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
18 static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
19 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
20 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
24 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
25 * @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。
26 * @details Make sure that old temporal files are not remaining as gurbages.
29 void init_saved_floors(bool force)
31 char floor_savefile[1024];
34 BIT_FLAGS mode = 0644;
38 /* Get "games" permissions */
43 for (i = 0; i < MAX_SAVED_FLOORS; i++)
45 saved_floor_type *sf_ptr = &saved_floors[i];
48 sprintf(floor_savefile, "%s.F%02d", savefile, i);
50 /* Grab permissions */
53 /* Try to create the file */
54 fd = fd_make(floor_savefile, mode);
56 /* Drop permissions */
64 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."));
65 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."));
66 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, "));
67 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
68 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? ")))
69 quit(_("実行中止", "Aborted."));
79 /* Grab permissions */
82 /* Simply kill the temporal file */
83 (void)fd_kill(floor_savefile);
85 /* Drop permissions */
91 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
94 /* vist_mark is from 1 */
95 latest_visit_mark = 1;
97 /* A sign to mark temporal files */
98 saved_floor_file_sign = (u32b)time(NULL);
100 /* No next floor yet */
103 /* No change floor mode yet */
104 change_floor_mode = 0;
108 /* Drop "games" permissions */
115 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
116 * @details Should be called just before the game quit.
119 void clear_saved_floor_files(void)
121 char floor_savefile[1024];
126 /* Get "games" permissions */
131 for (i = 0; i < MAX_SAVED_FLOORS; i++)
133 saved_floor_type *sf_ptr = &saved_floors[i];
135 /* No temporal file */
136 if (!sf_ptr->floor_id) continue;
137 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
140 sprintf(floor_savefile, "%s.F%02d", savefile, i);
142 /* Grab permissions */
145 /* Simply kill the temporal file */
146 (void)fd_kill(floor_savefile);
148 /* Drop permissions */
154 /* Drop "games" permissions */
161 * @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.
162 * @param floor_id 保存フロアID
163 * @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。
165 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
169 /* floor_id No.0 indicates no floor */
170 if (!floor_id) return NULL;
172 for (i = 0; i < MAX_SAVED_FLOORS; i++)
174 saved_floor_type *sf_ptr = &saved_floors[i];
176 if (sf_ptr->floor_id == floor_id) return sf_ptr;
185 * @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
186 * @param sf_ptr 保存フロアの参照ポインタ
189 static void kill_saved_floor(saved_floor_type *sf_ptr)
191 char floor_savefile[1024];
197 if (!sf_ptr->floor_id) return;
199 if (sf_ptr->floor_id == p_ptr->floor_id)
201 /* Kill current floor */
204 /* Current floor doesn't have temporal file */
209 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
211 /* Grab permissions */
214 /* Simply kill the temporal file */
215 (void)fd_kill(floor_savefile);
217 /* Drop permissions */
221 /* No longer exists */
222 sf_ptr->floor_id = 0;
227 * @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.
