処理中に地形に応じた移動コスト基準を返す
- * @param y 該当地点のY座標
- * @param x 該当地点のX座標
- * @return コスト値
- */
-static int travel_flow_cost(POSITION y, POSITION x)
+void do_cmd_suicide(void)
{
- feature_type *f_ptr = &f_info[grid_array[y][x].feat];
- int cost = 1;
-
- /* Avoid obstacles (ex. trees) */
- if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
-
- /* Water */
- if (have_flag(f_ptr->flags, FF_WATER))
- {
- if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
- }
-
- /* Lava */
- if (have_flag(f_ptr->flags, FF_LAVA))
- {
- int lava = 2;
- if (!p_ptr->resist_fire) lava *= 2;
- if (!p_ptr->levitation) lava *= 2;
- if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
+ int i;
- cost += lava;
- }
+ /* Flush input */
+ flush();
- /* Detected traps and doors */
- if (grid_array[y][x].info & (CAVE_MARK))
+ /* Verify Retirement */
+ if (p_ptr->total_winner)
{
- if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
- if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
+ /* Verify */
+ if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
}
- return (cost);
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
- * @param y 目標地点のY座標
- * @param x 目標地点のX座標
- * @param n 現在のコスト
- * @param wall プレイヤーが壁の中にいるならばTRUE
- * @return なし
- */
-static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
-{
- grid_type *g_ptr = &grid_array[y][x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
- int old_head = flow_head;
- int add_cost = 1;
- int base_cost = (n % TRAVEL_UNABLE);
- int from_wall = (n / TRAVEL_UNABLE);
- int cost;
-
- /* Ignore out of bounds */
- if (!in_bounds(y, x)) return;
-
- /* Ignore unknown grid except in wilderness */
- if (dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
-
- /* Ignore "walls" and "rubble" (include "secret doors") */
- if (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && grid_array[y][x].mimic) ||
- (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
- {
- if (!wall || !from_wall) return;
- add_cost += TRAVEL_UNABLE;
- }
+ /* Verify Suicide */
else
{
- add_cost = travel_flow_cost(y, x);
+ /* Verify */
+ if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
}
- cost = base_cost + add_cost;
-
- /* Ignore lower cost entries */
- if (travel.cost[y][x] <= cost) return;
-
- /* Save the flow cost */
- travel.cost[y][x] = cost;
- /* Enqueue that entry */
- temp2_y[flow_head] = y;
- temp2_x[flow_head] = x;
-
- /* Advance the queue */
- if (++flow_head == MAX_SHORT) flow_head = 0;
-
- /* Hack -- notice overflow by forgetting new entry */
- if (flow_head == flow_tail) flow_head = old_head;
-
- return;
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
- * @param ty 目標地点のY座標
- * @param tx 目標地点のX座標
- * @return なし
- */
-static void travel_flow(POSITION ty, POSITION tx)
-{
- POSITION x, y, d;
- bool wall = FALSE;
- feature_type *f_ptr = &f_info[grid_array[p_ptr->y][p_ptr->x].feat];
+ if (!p_ptr->noscore)
+ {
+ /* Special Verification for suicide */
+ prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
- /* Reset the "queue" */
- flow_head = flow_tail = 0;
+ flush();
+ i = inkey();
+ prt("", 0, 0);
+ if (i != '@') return;
- /* is player in the wall? */
- if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
+ }
- /* Start at the target grid */
- travel_flow_aux(ty, tx, 0, wall);
+ /* Initialize "last message" buffer */
+ if (p_ptr->last_message) string_free(p_ptr->last_message);
+ p_ptr->last_message = NULL;
- /* Now process the queue */
- while (flow_head != flow_tail)
+ /* Hack -- Note *winning* message */
+ if (p_ptr->total_winner && last_words)
{
- /* Extract the next entry */
- y = temp2_y[flow_tail];
- x = temp2_x[flow_tail];
-
- /* Forget that entry */
- if (++flow_tail == MAX_SHORT) flow_tail = 0;
-
- /* Ignore too far entries */
- //if (distance(ty, tx, y, x) > 100) continue;
+ char buf[1024] = "";
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
+ do
+ {
+ while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf));
+ } while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
- /* Add the "children" */
- for (d = 0; d < 8; d++)
+ if (buf[0])
{
- /* Add that child if "legal" */
- travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
+ p_ptr->last_message = string_make(buf);
+ msg_print(p_ptr->last_message);
}
}
- /* Forget the flow info */
- flow_head = flow_tail = 0;
-}
-
-/*!
- * @brief トラベル処理のメインルーチン
- * @return なし
- */
-void do_cmd_travel(void)
-{
- POSITION x, y;
- int i;
- POSITION dx, dy, sx, sy;
- feature_type *f_ptr;
+ /* Stop playing */
+ p_ptr->playing = FALSE;
- if (travel.x != 0 && travel.y != 0 &&
- get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
- {
- y = travel.y;
- x = travel.x;
- }
- else if (!tgt_pt(&x, &y)) return;
-
- if ((x == p_ptr->x) && (y == p_ptr->y))
- {
- msg_print(_("すでにそこにいます!", "You are already there!!"));
- return;
- }
-
- f_ptr = &f_info[grid_array[y][x].feat];
+ /* Kill the player */
+ p_ptr->is_dead = TRUE;
+ p_ptr->leaving = TRUE;
- if ((grid_array[y][x].info & CAVE_MARK) &&
- (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && grid_array[y][x].mimic)))
+ if (!p_ptr->total_winner)
{
- msg_print(_("そこには行くことができません!", "You cannot travel there!"));
- return;
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
}
- forget_travel_flow();
- travel_flow(y, x);
-
- travel.x = x;
- travel.y = y;
-
- /* Travel till 255 steps */
- travel.run = 255;
-
- /* Paranoia */
- travel.dir = 0;
-
- /* Decides first direction */
- dx = abs(p_ptr->x - x);
- dy = abs(p_ptr->y - y);
- sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
- sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
-
- for (i = 1; i <= 9; i++)
- {
- if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
- }
+ /* Cause of death */
+ (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
}
-#endif