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
20 #include "floor-events.h"
21 #include "floor-generate.h"
27 #include "spells-floor.h"
28 #include "monster-status.h"
29 #include "object-hook.h"
31 #include "cmd-basic.h"
33 #include "player-effects.h"
38 static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
39 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
40 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
44 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
45 * @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。
46 * @details Make sure that old temporal files are not remaining as gurbages.
49 void init_saved_floors(bool force)
51 char floor_savefile[1024];
54 BIT_FLAGS mode = 0644;
58 /* Get "games" permissions */
63 for (i = 0; i < MAX_SAVED_FLOORS; i++)
65 saved_floor_type *sf_ptr = &saved_floors[i];
68 sprintf(floor_savefile, "%s.F%02d", savefile, i);
70 /* Grab permissions */
73 /* Try to create the file */
74 fd = fd_make(floor_savefile, mode);
76 /* Drop permissions */
84 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."));
85 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."));
86 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, "));
87 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
88 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? ")))
89 quit(_("実行中止", "Aborted."));
99 /* Grab permissions */
102 /* Simply kill the temporal file */
103 (void)fd_kill(floor_savefile);
105 /* Drop permissions */
108 sf_ptr->floor_id = 0;
111 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
114 /* vist_mark is from 1 */
115 latest_visit_mark = 1;
117 /* A sign to mark temporal files */
118 saved_floor_file_sign = (u32b)time(NULL);
120 /* No next floor yet */
123 /* No change floor mode yet */
124 change_floor_mode = 0;
128 /* Drop "games" permissions */
135 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
136 * @details Should be called just before the game quit.
139 void clear_saved_floor_files(void)
141 char floor_savefile[1024];
146 /* Get "games" permissions */
151 for (i = 0; i < MAX_SAVED_FLOORS; i++)
153 saved_floor_type *sf_ptr = &saved_floors[i];
155 /* No temporal file */
156 if (!sf_ptr->floor_id) continue;
157 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
160 sprintf(floor_savefile, "%s.F%02d", savefile, i);
162 /* Grab permissions */
165 /* Simply kill the temporal file */
166 (void)fd_kill(floor_savefile);
168 /* Drop permissions */
174 /* Drop "games" permissions */
181 * @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.
182 * @param floor_id 保存フロアID
183 * @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。
185 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
189 /* floor_id No.0 indicates no floor */
190 if (!floor_id) return NULL;
192 for (i = 0; i < MAX_SAVED_FLOORS; i++)
194 saved_floor_type *sf_ptr = &saved_floors[i];
196 if (sf_ptr->floor_id == floor_id) return sf_ptr;
205 * @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
206 * @param sf_ptr 保存フロアの参照ポインタ
209 static void kill_saved_floor(saved_floor_type *sf_ptr)
211 char floor_savefile[1024];
215 if (!sf_ptr->floor_id) return;
217 if (sf_ptr->floor_id == p_ptr->floor_id)
219 /* Kill current floor */
222 /* Current floor doesn't have temporal file */
227 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
229 /* Grab permissions */
232 /* Simply kill the temporal file */
233 (void)fd_kill(floor_savefile);
235 /* Drop permissions */
239 /* No longer exists */
240 sf_ptr->floor_id = 0;
245 * @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.