228 * @return 利用可能な保存フロアID
230 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
232 s16b get_new_floor_id(void)
234 saved_floor_type *sf_ptr = NULL;
237 /* Look for empty space */
238 for (i = 0; i < MAX_SAVED_FLOORS; i++)
240 sf_ptr = &saved_floors[i];
242 if (!sf_ptr->floor_id) break;
246 if (i == MAX_SAVED_FLOORS)
249 u32b oldest_visit = 0xffffffffL;
251 /* Search for oldest */
252 for (i = 0; i < MAX_SAVED_FLOORS; i++)
254 sf_ptr = &saved_floors[i];
256 /* Don't kill current floor */
257 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
259 /* Don't kill newer */
260 if (sf_ptr->visit_mark > oldest_visit) continue;
263 oldest_visit = sf_ptr->visit_mark;
266 /* Kill oldest saved floor */
267 sf_ptr = &saved_floors[oldest];
268 kill_saved_floor(sf_ptr);
274 /* Prepare new floor data */
275 sf_ptr->savefile_id = i;
276 sf_ptr->floor_id = max_floor_id;
277 sf_ptr->last_visit = 0;
278 sf_ptr->upper_floor_id = 0;
279 sf_ptr->lower_floor_id = 0;
280 sf_ptr->visit_mark = latest_visit_mark++;
282 /* sf_ptr->dun_level may be changed later */
283 sf_ptr->dun_level = dun_level;
286 /* Increment number of floor_id */
287 if (max_floor_id < MAX_SHORT) max_floor_id++;
289 /* 32767 floor_ids are all used up! Re-use ancient IDs */
290 else max_floor_id = 1;
292 return sf_ptr->floor_id;
297 * @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
298 * @param mode 追加したい所持フラグ
301 void prepare_change_floor_mode(BIT_FLAGS mode)
303 change_floor_mode |= mode;
307 * @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
310 static void build_dead_end(void)
314 /* Clear and empty the cave */
317 /* Fill the arrays of floors and walls in the good proportions */
318 set_floor_and_wall(0);
321 cur_hgt = SCREEN_HGT;
322 cur_wid = SCREEN_WID;
324 /* Filled with permanent walls */
325 for (y = 0; y < MAX_HGT; y++)
327 for (x = 0; x < MAX_WID; x++)
329 /* Create "solid" perma-wall */
330 place_solid_perm_bold(y, x);
334 /* Place at center of the floor */
335 p_ptr->y = cur_hgt / 2;
336 p_ptr->x = cur_wid / 2;
338 /* Give one square */
339 place_floor_bold(p_ptr->y, p_ptr->x);
341 wipe_generate_cave_flags();
346 #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 */
347 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 */
350 * @brief フロア移動時のペット保存処理 / Preserve_pets
353 static void preserve_pet(void)
358 for (num = 0; num < MAX_PARTY_MON; num++)
360 party_mon[num].r_idx = 0;
365 monster_type *m_ptr = &m_list[p_ptr->riding];
367 /* Pet of other pet don't follow. */
368 if (m_ptr->parent_m_idx)
371 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
372 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
376 /* Preserve the mount */
377 (void)COPY(&party_mon[0], m_ptr, monster_type);
379 /* Delete from this floor */
380 delete_monster_idx(p_ptr->riding);
385 * If player is in wild mode, no pets are preserved
386 * except a monster whom player riding
388 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
390 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
392 monster_type *m_ptr = &m_list[i];
394 if (!m_ptr->r_idx) continue;
395 if (!is_pet(m_ptr)) continue;
396 if (i == p_ptr->riding) continue;
398 if (reinit_wilderness)
400 /* Don't lose sight of pets when getting a Quest */
404 POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
406 /* Confused (etc.) monsters don't follow. */
407 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
409 /* Pet of other pet don't follow. */
410 if (m_ptr->parent_m_idx) continue;
413 * Pets with nickname will follow even from 3 blocks away
414 * when you or the pet can see the other.
416 if (m_ptr->nickname &&
417 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
418 (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))))
420 if (dis > 3) continue;
424 if (dis > 1) continue;
428 (void)COPY(&party_mon[num], &m_list[i], monster_type);
432 /* Delete from this floor */
433 delete_monster_idx(i);
437 if (record_named_pet)
439 for (i = m_max - 1; i >=1; i--)
441 monster_type *m_ptr = &m_list[i];
444 if (!m_ptr->r_idx) continue;
445 if (!is_pet(m_ptr)) continue;
446 if (!m_ptr->nickname) continue;
447 if (p_ptr->riding == i) continue;
449 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
450 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
455 /* Pet of other pet may disappear. */
456 for (i = m_max - 1; i >=1; i--)
458 monster_type *m_ptr = &m_list[i];
460 /* Are there its parent? */
461 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
463 /* Its parent have gone, it also goes away. */
469 /* Acquire the monster name */
470 monster_desc(m_name, m_ptr, 0);
471 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
