3 * @brief 保存された階の管理 / management of the saved floor
6 * Copyright (c) 2002 Mogami \n
7 * This software may be copied and distributed for educational, research, and \n
8 * not for profit purposes provided that this copyright and statement are \n
9 * included in all such copies. \n
10 * 2014 Deskull rearranged comment for Doxygen. \n
23 #include "floor-save.h"
24 #include "floor-events.h"
25 #include "floor-generate.h"
32 #include "spells-floor.h"
33 #include "monster-status.h"
34 #include "object-hook.h"
36 #include "cmd-basic.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
46 #include "view-mainwindow.h"
49 static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
50 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
53 * Number of floor_id used from birth
55 FLOOR_IDX max_floor_id;
58 * Sign for current process used in temporal files.
59 * Actually it is the start time of current process.
61 u32b saved_floor_file_sign;
64 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
65 * @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除する。
66 * @details Make sure that old temporal files are not remaining as gurbages.
69 void init_saved_floors(bool force)
71 char floor_savefile[1024];
74 BIT_FLAGS mode = 0644;
78 /* Get "games" permissions */
83 for (i = 0; i < MAX_SAVED_FLOORS; i++)
85 saved_floor_type *sf_ptr = &saved_floors[i];
88 sprintf(floor_savefile, "%s.F%02d", savefile, i);
90 /* Grab permissions */
93 /* Try to create the file */
94 fd = fd_make(floor_savefile, mode);
96 /* Drop permissions */
104 msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporal files."));
105 msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
106 msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporal files are garbages of old crashed process, "));
107 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
108 if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporal files? ")))
109 quit(_("実行中止", "Aborted."));
119 /* Grab permissions */
122 /* Simply kill the temporal file */
123 (void)fd_kill(floor_savefile);
125 /* Drop permissions */
128 sf_ptr->floor_id = 0;
131 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
134 /* vist_mark is from 1 */
135 latest_visit_mark = 1;
137 /* A sign to mark temporal files */
138 saved_floor_file_sign = (u32b)time(NULL);
140 /* No next floor yet */
143 /* No change floor mode yet */
144 p_ptr->change_floor_mode = 0;
148 /* Drop "games" permissions */
155 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
156 * @details Should be called just before the game quit.
159 void clear_saved_floor_files(void)
161 char floor_savefile[1024];
166 /* Get "games" permissions */
171 for (i = 0; i < MAX_SAVED_FLOORS; i++)
173 saved_floor_type *sf_ptr = &saved_floors[i];
175 /* No temporal file */
176 if (!sf_ptr->floor_id) continue;
177 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
180 sprintf(floor_savefile, "%s.F%02d", savefile, i);
182 /* Grab permissions */
185 /* Simply kill the temporal file */
186 (void)fd_kill(floor_savefile);
188 /* Drop permissions */
194 /* Drop "games" permissions */
201 * @brief 保存フロアIDから参照ポインタを得る / Get a pointer for an item of the saved_floors array.
202 * @param floor_id 保存フロアID
203 * @return IDに対応する保存フロアのポインタ、ない場合はNULLを返す。
205 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
209 /* floor_id No.0 indicates no floor */
210 if (!floor_id) return NULL;
212 for (i = 0; i < MAX_SAVED_FLOORS; i++)
214 saved_floor_type *sf_ptr = &saved_floors[i];
216 if (sf_ptr->floor_id == floor_id) return sf_ptr;
225 * @brief 参照ポインタ先の保存フロアを抹消する / kill a saved floor and get an empty space
226 * @param sf_ptr 保存フロアの参照ポインタ
229 static void kill_saved_floor(saved_floor_type *sf_ptr)
231 char floor_savefile[1024];
235 if (!sf_ptr->floor_id) return;
237 if (sf_ptr->floor_id == p_ptr->floor_id)
239 /* Kill current floor */
242 /* Current floor doesn't have temporal file */
247 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
249 /* Grab permissions */
252 /* Simply kill the temporal file */
253 (void)fd_kill(floor_savefile);
255 /* Drop permissions */
259 /* No longer exists */
260 sf_ptr->floor_id = 0;
265 * @brief 新規に利用可能な保存フロアを返す / Initialize new saved floor and get its floor id.