246 * @return 利用可能な保存フロアID
248 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
250 FLOOR_IDX get_new_floor_id(void)
252 saved_floor_type *sf_ptr = NULL;
255 /* Look for empty space */
256 for (i = 0; i < MAX_SAVED_FLOORS; i++)
258 sf_ptr = &saved_floors[i];
260 if (!sf_ptr->floor_id) break;
264 if (i == MAX_SAVED_FLOORS)
267 u32b oldest_visit = 0xffffffffL;
269 /* Search for oldest */
270 for (i = 0; i < MAX_SAVED_FLOORS; i++)
272 sf_ptr = &saved_floors[i];
274 /* Don't kill current floor */
275 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
277 /* Don't kill newer */
278 if (sf_ptr->visit_mark > oldest_visit) continue;
281 oldest_visit = sf_ptr->visit_mark;
284 /* Kill oldest saved floor */
285 sf_ptr = &saved_floors[oldest];
286 kill_saved_floor(sf_ptr);
292 /* Prepare new floor data */
293 sf_ptr->savefile_id = i;
294 sf_ptr->floor_id = max_floor_id;
295 sf_ptr->last_visit = 0;
296 sf_ptr->upper_floor_id = 0;
297 sf_ptr->lower_floor_id = 0;
298 sf_ptr->visit_mark = latest_visit_mark++;
300 /* sf_ptr->dun_level may be changed later */
301 sf_ptr->dun_level = current_floor_ptr->dun_level;
304 /* Increment number of floor_id */
305 if (max_floor_id < MAX_SHORT) max_floor_id++;
307 /* 32767 floor_ids are all used up! Re-use ancient IDs */
308 else max_floor_id = 1;
310 return sf_ptr->floor_id;
315 * @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
316 * @param mode 追加したい所持フラグ
319 void prepare_change_floor_mode(BIT_FLAGS mode)
321 change_floor_mode |= mode;
325 * @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
328 static void build_dead_end(void)
332 /* Clear and empty the current_floor_ptr->grid_array */
335 /* Fill the arrays of floors and walls in the good proportions */
336 set_floor_and_wall(0);
339 current_floor_ptr->height = SCREEN_HGT;
340 current_floor_ptr->width = SCREEN_WID;
342 /* Filled with permanent walls */
343 for (y = 0; y < MAX_HGT; y++)
345 for (x = 0; x < MAX_WID; x++)
347 /* Create "solid" perma-wall */
348 place_solid_perm_bold(y, x);
352 /* Place at center of the floor */
353 p_ptr->y = current_floor_ptr->height / 2;
354 p_ptr->x = current_floor_ptr->width / 2;
356 /* Give one square */
357 place_floor_bold(p_ptr->y, p_ptr->x);
359 wipe_generate_random_floor_flags();
364 #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 */
365 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 */
368 * @brief フロア移動時のペット保存処理 / Preserve_pets
371 static void preserve_pet(void)
376 for (num = 0; num < MAX_PARTY_MON; num++)
378 party_mon[num].r_idx = 0;
383 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
385 /* Pet of other pet don't follow. */
386 if (m_ptr->parent_m_idx)
389 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
390 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
394 /* Preserve the mount */
395 (void)COPY(&party_mon[0], m_ptr, monster_type);
397 /* Delete from this floor */
398 delete_monster_idx(p_ptr->riding);
403 * If player is in wild mode, no pets are preserved
404 * except a monster whom player riding
406 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
408 for (i = current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
410 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
412 if (!monster_is_valid(m_ptr)) continue;
413 if (!is_pet(m_ptr)) continue;
414 if (i == p_ptr->riding) continue;
416 if (reinit_wilderness)
418 /* Don't lose sight of pets when getting a Quest */
422 POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
424 /* Confused (etc.) monsters don't follow. */
425 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
427 /* Pet of other pet don't follow. */
428 if (m_ptr->parent_m_idx) continue;
431 * Pets with nickname will follow even from 3 blocks away
432 * when you or the pet can see the other.