475 delete_monster_idx(i);
482 * @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
485 * To prevent multiple generation of unique monster who is the minion of player
487 void precalc_cur_num_of_pet(void)
491 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
493 for (i = 0; i < max_num; i++)
495 m_ptr = &party_mon[i];
497 /* Skip empty monsters */
498 if (!m_ptr->r_idx) continue;
500 /* Hack -- Increase the racial counter */
501 real_r_ptr(m_ptr)->cur_num++;
506 * @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
509 static void place_pet(void)
512 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
514 for (i = 0; i < max_num; i++)
516 POSITION cy = 0, cx = 0;
519 if (!(party_mon[i].r_idx)) continue;
524 p_ptr->riding = m_idx;
536 for (d = 1; d < 6; d++)
538 for (j = 1000; j > 0; j--)
540 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
541 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
545 m_idx = (d == 6) ? 0 : m_pop();
550 monster_type *m_ptr = &m_list[m_idx];
553 cave[cy][cx].m_idx = m_idx;
555 m_ptr->r_idx = party_mon[i].r_idx;
557 /* Copy all member of the structure */
558 *m_ptr = party_mon[i];
559 r_ptr = real_r_ptr(m_ptr);
564 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
567 m_ptr->hold_o_idx = 0;
570 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
572 /* Monster is still being nice */
573 m_ptr->mflag |= (MFLAG_NICE);
575 /* Must repair monsters */
576 repair_monsters = TRUE;
579 /* Update the monster */
580 update_mon(m_idx, TRUE);
583 /* Pre-calculated in precalc_cur_num_of_pet() */
584 /* r_ptr->cur_num++; */
586 /* Hack -- Count the number of "reproducers" */
587 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
589 /* Hack -- Notice new multi-hued monsters */
591 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
592 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
593 shimmer_monsters = TRUE;
598 monster_type *m_ptr = &party_mon[i];
599 monster_race *r_ptr = real_r_ptr(m_ptr);
602 monster_desc(m_name, m_ptr, 0);
603 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
604 if (record_named_pet && m_ptr->nickname)
606 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
607 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
610 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
611 if (r_ptr->cur_num) r_ptr->cur_num--;
615 /* For accuracy of precalc_cur_num_of_pet() */
616 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
621 * @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
622 * @param cur_floor_id 現在のフロアID
625 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
626 * while new floor creation since dungeons may be re-created by\n
627 * auto-scum option.\n
629 static void update_unique_artifact(s16b cur_floor_id)
633 /* Maintain unique monsters */
634 for (i = 1; i < m_max; i++)
637 monster_type *m_ptr = &m_list[i];
639 /* Skip dead monsters */
640 if (!m_ptr->r_idx) continue;
642 /* Extract real monster race */
643 r_ptr = real_r_ptr(m_ptr);
645 /* Memorize location of the unique monster */
646 if ((r_ptr->flags1 & RF1_UNIQUE) ||
647 (r_ptr->flags7 & RF7_NAZGUL))
649 r_ptr->floor_id = cur_floor_id;
653 /* Maintain artifatcs */
654 for (i = 1; i < o_max; i++)
656 object_type *o_ptr = &o_list[i];
658 /* Skip dead objects */
659 if (!o_ptr->k_idx) continue;
661 /* Memorize location of the artifact */
662 if (object_is_fixed_artifact(o_ptr))
664 a_info[o_ptr->name1].floor_id = cur_floor_id;
671 * @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,
674 static void get_out_monster(void)
680 MONSTER_IDX m_idx = cave[oy][ox].m_idx;
682 /* Nothing to do if no monster */
685 /* Look until done */
690 /* Pick a (possibly illegal) location */
691 int ny = rand_spread(oy, dis);
692 int nx = rand_spread(ox, dis);
696 /* Stop after 1000 tries */
697 if (tries > 10000) return;
700 * Increase distance after doing enough tries
701 * compared to area of possible space
703 if (tries > 20 * dis * dis) dis++;
705 /* Ignore illegal locations */
706 if (!in_bounds(ny, nx)) continue;
708 /* Require "empty" floor space */
709 if (!cave_empty_bold(ny, nx)) continue;
711 /* Hack -- no teleport onto glyph of warding */
712 if (is_glyph_grid(&cave[ny][nx])) continue;
713 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
715 /* ...nor onto the Pattern */
716 if (pattern_tile(ny, nx)) continue;
718 /*** It's a good place ***/
720 m_ptr = &m_list[m_idx];
722 /* Update the old location */
723 cave[oy][ox].m_idx = 0;
725 /* Update the new location */
726 cave[ny][nx].m_idx = m_idx;
728 /* Move the monster */
732 /* No need to do update_mon() */
740 * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with c_ptr->special?
