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[Refactor] #37353 cmd-hissatsu.h を作成して変数宣言移動。
[hengband/hengband.git] / src / dungeon.c
index 96f27ce..430e853 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-quaff.h"
 #include "cmd-read.h"
+#include "cmd-smith.h"
 #include "cmd-usestaff.h"
 #include "cmd-zaprod.h"
 #include "cmd-zapwand.h"
 #include "quest.h"
 #include "artifact.h"
 #include "avatar.h"
+#include "player-move.h"
 #include "player-status.h"
 #include "cmd-spell.h"
 #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*/
@@ -577,11 +582,7 @@ 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 */
@@ -604,48 +605,10 @@ static void pattern_teleport(void)
         * and create a first saved floor
         */
        prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-       /* Leaving */
        p_ptr->leaving = TRUE;
 }
 
 /*!
- * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
- * @return なし
- */
-static void wreck_the_pattern(void)
-{
-       int to_ruin = 0;
-       POSITION r_y, r_x;
-       int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
-
-       if (pattern_type == PATTERN_TILE_WRECKED)
-       {
-               /* Ruined already */
-               return;
-       }
-
-       msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
-       msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
-
-       if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
-       to_ruin = randint1(45) + 35;
-
-       while (to_ruin--)
-       {
-               scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
-
-               if (pattern_tile(r_y, r_x) &&
-                   (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
-               {
-                       cave_set_feat(r_y, r_x, feat_pattern_corrupted);
-               }
-       }
-
-       cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
-}
-
-/*!
  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
  * @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。
  */
@@ -905,9 +868,7 @@ 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)
@@ -1041,81 +1002,6 @@ static void notice_lite_change(object_type *o_ptr)
        }
 }
 
-/*!
- * @brief クエスト階層から離脱する際の処理
- * @return なし
- */
-void leave_quest_check(void)
-{
-       /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
-       leaving_quest = p_ptr->inside_quest;
-
-       /* Leaving an 'only once' quest marks it as failed */
-       if (leaving_quest)
-       {       
-               quest_type* const q_ptr = &quest[leaving_quest];
-               
-           if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
-              (q_ptr->status == QUEST_STATUS_TAKEN))
-               {
-                       q_ptr->status = QUEST_STATUS_FAILED;
-                       q_ptr->complev = p_ptr->lev;
-                       update_playtime();
-                       q_ptr->comptime = playtime;
-
-                       /* Additional settings */
-                       switch (q_ptr->type)
-                       {
-                         case QUEST_TYPE_TOWER:
-                               quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
-                               quest[QUEST_TOWER1].complev = p_ptr->lev;
-                               break;
-                         case QUEST_TYPE_FIND_ARTIFACT:
-                               a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
-                               break;
-                         case QUEST_TYPE_RANDOM:
-                               r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
-
-                               /* Floor of random quest will be blocked */
-                               prepare_change_floor_mode(CFM_NO_RETURN);
-                               break;
-                       }
-
-                       /* Record finishing a quest */
-                       if (q_ptr->type == QUEST_TYPE_RANDOM)
-                       {
-                               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
-                       }
-                       else
-                       {
-                               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
-                       }
-               }
-       }
-}
-
-/*!
- * @brief 「塔」クエストの各階層から離脱する際の処理
- * @return なし
- */
-void leave_tower_check(void)
-{
-       leaving_quest = p_ptr->inside_quest;
-       /* Check for Tower Quest */
-       if (leaving_quest &&
-               (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
-               (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
-       {
-               if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
-               {
-                       quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
-                       quest[QUEST_TOWER1].complev = p_ptr->lev;
-                       update_playtime();
-                       quest[QUEST_TOWER1].comptime = playtime;
-               }
-       }
-}
-
 
 /*!
  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
@@ -2529,9 +2415,7 @@ 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)
                        {
@@ -3067,8 +2951,6 @@ 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)
@@ -3087,7 +2969,7 @@ static void process_world_aux_movement(void)
                                                        q_ptr->status = QUEST_STATUS_FAILED;
                                                        q_ptr->complev = (byte)p_ptr->lev;
                                                        update_playtime();
-                                                       q_ptr->comptime = playtime;
+                                                       q_ptr->comptime = current_world_ptr->play_time;
                                                        r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
                                                }
                                        }
@@ -3126,8 +3008,6 @@ 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
@@ -3196,9 +3076,7 @@ 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;
@@ -3450,7 +3328,7 @@ static void process_world(void)
                        p_ptr->energy_need = 0;
                        battle_monsters();
                }
-               else if (current_world_ptr->game_turn - old_turn == 150 * TURNS_PER_TICK)
+               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."));
                        p_ptr->au += kakekin;
@@ -3490,8 +3368,6 @@ static void process_world(void)
 
                                /* Stop playing */
                                p_ptr->playing = FALSE;
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
                        }
                }
@@ -3552,7 +3428,6 @@ 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 */
@@ -3624,7 +3499,6 @@ static void process_world(void)
                /* Every 15 minutes after 11:00 pm */
                if ((hour == 23) && !(min % 15))
                {
-                       /* Disturbing */
                        disturb(FALSE, TRUE);
 