266 * @return 利用可能な保存フロアID
268 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
270 FLOOR_IDX get_new_floor_id(void)
272 saved_floor_type *sf_ptr = NULL;
275 /* Look for empty space */
276 for (i = 0; i < MAX_SAVED_FLOORS; i++)
278 sf_ptr = &saved_floors[i];
280 if (!sf_ptr->floor_id) break;
284 if (i == MAX_SAVED_FLOORS)
287 u32b oldest_visit = 0xffffffffL;
289 /* Search for oldest */
290 for (i = 0; i < MAX_SAVED_FLOORS; i++)
292 sf_ptr = &saved_floors[i];
294 /* Don't kill current floor */
295 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
297 /* Don't kill newer */
298 if (sf_ptr->visit_mark > oldest_visit) continue;
301 oldest_visit = sf_ptr->visit_mark;
304 /* Kill oldest saved floor */
305 sf_ptr = &saved_floors[oldest];
306 kill_saved_floor(sf_ptr);
312 /* Prepare new floor data */
313 sf_ptr->savefile_id = i;
314 sf_ptr->floor_id = max_floor_id;
315 sf_ptr->last_visit = 0;
316 sf_ptr->upper_floor_id = 0;
317 sf_ptr->lower_floor_id = 0;
318 sf_ptr->visit_mark = latest_visit_mark++;
320 /* sf_ptr->dun_level may be changed later */
321 sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
324 /* Increment number of floor_id */
325 if (max_floor_id < MAX_SHORT) max_floor_id++;
327 /* 32767 floor_ids are all used up! Re-use ancient IDs */
328 else max_floor_id = 1;
330 return sf_ptr->floor_id;
335 * @brief フロア切り替え時の処理フラグを追加する / Prepare mode flags of changing floor
336 * @param mode 追加したい所持フラグ
339 void prepare_change_floor_mode(BIT_FLAGS mode)
341 p_ptr->change_floor_mode |= mode;
345 * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
348 static void build_dead_end(floor_type *floor_ptr)
352 clear_cave(floor_ptr);
354 /* Fill the arrays of floors and walls in the good proportions */
355 set_floor_and_wall(0);
358 floor_ptr->height = SCREEN_HGT;
359 floor_ptr->width = SCREEN_WID;
361 /* Filled with permanent walls */
362 for (y = 0; y < MAX_HGT; y++)
364 for (x = 0; x < MAX_WID; x++)
366 /* Create "solid" perma-wall */
367 place_solid_perm_bold(y, x);
371 /* Place at center of the floor */
372 p_ptr->y = floor_ptr->height / 2;
373 p_ptr->x = floor_ptr->width / 2;
375 /* Give one square */
376 place_floor_bold(floor_ptr, p_ptr->y, p_ptr->x);
378 wipe_generate_random_floor_flags(floor_ptr);
383 #define MAX_PARTY_MON 21 /*!< フロア移動時に先のフロアに連れて行けるペットの最大数 Maximum number of preservable pets */
384 static monster_type party_mon[MAX_PARTY_MON]; /*!< フロア移動に保存するペットモンスターの配列 */
387 * @brief フロア移動時のペット保存処理 / Preserve_pets
390 static void preserve_pet(void)
395 for (num = 0; num < MAX_PARTY_MON; num++)
397 party_mon[num].r_idx = 0;
402 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
404 /* Pet of other pet don't follow. */
405 if (m_ptr->parent_m_idx)
408 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
409 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
413 /* Preserve the mount */
414 (void)COPY(&party_mon[0], m_ptr, monster_type);
416 /* Delete from this floor */
417 delete_monster_idx(p_ptr->riding);
422 * If player is in wild mode, no pets are preserved
423 * except a monster whom player riding
425 if (!p_ptr->wild_mode && !p_ptr->current_floor_ptr->inside_arena && !p_ptr->phase_out)
427 for (i = p_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
429 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
431 if (!monster_is_valid(m_ptr)) continue;
432 if (!is_pet(m_ptr)) continue;
433 if (i == p_ptr->riding) continue;
435 if (reinit_wilderness)
437 /* Don't lose sight of pets when getting a Quest */
441 POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
443 /* Confused (etc.) monsters don't follow. */
444 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
446 /* Pet of other pet don't follow. */
447 if (m_ptr->parent_m_idx) continue;
450 * Pets with nickname will follow even from 3 blocks away
451 * when you or the pet can see the other.