742 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
746 * @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.
747 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
750 static void locate_connected_stairs(saved_floor_type *sf_ptr)
752 POSITION x, y, sx = 0, sy = 0;
753 POSITION x_table[20];
754 POSITION y_table[20];
758 /* Search usable stairs */
759 for (y = 0; y < cur_hgt; y++)
761 for (x = 0; x < cur_wid; x++)
763 cave_type *c_ptr = &cave[y][x];
764 feature_type *f_ptr = &f_info[c_ptr->feat];
767 if (change_floor_mode & CFM_UP)
769 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
770 !have_flag(f_ptr->flags, FF_SPECIAL))
774 /* Found fixed stairs? */
775 if (c_ptr->special &&
776 c_ptr->special == sf_ptr->upper_floor_id)
784 else if (change_floor_mode & CFM_DOWN)
786 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
787 !have_flag(f_ptr->flags, FF_SPECIAL))
791 /* Found fixed stairs */
792 if (c_ptr->special &&
793 c_ptr->special == sf_ptr->lower_floor_id)
803 if (have_flag(f_ptr->flags, FF_BLDG))
809 if (ok && (num < 20))
826 /* No stairs found! -- No return */
827 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
829 /* Mega Hack -- It's not the stairs you enter. Disable it. */
830 if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
834 /* Choose random one */
837 /* Point stair location */
838 p_ptr->y = y_table[i];
839 p_ptr->x = x_table[i];
844 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
845 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
848 void leave_floor(void)
850 cave_type *c_ptr = NULL;
852 saved_floor_type *sf_ptr;
856 /* Preserve pets and prepare to take these to next floor */
859 /* Remove all mirrors without explosion */
860 remove_all_mirrors(FALSE);
862 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
864 /* New floor is not yet prepared */
867 /* Temporary get a floor_id (for Arena) */
868 if (!p_ptr->floor_id &&
869 (change_floor_mode & CFM_SAVE_FLOORS) &&
870 !(change_floor_mode & CFM_NO_RETURN))
872 /* Get temporal floor_id */
873 p_ptr->floor_id = get_new_floor_id();
877 /* Search the quest monster index */
878 for (i = 0; i < max_q_idx; i++)
880 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
881 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
882 (quest[i].type == QUEST_TYPE_RANDOM)) &&
883 (quest[i].level == dun_level) &&
884 (dungeon_type == quest[i].dungeon) &&
885 !(quest[i].flags & QUEST_FLAG_PRESET))
887 quest_r_idx = quest[i].r_idx;
891 /* Maintain quest monsters */
892 for (i = 1; i < m_max; i++)
895 monster_type *m_ptr = &m_list[i];
897 /* Skip dead monsters */
898 if (!m_ptr->r_idx) continue;
900 /* Only maintain quest monsters */
901 if (quest_r_idx != m_ptr->r_idx) continue;
903 /* Extract real monster race */
904 r_ptr = real_r_ptr(m_ptr);
906 /* Ignore unique monsters */
907 if ((r_ptr->flags1 & RF1_UNIQUE) ||
908 (r_ptr->flags7 & RF7_NAZGUL)) continue;
910 /* Delete non-unique quest monsters */
911 delete_monster_idx(i);
914 /* Check if there is a same item */
915 for (i = 0; i < INVEN_PACK; i++)
917 object_type *o_ptr = &inventory[i];
919 /* Skip dead objects */
920 if (!o_ptr->k_idx) continue;
922 /* Delete old memorized location of the artifact */
923 if (object_is_fixed_artifact(o_ptr))
925 a_info[o_ptr->name1].floor_id = 0;
929 /* Extract current floor info or NULL */
930 sf_ptr = get_sf_ptr(p_ptr->floor_id);
932 /* Choose random stairs */
933 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
935 locate_connected_stairs(sf_ptr);
938 /* Extract new dungeon level */
939 if (change_floor_mode & CFM_SAVE_FLOORS)
941 /* Extract stair position */
942 c_ptr = &cave[p_ptr->y][p_ptr->x];
943 f_ptr = &f_info[c_ptr->feat];
945 /* Get back to old saved floor? */
946 if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
948 /* Saved floor is exist. Use it. */
949 new_floor_id = c_ptr->special;
952 /* Mark shaft up/down */
953 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
955 prepare_change_floor_mode(CFM_SHAFT);
959 /* Climb up/down some sort of stairs */
960 if (change_floor_mode & (CFM_DOWN | CFM_UP))