434 if (m_ptr->nickname &&
435 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
436 (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
438 if (dis > 3) continue;
442 if (dis > 1) continue;
446 (void)COPY(&party_mon[num], ¤t_floor_ptr->m_list[i], monster_type);
450 /* Delete from this floor */
451 delete_monster_idx(i);
455 if (record_named_pet)
457 for (i = current_floor_ptr->m_max - 1; i >=1; i--)
459 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
460 GAME_TEXT m_name[MAX_NLEN];
462 if (!monster_is_valid(m_ptr)) continue;
463 if (!is_pet(m_ptr)) continue;
464 if (!m_ptr->nickname) continue;
465 if (p_ptr->riding == i) continue;
467 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
468 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
473 /* Pet of other pet may disappear. */
474 for (i = current_floor_ptr->m_max - 1; i >=1; i--)
476 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
478 /* Are there its parent? */
479 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
481 /* Its parent have gone, it also goes away. */
485 GAME_TEXT m_name[MAX_NLEN];
486 monster_desc(m_name, m_ptr, 0);
487 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
490 delete_monster_idx(i);
497 * @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
500 * To prevent multiple generation of unique monster who is the minion of player
502 void precalc_cur_num_of_pet(void)
506 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
508 for (i = 0; i < max_num; i++)
510 m_ptr = &party_mon[i];
512 /* Skip empty monsters */
513 if (!monster_is_valid(m_ptr)) continue;
515 /* Hack -- Increase the racial counter */
516 real_r_ptr(m_ptr)->cur_num++;
521 * @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
524 static void place_pet(void)
527 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
529 for (i = 0; i < max_num; i++)
531 POSITION cy = 0, cx = 0;
534 if (!(party_mon[i].r_idx)) continue;
539 p_ptr->riding = m_idx;
551 for (d = 1; d < A_MAX; d++)
553 for (j = 1000; j > 0; j--)
555 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
556 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
560 m_idx = (d == 6) ? 0 : m_pop();
565 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
568 current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
570 m_ptr->r_idx = party_mon[i].r_idx;
572 /* Copy all member of the structure */
573 *m_ptr = party_mon[i];
574 r_ptr = real_r_ptr(m_ptr);
579 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
580 m_ptr->hold_o_idx = 0;
583 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
585 /* Monster is still being nice */
586 m_ptr->mflag |= (MFLAG_NICE);
588 /* Must repair monsters */
589 repair_monsters = TRUE;
591 update_monster(m_idx, TRUE);
594 /* Pre-calculated in precalc_cur_num_of_pet() */
595 /* r_ptr->cur_num++; */
597 /* Hack -- Count the number of "reproducers" */
598 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
600 /* Hack -- Notice new multi-hued monsters */
602 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
603 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
604 shimmer_monsters = TRUE;
609 monster_type *m_ptr = &party_mon[i];
610 monster_race *r_ptr = real_r_ptr(m_ptr);
611 GAME_TEXT m_name[MAX_NLEN];
613 monster_desc(m_name, m_ptr, 0);
614 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
615 if (record_named_pet && m_ptr->nickname)
617 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
618 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
621 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
622 if (r_ptr->cur_num) r_ptr->cur_num--;
626 /* For accuracy of precalc_cur_num_of_pet() */
627 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
632 * @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
633 * @param cur_floor_id 現在のフロアID
636 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
637 * while new floor creation since dungeons may be re-created by\n
638 * auto-scum option.\n
640 static void update_unique_artifact(s16b cur_floor_id)
644 /* Maintain unique monsters */
645 for (i = 1; i < current_floor_ptr->m_max; i++)
648 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
650 if (!monster_is_valid(m_ptr)) continue;
652 /* Extract real monster race */
653 r_ptr = real_r_ptr(m_ptr);
655 /* Memorize location of the unique monster */
656 if ((r_ptr->flags1 & RF1_UNIQUE) ||
657 (r_ptr->flags7 & RF7_NAZGUL))
659 r_ptr->floor_id = cur_floor_id;
663 /* Maintain artifatcs */
664 for (i = 1; i < current_floor_ptr->o_max; i++)
666 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
668 /* Skip dead objects */
669 if (!o_ptr->k_idx) continue;
671 /* Memorize location of the artifact */
672 if (object_is_fixed_artifact(o_ptr))
674 a_info[o_ptr->name1].floor_id = cur_floor_id;
681 * @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,
684 static void get_out_monster(void)
688 POSITION oy = p_ptr->y;
689 POSITION ox = p_ptr->x;
690 MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
692 /* Nothing to do if no monster */
695 /* Look until done */
700 /* Pick a (possibly illegal) location */
701 POSITION ny = rand_spread(oy, dis);
702 POSITION nx = rand_spread(ox, dis);
706 /* Stop after 1000 tries */
707 if (tries > 10000) return;
710 * Increase distance after doing enough tries
711 * compared to area of possible space
713 if (tries > 20 * dis * dis) dis++;
715 /* Ignore illegal locations */
716 if (!in_bounds(ny, nx)) continue;
718 /* Require "empty" floor space */
719 if (!cave_empty_bold(ny, nx)) continue;
721 /* Hack -- no teleport onto glyph of warding */
722 if (is_glyph_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
723 if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
725 /* ...nor onto the Pattern */
726 if (pattern_tile(ny, nx)) continue;
728 /*** It's a good place ***/
730 m_ptr = ¤t_floor_ptr->m_list[m_idx];
732 /* Update the old location */
733 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
735 /* Update the new location */
736 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
738 /* Move the monster */
742 /* No need to do update_monster() */
750 * @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.