453 if (m_ptr->nickname &&
454 ((player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx) && projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
455 (los(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
457 if (dis > 3) continue;
461 if (dis > 1) continue;
465 (void)COPY(&party_mon[num], &p_ptr->current_floor_ptr->m_list[i], monster_type);
469 /* Delete from this floor */
470 delete_monster_idx(i);
474 if (record_named_pet)
476 for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
478 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
479 GAME_TEXT m_name[MAX_NLEN];
481 if (!monster_is_valid(m_ptr)) continue;
482 if (!is_pet(m_ptr)) continue;
483 if (!m_ptr->nickname) continue;
484 if (p_ptr->riding == i) continue;
486 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
487 exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
492 /* Pet of other pet may disappear. */
493 for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
495 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
497 /* Are there its parent? */
498 if (m_ptr->parent_m_idx && !p_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
500 /* Its parent have gone, it also goes away. */
504 GAME_TEXT m_name[MAX_NLEN];
505 monster_desc(m_name, m_ptr, 0);
506 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
509 delete_monster_idx(i);
516 * @brief フロア移動時にペットを伴った場合の準備処理 / Pre-calculate the racial counters of preserved pets
519 * To prevent multiple generation of unique monster who is the minion of player
521 void precalc_cur_num_of_pet(void)
525 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
527 for (i = 0; i < max_num; i++)
529 m_ptr = &party_mon[i];
531 /* Skip empty monsters */
532 if (!monster_is_valid(m_ptr)) continue;
534 /* Hack -- Increase the racial counter */
535 real_r_ptr(m_ptr)->cur_num++;
540 * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
543 static void place_pet(player_type *master_ptr)
546 int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
548 for (i = 0; i < max_num; i++)
550 POSITION cy = 0, cx = 0;
553 if (!(party_mon[i].r_idx)) continue;
558 master_ptr->riding = m_idx;
570 for (d = 1; d < A_MAX; d++)
572 for (j = 1000; j > 0; j--)
574 scatter(&cy, &cx, master_ptr->y, master_ptr->x, d, 0);
575 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
579 m_idx = (d == 6) ? 0 : m_pop();
584 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
587 p_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
589 m_ptr->r_idx = party_mon[i].r_idx;
591 /* Copy all member of the structure */
592 *m_ptr = party_mon[i];
593 r_ptr = real_r_ptr(m_ptr);
597 m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
599 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
600 m_ptr->hold_o_idx = 0;
603 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
605 /* Monster is still being nice */
606 m_ptr->mflag |= (MFLAG_NICE);
608 /* Must repair monsters */
609 repair_monsters = TRUE;
611 update_monster(master_ptr, m_idx, TRUE);
614 /* Pre-calculated in precalc_cur_num_of_pet() */
615 /* r_ptr->cur_num++; */
617 /* Hack -- Count the number of "reproducers" */
618 if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
623 monster_type *m_ptr = &party_mon[i];
624 monster_race *r_ptr = real_r_ptr(m_ptr);
625 GAME_TEXT m_name[MAX_NLEN];
627 monster_desc(m_name, m_ptr, 0);
628 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
629 if (record_named_pet && m_ptr->nickname)
631 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
632 exe_write_diary(master_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
635 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
636 if (r_ptr->cur_num) r_ptr->cur_num--;
640 /* For accuracy of precalc_cur_num_of_pet() */
641 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
646 * @brief ユニークモンスターやアーティファクトの所在フロアを更新する / Hack -- Update location of unique monsters and artifacts
647 * @param cur_floor_id 現在のフロアID