964 /* Extract level movement number */
965 if (change_floor_mode & CFM_DOWN) move_num = 1;
966 else if (change_floor_mode & CFM_UP) move_num = -1;
968 /* Shafts are deeper than normal stairs */
969 if (change_floor_mode & CFM_SHAFT)
970 move_num += SGN(move_num);
972 /* Get out from or Enter the dungeon */
973 if (change_floor_mode & CFM_DOWN)
976 move_num = d_info[dungeon_type].mindepth;
978 else if (change_floor_mode & CFM_UP)
980 if (dun_level + move_num < d_info[dungeon_type].mindepth)
981 move_num = -dun_level;
984 dun_level += move_num;
987 /* Leaving the dungeon to town */
988 if (!dun_level && dungeon_type)
990 p_ptr->leaving_dungeon = TRUE;
991 if (!vanilla_town && !lite_town)
993 p_ptr->wilderness_y = d_info[dungeon_type].dy;
994 p_ptr->wilderness_x = d_info[dungeon_type].dx;
996 p_ptr->recall_dungeon = dungeon_type;
999 /* Reach to the surface -- Clear all saved floors */
1000 change_floor_mode &= ~CFM_SAVE_FLOORS;
1003 /* Kill some old saved floors */
1004 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1006 /* Kill all saved floors */
1007 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1008 kill_saved_floor(&saved_floors[i]);
1010 /* Reset visit_mark count */
1011 latest_visit_mark = 1;
1013 else if (change_floor_mode & CFM_NO_RETURN)
1015 /* Kill current floor */
1016 kill_saved_floor(sf_ptr);
1019 /* No current floor -- Left/Enter dungeon etc... */
1020 if (!p_ptr->floor_id)
1022 /* No longer need to save current floor */
1027 /* Mark next floor_id on the previous floor */
1031 new_floor_id = get_new_floor_id();
1033 /* Connect from here */
1034 if (c_ptr && !feat_uses_special(c_ptr->feat))
1036 c_ptr->special = new_floor_id;
1040 /* Fix connection -- level teleportation or trap door */
1041 if (change_floor_mode & CFM_RAND_CONNECT)
1043 if (change_floor_mode & CFM_UP)
1044 sf_ptr->upper_floor_id = new_floor_id;
1045 else if (change_floor_mode & CFM_DOWN)
1046 sf_ptr->lower_floor_id = new_floor_id;
1049 /* If you can return, you need to save previous floor */
1050 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1051 !(change_floor_mode & CFM_NO_RETURN))
1053 /* Get out of the my way! */
1056 /* Record the last visit turn of current floor */
1057 sf_ptr->last_visit = turn;
1059 /* Forget the lite */
1062 /* Forget the view */
1065 /* Forget the view */
1068 /* Save current floor */
1069 if (!save_floor(sf_ptr, 0))
1071 /* Save failed -- No return */
1072 prepare_change_floor_mode(CFM_NO_RETURN);
1074 /* Kill current floor */
1075 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1082 * @brief フロアの切り替え処理 / Enter new floor.
1085 * If the floor is an old saved floor, it will be\n
1086 * restored from the temporal file. If the floor is new one, new cave\n
1087 * will be generated.\n
1089 void change_floor(void)
1091 saved_floor_type *sf_ptr;
1092 bool loaded = FALSE;
1094 /* The dungeon is not ready */
1095 character_dungeon = FALSE;
1097 /* No longer in the trap detecteded region */
1098 p_ptr->dtrap = FALSE;
1100 /* Mega-Hack -- no panel yet */
1106 /* Mega-Hack -- not ambushed on the wildness? */
1107 ambush_flag = FALSE;
1109 /* No saved floors (On the surface etc.) */
1110 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1111 !(change_floor_mode & CFM_FIRST_FLOOR))
1116 /* Paranoia -- No new saved floor */
1120 /* In the dungeon */
1123 /* No floor_id yet */
1127 new_floor_id = get_new_floor_id();
1130 /* Pointer for infomations of new floor */
1131 sf_ptr = get_sf_ptr(new_floor_id);
1133 /* Try to restore old floor */
1134 if (sf_ptr->last_visit)
1136 /* Old saved floor is exist */
1137 if (load_floor(sf_ptr, 0))
1141 /* Forbid return stairs */
1142 if (change_floor_mode & CFM_NO_RETURN)
1144 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1146 if (!feat_uses_special(c_ptr->feat))
1148 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1150 /* Reset to floor */
1151 c_ptr->feat = floor_type[randint0(100)];
1161 * Set lower/upper_floor_id of new floor when the new
1162 * floor is right-above/right-under the current floor.