751 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
754 static void locate_connected_stairs(saved_floor_type *sf_ptr)
756 POSITION x, y, sx = 0, sy = 0;
757 POSITION x_table[20];
758 POSITION y_table[20];
762 /* Search usable stairs */
763 for (y = 0; y < current_floor_ptr->height; y++)
765 for (x = 0; x < current_floor_ptr->width; x++)
767 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
768 feature_type *f_ptr = &f_info[g_ptr->feat];
771 if (change_floor_mode & CFM_UP)
773 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
774 !have_flag(f_ptr->flags, FF_SPECIAL))
778 /* Found fixed stairs? */
779 if (g_ptr->special &&
780 g_ptr->special == sf_ptr->upper_floor_id)
788 else if (change_floor_mode & CFM_DOWN)
790 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
791 !have_flag(f_ptr->flags, FF_SPECIAL))
795 /* Found fixed stairs */
796 if (g_ptr->special &&
797 g_ptr->special == sf_ptr->lower_floor_id)
807 if (have_flag(f_ptr->flags, FF_BLDG))
813 if (ok && (num < 20))
830 /* No stairs found! -- No return */
831 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
833 /* Mega Hack -- It's not the stairs you enter. Disable it. */
834 if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
838 /* Choose random one */
841 /* Point stair location */
842 p_ptr->y = y_table[i];
843 p_ptr->x = x_table[i];
848 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
849 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
852 void leave_floor(void)
854 grid_type *g_ptr = NULL;
856 saved_floor_type *sf_ptr;
857 MONRACE_IDX quest_r_idx = 0;
860 /* Preserve pets and prepare to take these to next floor */
863 /* Remove all mirrors without explosion */
864 remove_all_mirrors(FALSE);
866 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
868 /* New floor is not yet prepared */
871 /* Temporary get a floor_id (for Arena) */
872 if (!p_ptr->floor_id &&
873 (change_floor_mode & CFM_SAVE_FLOORS) &&
874 !(change_floor_mode & CFM_NO_RETURN))
876 /* Get temporal floor_id */
877 p_ptr->floor_id = get_new_floor_id();
880 /* Search the quest monster index */
881 for (i = 0; i < max_q_idx; i++)
883 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
884 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
885 (quest[i].type == QUEST_TYPE_RANDOM)) &&
886 (quest[i].level == current_floor_ptr->dun_level) &&
887 (p_ptr->dungeon_idx == quest[i].dungeon) &&
888 !(quest[i].flags & QUEST_FLAG_PRESET))
890 quest_r_idx = quest[i].r_idx;
894 /* Maintain quest monsters */
895 for (i = 1; i < current_floor_ptr->m_max; i++)
898 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
900 if (!monster_is_valid(m_ptr)) continue;
902 /* Only maintain quest monsters */
903 if (quest_r_idx != m_ptr->r_idx) continue;
905 /* Extract real monster race */
906 r_ptr = real_r_ptr(m_ptr);
908 /* Ignore unique monsters */
909 if ((r_ptr->flags1 & RF1_UNIQUE) ||
910 (r_ptr->flags7 & RF7_NAZGUL)) continue;
912 /* Delete non-unique quest monsters */
913 delete_monster_idx(i);
916 /* Check if there is a same item */
917 for (i = 0; i < INVEN_PACK; i++)
919 object_type *o_ptr = &p_ptr->inventory_list[i];
921 /* Skip dead objects */
922 if (!o_ptr->k_idx) continue;
924 /* Delete old memorized location of the artifact */
925 if (object_is_fixed_artifact(o_ptr))
927 a_info[o_ptr->name1].floor_id = 0;
931 /* Extract current floor info or NULL */
932 sf_ptr = get_sf_ptr(p_ptr->floor_id);
934 /* Choose random stairs */