650 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
651 * while new floor creation since dungeons may be re-created by\n
652 * auto-scum option.\n
654 static void update_unique_artifact(s16b cur_floor_id)
658 /* Maintain unique monsters */
659 for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
662 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
664 if (!monster_is_valid(m_ptr)) continue;
666 /* Extract real monster race */
667 r_ptr = real_r_ptr(m_ptr);
669 /* Memorize location of the unique monster */
670 if ((r_ptr->flags1 & RF1_UNIQUE) ||
671 (r_ptr->flags7 & RF7_NAZGUL))
673 r_ptr->floor_id = cur_floor_id;
677 /* Maintain artifatcs */
678 for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
680 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
682 if (!OBJECT_IS_VALID(o_ptr)) continue;
684 /* Memorize location of the artifact */
685 if (object_is_fixed_artifact(o_ptr))
687 a_info[o_ptr->name1].floor_id = cur_floor_id;
694 * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
697 static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
701 POSITION oy = protected_ptr->y;
702 POSITION ox = protected_ptr->x;
703 MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
705 /* Nothing to do if no monster */
708 /* Look until done */
713 /* Pick a (possibly illegal) location */
714 POSITION ny = rand_spread(oy, dis);
715 POSITION nx = rand_spread(ox, dis);
719 /* Stop after 1000 tries */
720 if (tries > 10000) return;
723 * Increase distance after doing enough tries
724 * compared to area of possible space
726 if (tries > 20 * dis * dis) dis++;
728 /* Ignore illegal locations */
729 if (!in_bounds(floor_ptr, ny, nx)) continue;
731 /* Require "empty" floor space */
732 if (!cave_empty_bold(p_ptr->current_floor_ptr, ny, nx)) continue;
734 /* Hack -- no teleport onto glyph of warding */
735 if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
736 if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
738 /* ...nor onto the Pattern */
739 if (pattern_tile(ny, nx)) continue;
741 /*** It's a good place ***/
743 m_ptr = &floor_ptr->m_list[m_idx];
745 /* Update the old location */
746 floor_ptr->grid_array[oy][ox].m_idx = 0;
748 /* Update the new location */
749 floor_ptr->grid_array[ny][nx].m_idx = m_idx;
751 /* Move the monster */
755 /* No need to do update_monster() */
763 * @brief 新フロアに移動元フロアに繋がる階段を配置する / Virtually teleport onto the stairs that is connecting between two floors.
764 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
767 static void locate_connected_stairs(player_type *creature_ptr, floor_type *floor_ptr, saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
769 POSITION x, y, sx = 0, sy = 0;
770 POSITION x_table[20];
771 POSITION y_table[20];
775 /* Search usable stairs */
776 for (y = 0; y < floor_ptr->height; y++)
778 for (x = 0; x < floor_ptr->width; x++)
780 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
781 feature_type *f_ptr = &f_info[g_ptr->feat];
784 if (floor_mode & CFM_UP)
786 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
787 !have_flag(f_ptr->flags, FF_SPECIAL))
791 /* Found fixed stairs? */
792 if (g_ptr->special &&
793 g_ptr->special == sf_ptr->upper_floor_id)
801 else if (floor_mode & CFM_DOWN)
803 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
804 !have_flag(f_ptr->flags, FF_SPECIAL))
808 /* Found fixed stairs */
809 if (g_ptr->special &&
810 g_ptr->special == sf_ptr->lower_floor_id)
820 if (have_flag(f_ptr->flags, FF_BLDG))
826 if (ok && (num < 20))
838 creature_ptr->y = sy;
839 creature_ptr->x = sx;
843 /* No stairs found! -- No return */
844 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
846 /* Mega Hack -- It's not the stairs you enter. Disable it. */
847 if (!feat_uses_special(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat)) floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].special = 0;
851 /* Choose random one */
854 /* Point stair location */
855 creature_ptr->y = y_table[i];