1164 * Stair creation/Teleport level/Trap door will take
1165 * you the same floor when you used it later again.
1167 if (p_ptr->floor_id)
1169 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1171 if (change_floor_mode & CFM_UP)
1173 /* New floor is right-above */
1174 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1175 sf_ptr->lower_floor_id = p_ptr->floor_id;
1177 else if (change_floor_mode & CFM_DOWN)
1179 /* New floor is right-under */
1180 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1181 sf_ptr->upper_floor_id = p_ptr->floor_id;
1185 /* Break connection to killed floor */
1188 if (change_floor_mode & CFM_UP)
1189 sf_ptr->lower_floor_id = 0;
1190 else if (change_floor_mode & CFM_DOWN)
1191 sf_ptr->upper_floor_id = 0;
1194 /* Maintain monsters and artifacts */
1198 s32b tmp_last_visit = sf_ptr->last_visit;
1200 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1203 while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1204 absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
1206 /* Maintain monsters */
1207 for (i = 1; i < m_max; i++)
1209 monster_race *r_ptr;
1210 monster_type *m_ptr = &m_list[i];
1212 /* Skip dead monsters */
1213 if (!m_ptr->r_idx) continue;
1218 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1220 /* Remove timed status (except MTIMED_CSLEEP) */
1221 (void)set_monster_fast(i, 0);
1222 (void)set_monster_slow(i, 0);
1223 (void)set_monster_stunned(i, 0);
1224 (void)set_monster_confused(i, 0);
1225 (void)set_monster_monfear(i, 0);
1226 (void)set_monster_invulner(i, 0, FALSE);
1229 /* Extract real monster race */
1230 r_ptr = real_r_ptr(m_ptr);
1232 /* Ignore non-unique */
1233 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1234 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1236 /* Appear at a different floor? */
1237 if (r_ptr->floor_id != new_floor_id)
1239 /* Disapper from here */
1240 delete_monster_idx(i);
1244 /* Maintain artifatcs */
1245 for (i = 1; i < o_max; i++)
1247 object_type *o_ptr = &o_list[i];
1249 /* Skip dead objects */
1250 if (!o_ptr->k_idx) continue;
1252 /* Ignore non-artifact */
1253 if (!object_is_fixed_artifact(o_ptr)) continue;
1255 /* Appear at a different floor? */
1256 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1258 /* Disappear from here */
1259 delete_object_idx(i);
1263 /* Cancel preserve */
1264 a_info[o_ptr->name1].cur_num = 1;
1268 (void)place_quest_monsters();
1270 /* Place some random monsters */
1271 alloc_times = absence_ticks / alloc_chance;
1273 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1276 for (i = 0; i < alloc_times; i++)
1278 /* Make a (group of) new monster */
1279 (void)alloc_monster(0, 0);
1284 /* New floor_id or failed to restore */
1285 else /* if (!loaded) */
1287 if (sf_ptr->last_visit)
1289 /* Temporal file is broken? */
1290 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1292 /* Create simple dead end */
1295 /* Break connection */
1296 if (change_floor_mode & CFM_UP)
1298 sf_ptr->upper_floor_id = 0;
1300 else if (change_floor_mode & CFM_DOWN)
1302 sf_ptr->lower_floor_id = 0;
1307 /* Newly create cave */
1311 /* Record last visit turn */
1312 sf_ptr->last_visit = turn;
1314 /* Set correct dun_level value */
1315 sf_ptr->dun_level = dun_level;
1317 /* Create connected stairs */
1318 if (!(change_floor_mode & CFM_NO_RETURN))
1320 /* Extract stair position */
1321 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1323 /*** Create connected stairs ***/
1325 /* No stairs down from Quest */
1326 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1328 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1331 /* No stairs up when ironman_downward */
1332 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1334 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1337 /* Paranoia -- Clear mimic */
1340 /* Connect to previous floor */
1341 c_ptr->special = p_ptr->floor_id;
1345 /* Arrive at random grid */
1346 if (change_floor_mode & (CFM_RAND_PLACE))
1348 (void)new_player_spot();
1351 /* You see stairs blocked */
1352 else if ((change_floor_mode & CFM_NO_RETURN) &&
1353 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1357 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1361 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1368 * The "turn" is not always different number because
1369 * the level teleport doesn't take any turn. Use
1370 * visit mark instead of last visit turn to find the
1371 * oldest saved floor.