935 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
937 locate_connected_stairs(sf_ptr);
940 /* Extract new dungeon level */
941 if (change_floor_mode & CFM_SAVE_FLOORS)
943 /* Extract stair position */
944 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
945 f_ptr = &f_info[g_ptr->feat];
947 /* Get back to old saved floor? */
948 if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
950 /* Saved floor is exist. Use it. */
951 new_floor_id = g_ptr->special;
954 /* Mark shaft up/down */
955 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
957 prepare_change_floor_mode(CFM_SHAFT);
961 /* Climb up/down some sort of stairs */
962 if (change_floor_mode & (CFM_DOWN | CFM_UP))
966 /* Extract level movement number */
967 if (change_floor_mode & CFM_DOWN) move_num = 1;
968 else if (change_floor_mode & CFM_UP) move_num = -1;
970 /* Shafts are deeper than normal stairs */
971 if (change_floor_mode & CFM_SHAFT)
972 move_num += SGN(move_num);
974 /* Get out from or Enter the dungeon */
975 if (change_floor_mode & CFM_DOWN)
977 if (!current_floor_ptr->dun_level)
978 move_num = d_info[p_ptr->dungeon_idx].mindepth;
980 else if (change_floor_mode & CFM_UP)
982 if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
983 move_num = -current_floor_ptr->dun_level;
986 current_floor_ptr->dun_level += move_num;
989 /* Leaving the dungeon to town */
990 if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
992 p_ptr->leaving_dungeon = TRUE;
993 if (!vanilla_town && !lite_town)
995 p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
996 p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
998 p_ptr->recall_dungeon = p_ptr->dungeon_idx;
999 p_ptr->dungeon_idx = 0;
1001 /* Reach to the surface -- Clear all saved floors */
1002 change_floor_mode &= ~CFM_SAVE_FLOORS;
1005 /* Kill some old saved floors */
1006 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1008 /* Kill all saved floors */
1009 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1010 kill_saved_floor(&saved_floors[i]);
1012 /* Reset visit_mark count */
1013 latest_visit_mark = 1;
1015 else if (change_floor_mode & CFM_NO_RETURN)
1017 /* Kill current floor */
1018 kill_saved_floor(sf_ptr);
1021 /* No current floor -- Left/Enter dungeon etc... */
1022 if (!p_ptr->floor_id)
1024 /* No longer need to save current floor */
1029 /* Mark next floor_id on the previous floor */
1033 new_floor_id = get_new_floor_id();
1035 /* Connect from here */
1036 if (g_ptr && !feat_uses_special(g_ptr->feat))
1038 g_ptr->special = new_floor_id;
1042 /* Fix connection -- level teleportation or trap door */
1043 if (change_floor_mode & CFM_RAND_CONNECT)
1045 if (change_floor_mode & CFM_UP)
1046 sf_ptr->upper_floor_id = new_floor_id;
1047 else if (change_floor_mode & CFM_DOWN)
1048 sf_ptr->lower_floor_id = new_floor_id;
1051 /* If you can return, you need to save previous floor */
1052 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1053 !(change_floor_mode & CFM_NO_RETURN))
1055 /* Get out of the my way! */
1058 /* Record the last visit current_world_ptr->game_turn of current floor */
1059 sf_ptr->last_visit = current_world_ptr->game_turn;
1065 /* Save current floor */
1066 if (!save_floor(sf_ptr, 0))
1068 /* Save failed -- No return */
1069 prepare_change_floor_mode(CFM_NO_RETURN);
1071 /* Kill current floor */
1072 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1079 * @brief フロアの切り替え処理 / Enter new floor.