856 creature_ptr->x = x_table[i];
861 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
862 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
865 void leave_floor(player_type *creature_ptr)
867 grid_type *g_ptr = NULL;
869 saved_floor_type *sf_ptr;
870 MONRACE_IDX quest_r_idx = 0;
872 FLOOR_IDX tmp_floor_idx = 0;
874 /* Preserve pets and prepare to take these to next floor */
877 /* Remove all mirrors without explosion */
878 remove_all_mirrors(FALSE);
880 if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
882 /* New floor is not yet prepared */
885 /* Temporary get a floor_id (for Arena) */
886 if (!creature_ptr->floor_id &&
887 (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
888 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
890 /* Get temporal floor_id */
891 tmp_floor_idx = get_new_floor_id();
894 /* Search the quest monster index */
895 for (i = 0; i < max_q_idx; i++)
897 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
898 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
899 (quest[i].type == QUEST_TYPE_RANDOM)) &&
900 (quest[i].level == p_ptr->current_floor_ptr->dun_level) &&
901 (creature_ptr->dungeon_idx == quest[i].dungeon) &&
902 !(quest[i].flags & QUEST_FLAG_PRESET))
904 quest_r_idx = quest[i].r_idx;
908 /* Maintain quest monsters */
909 for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
912 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
914 if (!monster_is_valid(m_ptr)) continue;
916 /* Only maintain quest monsters */
917 if (quest_r_idx != m_ptr->r_idx) continue;
919 /* Extract real monster race */
920 r_ptr = real_r_ptr(m_ptr);
922 /* Ignore unique monsters */
923 if ((r_ptr->flags1 & RF1_UNIQUE) ||
924 (r_ptr->flags7 & RF7_NAZGUL)) continue;
926 /* Delete non-unique quest monsters */
927 delete_monster_idx(i);
930 /* Check if there is a same item */
931 for (i = 0; i < INVEN_PACK; i++)
933 object_type *o_ptr = &creature_ptr->inventory_list[i];
935 if (!OBJECT_IS_VALID(o_ptr)) continue;
937 /* Delete old memorized location of the artifact */
938 if (object_is_fixed_artifact(o_ptr))
940 a_info[o_ptr->name1].floor_id = 0;
944 /* Extract current floor info or NULL */
945 sf_ptr = get_sf_ptr(tmp_floor_idx);
947 /* Choose random stairs */
948 if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
950 locate_connected_stairs(creature_ptr, creature_ptr->current_floor_ptr, sf_ptr, creature_ptr->change_floor_mode);
953 /* Extract new dungeon level */
954 if (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS)
956 /* Extract stair position */
957 g_ptr = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
958 f_ptr = &f_info[g_ptr->feat];
960 /* Get back to old saved floor? */
961 if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
963 /* Saved floor is exist. Use it. */
964 new_floor_id = g_ptr->special;
967 /* Mark shaft up/down */
968 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
970 prepare_change_floor_mode(CFM_SHAFT);
974 /* Climb up/down some sort of stairs */
975 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
979 /* Extract level movement number */
980 if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
981 else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
983 /* Shafts are deeper than normal stairs */
984 if (creature_ptr->change_floor_mode & CFM_SHAFT)
985 move_num += SGN(move_num);
987 /* Get out from or Enter the dungeon */
988 if (creature_ptr->change_floor_mode & CFM_DOWN)
990 if (!p_ptr->current_floor_ptr->dun_level)
991 move_num = d_info[creature_ptr->dungeon_idx].mindepth;
993 else if (creature_ptr->change_floor_mode & CFM_UP)
995 if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
996 move_num = -p_ptr->current_floor_ptr->dun_level;
999 p_ptr->current_floor_ptr->dun_level += move_num;
1002 /* Leaving the dungeon to town */
1003 if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
1005 creature_ptr->leaving_dungeon = TRUE;
1006 if (!vanilla_town && !lite_town)