1373 sf_ptr->visit_mark = latest_visit_mark++;
1376 /* Place preserved pet monsters */
1379 /* Reset travel target place */
1380 forget_travel_flow();
1382 /* Hack -- maintain unique and artifacts */
1383 update_unique_artifact(new_floor_id);
1385 /* Now the player is in new floor */
1386 p_ptr->floor_id = new_floor_id;
1388 /* The dungeon is ready */
1389 character_dungeon = TRUE;
1391 /* Hack -- Munchkin characters always get whole map */
1392 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1393 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1395 /* Remember when this level was "created" */
1398 /* No dungeon feeling yet */
1399 p_ptr->feeling_turn = old_turn;
1402 /* Clear all flags */
1403 change_floor_mode = 0L;
1405 select_floor_music();
1409 * @brief プレイヤーの手による能動的な階段生成処理 /
1410 * Create stairs at or move previously created stairs into the player location.
1413 void stair_creation(void)
1415 saved_floor_type *sf_ptr;
1416 saved_floor_type *dest_sf_ptr;
1420 s16b dest_floor_id = 0;
1423 /* Forbid up staircases on Ironman mode */
1424 if (ironman_downward) up = FALSE;
1426 /* Forbid down staircases on quest level */
1427 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1429 /* No effect out of standard dungeon floor */
1430 if (!dun_level || (!up && !down) ||
1431 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1432 p_ptr->inside_arena || p_ptr->inside_battle)
1434 /* arena or quest */
1435 msg_print(_("効果がありません!", "There is no effect!"));
1439 /* Artifacts resists */
1440 if (!cave_valid_bold(p_ptr->y, p_ptr->x))
1442 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1446 /* Destroy all objects in the grid */
1447 delete_object(p_ptr->y, p_ptr->x);
1449 /* Extract current floor data */
1450 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1455 /* No floor id? -- Create now! */
1456 p_ptr->floor_id = get_new_floor_id();
1457 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1460 /* Choose randomly */
1463 if (randint0(100) < 50) up = FALSE;
1467 /* Destination is already fixed */
1470 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1474 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1478 /* Search old stairs leading to the destination */
1483 for (y = 0; y < cur_hgt; y++)
1485 for (x = 0; x < cur_wid; x++)
1487 cave_type *c_ptr = &cave[y][x];
1489 if (!c_ptr->special) continue;
1490 if (feat_uses_special(c_ptr->feat)) continue;
1491 if (c_ptr->special != dest_floor_id) continue;
1493 /* Remove old stairs */
1495 cave_set_feat(y, x, floor_type[randint0(100)]);
1500 /* No old destination -- Get new one now */
1503 dest_floor_id = get_new_floor_id();
1507 sf_ptr->upper_floor_id = dest_floor_id;
1509 sf_ptr->lower_floor_id = dest_floor_id;
1512 /* Extract destination floor data */
1513 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1516 /* Create a staircase */
1519 cave_set_feat(p_ptr->y, p_ptr->x,
1520 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
1521 feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
1525 cave_set_feat(p_ptr->y, p_ptr->x,
1526 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
1527 feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
1531 /* Connect this stairs to the destination */
1532 cave[p_ptr->y][p_ptr->x].special = dest_floor_id;