1082 * If the floor is an old saved floor, it will be\n
1083 * restored from the temporal file. If the floor is new one, new current_floor_ptr->grid_array\n
1084 * will be generated.\n
1086 void change_floor(void)
1088 saved_floor_type *sf_ptr;
1089 bool loaded = FALSE;
1091 /* The dungeon is not ready */
1092 character_dungeon = FALSE;
1094 /* No longer in the trap detecteded region */
1095 p_ptr->dtrap = FALSE;
1097 /* Mega-Hack -- no panel yet */
1103 /* Mega-Hack -- not ambushed on the wildness? */
1104 p_ptr->ambush_flag = FALSE;
1106 /* No saved floors (On the surface etc.) */
1107 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1108 !(change_floor_mode & CFM_FIRST_FLOOR))
1110 /* Create current_floor_ptr->grid_array */
1111 generate_random_floor();
1113 /* Paranoia -- No new saved floor */
1117 /* In the dungeon */
1120 /* No floor_id yet */
1124 new_floor_id = get_new_floor_id();
1127 /* Pointer for infomations of new floor */
1128 sf_ptr = get_sf_ptr(new_floor_id);
1130 /* Try to restore old floor */
1131 if (sf_ptr->last_visit)
1133 /* Old saved floor is exist */
1134 if (load_floor(sf_ptr, 0))
1138 /* Forbid return stairs */
1139 if (change_floor_mode & CFM_NO_RETURN)
1141 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
1143 if (!feat_uses_special(g_ptr->feat))
1145 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1147 /* Reset to floor */
1148 g_ptr->feat = feat_ground_type[randint0(100)];
1158 * Set lower/upper_floor_id of new floor when the new
1159 * floor is right-above/right-under the current floor.
1161 * Stair creation/Teleport level/Trap door will take
1162 * you the same floor when you used it later again.
1164 if (p_ptr->floor_id)
1166 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1168 if (change_floor_mode & CFM_UP)
1170 /* New floor is right-above */
1171 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1172 sf_ptr->lower_floor_id = p_ptr->floor_id;
1174 else if (change_floor_mode & CFM_DOWN)
1176 /* New floor is right-under */
1177 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1178 sf_ptr->upper_floor_id = p_ptr->floor_id;
1182 /* Break connection to killed floor */
1185 if (change_floor_mode & CFM_UP)
1186 sf_ptr->lower_floor_id = 0;
1187 else if (change_floor_mode & CFM_DOWN)
1188 sf_ptr->upper_floor_id = 0;
1191 /* Maintain monsters and artifacts */
1195 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
1196 GAME_TURN absence_ticks;
1197 int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
1198 GAME_TURN alloc_times;
1200 while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1201 absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
1203 /* Maintain monsters */
1204 for (i = 1; i < current_floor_ptr->m_max; i++)
1206 monster_race *r_ptr;
1207 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1209 if (!monster_is_valid(m_ptr)) continue;
1214 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1216 /* Remove timed status (except MTIMED_CSLEEP) */
1217 (void)set_monster_fast(i, 0);
1218 (void)set_monster_slow(i, 0);
1219 (void)set_monster_stunned(i, 0);
1220 (void)set_monster_confused(i, 0);
1221 (void)set_monster_monfear(i, 0);
1222 (void)set_monster_invulner(i, 0, FALSE);
1225 /* Extract real monster race */
1226 r_ptr = real_r_ptr(m_ptr);
1228 /* Ignore non-unique */
1229 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1230 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1232 /* Appear at a different floor? */
1233 if (r_ptr->floor_id != new_floor_id)
1235 /* Disapper from here */
1236 delete_monster_idx(i);
1240 /* Maintain artifatcs */