1008 creature_ptr->wilderness_y = d_info[creature_ptr->dungeon_idx].dy;
1009 creature_ptr->wilderness_x = d_info[creature_ptr->dungeon_idx].dx;
1011 creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
1012 creature_ptr->dungeon_idx = 0;
1014 /* Reach to the surface -- Clear all saved floors */
1015 creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
1018 /* Kill some old saved floors */
1019 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
1021 /* Kill all saved floors */
1022 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1023 kill_saved_floor(&saved_floors[i]);
1025 /* Reset visit_mark count */
1026 latest_visit_mark = 1;
1028 else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1030 /* Kill current floor */
1031 kill_saved_floor(sf_ptr);
1034 /* No current floor -- Left/Enter dungeon etc... */
1037 /* No longer need to save current floor */
1041 /* Mark next floor_id on the previous floor */
1045 new_floor_id = get_new_floor_id();
1047 /* Connect from here */
1048 if (g_ptr && !feat_uses_special(g_ptr->feat))
1050 g_ptr->special = tmp_floor_idx;
1054 /* Fix connection -- level teleportation or trap door */
1055 if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
1057 if (creature_ptr->change_floor_mode & CFM_UP)
1058 sf_ptr->upper_floor_id = new_floor_id;
1059 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1060 sf_ptr->lower_floor_id = new_floor_id;
1063 /* If you can return, you need to save previous floor */
1064 if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1065 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1067 /* Get out of the my way! */
1068 get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
1070 /* Record the last visit turn of current floor */
1071 sf_ptr->last_visit = current_world_ptr->game_turn;
1073 forget_lite(p_ptr->current_floor_ptr);
1074 forget_view(p_ptr->current_floor_ptr);
1075 clear_mon_lite(p_ptr->current_floor_ptr);
1077 /* Save current floor */
1078 if (!save_floor(sf_ptr, 0))
1080 /* Save failed -- No return */
1081 prepare_change_floor_mode(CFM_NO_RETURN);
1083 /* Kill current floor */
1084 kill_saved_floor(get_sf_ptr(creature_ptr->floor_id));
1091 * @brief フロアの切り替え処理 / Enter new floor.
1094 * If the floor is an old saved floor, it will be\n
1095 * restored from the temporal file. If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
1096 * will be generated.\n
1098 void change_floor(player_type *creature_ptr)
1100 saved_floor_type *sf_ptr;
1101 bool loaded = FALSE;
1103 /* The dungeon is not ready */
1104 current_world_ptr->character_dungeon = FALSE;
1106 /* No longer in the trap detecteded region */
1107 creature_ptr->dtrap = FALSE;
1109 /* Mega-Hack -- no panel yet */
1115 /* Mega-Hack -- not ambushed on the wildness? */
1116 creature_ptr->ambush_flag = FALSE;
1118 /* No saved floors (On the surface etc.) */
1119 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1120 !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
1122 generate_floor(creature_ptr->current_floor_ptr);
1124 /* Paranoia -- No new saved floor */
1128 /* In the dungeon */
1131 /* No floor_id yet */
1135 new_floor_id = get_new_floor_id();
1138 /* Pointer for infomations of new floor */
1139 sf_ptr = get_sf_ptr(new_floor_id);
1141 /* Try to restore old floor */
1142 if (sf_ptr->last_visit)
1144 /* Old saved floor is exist */
1145 if (load_floor(sf_ptr, 0))
1149 /* Forbid return stairs */
1150 if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1152 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1154 if (!feat_uses_special(g_ptr->feat))
1156 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
1158 /* Reset to floor */
1159 g_ptr->feat = feat_ground_type[randint0(100)];
1169 * Set lower/upper_floor_id of new floor when the new
1170 * floor is right-above/right-under the current floor.
1172 * Stair creation/Teleport level/Trap door will take
1173 * you the same floor when you used it later again.