                        switch (min / 15)
@@ -4093,7 +3967,7 @@ 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;
@@ -4305,7 +4179,7 @@ static void process_command(void)
                /* Fire an item */
                case 'f':
                {
-                       do_cmd_fire();
+                       do_cmd_fire(SP_NONE);
                        break;
                }
 
@@ -4663,7 +4537,6 @@ static void pack_overflow(void)
                /* Access the slot to be dropped */
                o_ptr = &inventory[INVEN_PACK];
 
-               /* Disturbing */
                disturb(FALSE, TRUE);
 
                /* Warning */
@@ -4723,7 +4596,7 @@ static void process_upkeep_with_speed(void)
  */
 static void process_player(void)
 {
-       IDX i;
+       MONSTER_IDX m_idx;
 
        /*** Apply energy ***/
 
@@ -4744,14 +4617,14 @@ 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();
        }
@@ -4769,10 +4642,10 @@ static void process_player(void)
        /*** Check for interupts ***/
 
        /* Complete resting */
-       if (resting < 0)
+       if (p_ptr->resting < 0)
        {
                /* Basic resting */
-               if (resting == COMMAND_ARG_REST_FULL_HEALING)
+               if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
                {
                        /* Stop resting */
                        if ((p_ptr->chp == p_ptr->mhp) &&
@@ -4783,7 +4656,7 @@ static void process_player(void)
                }
 
                /* Complete resting */
-               else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
+               else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
                {
                        /* Stop resting */
                        if ((p_ptr->chp == p_ptr->mhp) &&
@@ -4904,7 +4777,6 @@ static void process_player(void)
                        }
                }
 
-               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
        }
        
@@ -4968,7 +4840,7 @@ static void process_player(void)
                p_ptr->window |= PW_PLAYER;
                p_ptr->sutemi = FALSE;
                p_ptr->counter = FALSE;
-               now_damaged = FALSE;
+               p_ptr->now_damaged = FALSE;
 
                handle_stuff();
 
@@ -5008,12 +4880,12 @@ static void process_player(void)
                else if (p_ptr->action == ACTION_REST)
                {
                        /* Timed rest */
-                       if (resting > 0)
+                       if (p_ptr->resting > 0)
                        {
                                /* Reduce rest count */
-                               resting--;
+                               p_ptr->resting--;
 
-                               if (!resting) set_action(ACTION_NONE);
+                               if (!p_ptr->resting) set_action(ACTION_NONE);
                                p_ptr->redraw |= (PR_STATE);
                        }
 
@@ -5076,11 +4948,9 @@ static void process_player(void)
                        process_command();
                }
 
-
                /* Hack -- Pack Overflow */
                pack_overflow();
 
-
                /*** Clean up ***/
 
                /* Significant */
@@ -5109,16 +4979,13 @@ 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;
@@ -5146,15 +5013,11 @@ 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)
@@ -5184,10 +5047,10 @@ 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);
@@ -5197,13 +5060,14 @@ 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;
@@ -5220,7 +5084,6 @@ 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."));
@@ -5228,7 +5091,6 @@ 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();
                        }
                }
@@ -5293,7 +5155,7 @@ 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);
@@ -5346,19 +5208,9 @@ 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 */
@@ -5455,7 +5307,6 @@ 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 */
@@ -5651,8 +5502,8 @@ void determine_bounty_uniques(void)
        {
                while (1)
                {
-                       kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
-                       r_ptr = &r_info[kubi_r_idx[i]];
+                       current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+                       r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
 
                        if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
 
@@ -5660,10 +5511,10 @@ void determine_bounty_uniques(void)
 
                        if (r_ptr->rarity > 100) continue;
 
-                       if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
+                       if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
 
                        for (j = 0; j < i; j++)
-                               if (kubi_r_idx[i] == kubi_r_idx[j]) break;
+                               if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
 
                        if (j == i) break;
                }
@@ -5674,11 +5525,11 @@ void determine_bounty_uniques(void)
        {
                for (j = i; j < MAX_KUBI; j++)
                {
-                       if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
+                       if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
                        {
-                               tmp = kubi_r_idx[i];
-                               kubi_r_idx[i] = kubi_r_idx[j];
-                               kubi_r_idx[j] = tmp;
+                               tmp = current_world_ptr->bounty_r_idx[i];
+                               current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
+                               current_world_ptr->bounty_r_idx[j] = tmp;
                        }
                }
        }
@@ -5955,8 +5806,8 @@ void play_game(bool new_game)
 
        p_ptr->teleport_town = FALSE;
        p_ptr->sutemi = FALSE;
-       world_monster = FALSE;
-       now_damaged = FALSE;
+       current_world_ptr->timewalk_m_idx = 0;
+       p_ptr->now_damaged = FALSE;
        now_message = 0;
        start_time = time(NULL) - 1;
        record_o_name[0] = '\0';
@@ -6234,9 +6085,9 @@ 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 */
-       if (old_turn > rollback_turns) old_turn -= rollback_turns;
-       else old_turn = 1;
+       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;
        else old_battle = 1;
        if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
@@ -6262,3 +6113,122 @@ 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 temporal files */
+       clear_saved_floor_files();
+
+       /* Allow suspending now */
+       signals_handle_tstp();
+}