1241 for (i = 1; i < current_floor_ptr->o_max; i++)
1243 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
1245 /* Skip dead objects */
1246 if (!o_ptr->k_idx) continue;
1248 /* Ignore non-artifact */
1249 if (!object_is_fixed_artifact(o_ptr)) continue;
1251 /* Appear at a different floor? */
1252 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1254 /* Disappear from here */
1255 delete_object_idx(i);
1259 /* Cancel preserve */
1260 a_info[o_ptr->name1].cur_num = 1;
1264 (void)place_quest_monsters();
1266 /* Place some random monsters */
1267 alloc_times = absence_ticks / alloc_chance;
1269 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1272 for (i = 0; i < alloc_times; i++)
1274 /* Make a (group of) new monster */
1275 (void)alloc_monster(0, 0);
1280 /* New floor_id or failed to restore */
1281 else /* if (!loaded) */
1283 if (sf_ptr->last_visit)
1285 /* Temporal file is broken? */
1286 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1288 /* Create simple dead end */
1291 /* Break connection */
1292 if (change_floor_mode & CFM_UP)
1294 sf_ptr->upper_floor_id = 0;
1296 else if (change_floor_mode & CFM_DOWN)
1298 sf_ptr->lower_floor_id = 0;
1303 /* Newly create current_floor_ptr->grid_array */
1304 generate_random_floor();
1307 /* Record last visit current_world_ptr->game_turn */
1308 sf_ptr->last_visit = current_world_ptr->game_turn;
1310 /* Set correct current_floor_ptr->dun_level value */
1311 sf_ptr->dun_level = current_floor_ptr->dun_level;
1313 /* Create connected stairs */
1314 if (!(change_floor_mode & CFM_NO_RETURN))
1316 /* Extract stair position */
1317 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
1319 /*** Create connected stairs ***/
1321 /* No stairs down from Quest */
1322 if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
1324 g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1327 /* No stairs up when ironman_downward */
1328 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1330 g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1333 /* Paranoia -- Clear mimic */
1336 /* Connect to previous floor */
1337 g_ptr->special = p_ptr->floor_id;
1341 /* Arrive at random grid */
1342 if (change_floor_mode & (CFM_RAND_PLACE))
1344 (void)new_player_spot();
1347 /* You see stairs blocked */
1348 else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
1352 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1356 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1363 * The "current_world_ptr->game_turn" is not always different number because
1364 * the level teleport doesn't take any current_world_ptr->game_turn. Use
1365 * visit mark instead of last visit current_world_ptr->game_turn to find the
1366 * oldest saved floor.
1368 sf_ptr->visit_mark = latest_visit_mark++;
1371 /* Place preserved pet monsters */
1374 /* Reset travel target place */
1375 forget_travel_flow();
1377 /* Hack -- maintain unique and artifacts */
1378 update_unique_artifact(new_floor_id);
1380 /* Now the player is in new floor */
1381 p_ptr->floor_id = new_floor_id;
1383 /* The dungeon is ready */
1384 character_dungeon = TRUE;
1386 /* Hack -- Munchkin characters always get whole map */
1387 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1388 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1390 /* Remember when this level was "created" */
1391 current_floor_ptr->generated_turn = current_world_ptr->game_turn;
1393 /* No dungeon feeling yet */
1394 p_ptr->feeling_turn = current_floor_ptr->generated_turn;
1397 /* Clear all flags */
1398 change_floor_mode = 0L;
1400 select_floor_music();