1175 if (creature_ptr->floor_id)
1177 saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
1179 if (creature_ptr->change_floor_mode & CFM_UP)
1181 /* New floor is right-above */
1182 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1183 sf_ptr->lower_floor_id = creature_ptr->floor_id;
1185 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1187 /* New floor is right-under */
1188 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1189 sf_ptr->upper_floor_id = creature_ptr->floor_id;
1193 /* Break connection to killed floor */
1196 if (creature_ptr->change_floor_mode & CFM_UP)
1197 sf_ptr->lower_floor_id = 0;
1198 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1199 sf_ptr->upper_floor_id = 0;
1202 /* Maintain monsters and artifacts */
1206 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
1207 GAME_TURN absence_ticks;
1208 int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
1209 GAME_TURN alloc_times;
1211 while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1212 absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
1214 /* Maintain monsters */
1215 for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
1217 monster_race *r_ptr;
1218 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
1220 if (!monster_is_valid(m_ptr)) continue;
1225 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1227 /* Remove timed status (except MTIMED_CSLEEP) */
1228 (void)set_monster_fast(i, 0);
1229 (void)set_monster_slow(i, 0);
1230 (void)set_monster_stunned(i, 0);
1231 (void)set_monster_confused(i, 0);
1232 (void)set_monster_monfear(i, 0);
1233 (void)set_monster_invulner(i, 0, FALSE);
1236 /* Extract real monster race */
1237 r_ptr = real_r_ptr(m_ptr);
1239 /* Ignore non-unique */
1240 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1241 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1243 /* Appear at a different floor? */
1244 if (r_ptr->floor_id != new_floor_id)
1246 /* Disapper from here */
1247 delete_monster_idx(i);
1251 /* Maintain artifatcs */
1252 for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
1254 object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
1256 if (!OBJECT_IS_VALID(o_ptr)) continue;
1258 /* Ignore non-artifact */
1259 if (!object_is_fixed_artifact(o_ptr)) continue;
1261 /* Appear at a different floor? */
1262 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1264 /* Disappear from here */
1265 delete_object_idx(i);
1269 /* Cancel preserve */
1270 a_info[o_ptr->name1].cur_num = 1;
1274 (void)place_quest_monsters(creature_ptr->current_floor_ptr, creature_ptr);
1276 /* Place some random monsters */
1277 alloc_times = absence_ticks / alloc_chance;
1279 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1282 for (i = 0; i < alloc_times; i++)
1284 /* Make a (group of) new monster */
1285 (void)alloc_monster(0, 0);
1290 /* New floor_id or failed to restore */
1291 else /* if (!loaded) */
1293 if (sf_ptr->last_visit)
1295 /* Temporal file is broken? */
1296 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1298 /* Create simple dead end */
1299 build_dead_end(creature_ptr->current_floor_ptr);
1301 /* Break connection */
1302 if (creature_ptr->change_floor_mode & CFM_UP)
1304 sf_ptr->upper_floor_id = 0;
1306 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1308 sf_ptr->lower_floor_id = 0;
1313 generate_floor(creature_ptr->current_floor_ptr);
1316 /* Record last visit turn */
1317 sf_ptr->last_visit = current_world_ptr->game_turn;
1319 /* Set correct dun_level value */
1320 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
1322 /* Create connected stairs */
1323 if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1325 /* Extract stair position */
1326 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1328 /*** Create connected stairs ***/
1330 /* No stairs down from Quest */
1331 if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->current_floor_ptr->dun_level))
1333 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1336 /* No stairs up when ironman_downward */
1337 else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
1339 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1342 /* Paranoia -- Clear mimic */
1345 /* Connect to previous floor */
1346 g_ptr->special = creature_ptr->floor_id;
1350 /* Arrive at random grid */
1351 if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
1353 (void)new_player_spot(creature_ptr);
1356 /* You see stairs blocked */
1357 else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
1359 if (!creature_ptr->blind)
1361 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1365 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1372 * The "turn" is not always different number because
1373 * the level teleport doesn't take any turn. Use
1374 * visit mark instead of last visit turn to find the
1375 * oldest saved floor.
1377 sf_ptr->visit_mark = latest_visit_mark++;
1380 /* Place preserved pet monsters */
1381 place_pet(creature_ptr);
1383 /* Reset travel target place */
1384 forget_travel_flow();
1386 /* Hack -- maintain unique and artifacts */
1387 update_unique_artifact(new_floor_id);
1389 /* Now the player is in new floor */
1390 creature_ptr->floor_id = new_floor_id;
1392 /* The dungeon is ready */
1393 current_world_ptr->character_dungeon = TRUE;
1395 /* Hack -- Munchkin characters always get whole map */
1396 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1397 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
1399 /* Remember when this level was "created" */
1400 creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
1402 /* No dungeon feeling yet */
1403 creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
1404 creature_ptr->feeling = 0;
1406 /* Clear all flags */
1407 creature_ptr->change_floor_mode = 0L;
1409 select_floor_music(creature_ptr);
1410 creature_ptr->change_floor_mode = 0;