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
17 static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
18 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
19 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
23 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
24 * @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。
25 * @details Make sure that old temporal files are not remaining as gurbages.
28 void init_saved_floors(bool force)
30 char floor_savefile[1024];
33 BIT_FLAGS mode = 0644;
37 /* Get "games" permissions */
42 for (i = 0; i < MAX_SAVED_FLOORS; i++)
44 saved_floor_type *sf_ptr = &saved_floors[i];
47 sprintf(floor_savefile, "%s.F%02d", savefile, i);
49 /* Grab permissions */
52 /* Try to create the file */
53 fd = fd_make(floor_savefile, mode);
55 /* 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。");
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。");
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");
67 msg_print("強制的に削除して実行を続けられます。");
68 if (!get_check("強制的に削除してもよろしいですか?")) quit("実行中止");
70 msg_print("Error: There are old temporal files.");
71 msg_print("Make sure you are not running two game processes simultaneously.");
72 msg_print("If the temporal files are garbages of old crashed process, ");
73 msg_print("you can delete it safely.");
74 if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
85 /* Grab permissions */
88 /* Simply kill the temporal file */
89 (void)fd_kill(floor_savefile);
91 /* Drop permissions */
97 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
100 /* vist_mark is from 1 */
101 latest_visit_mark = 1;
103 /* A sign to mark temporal files */
104 saved_floor_file_sign = (u32b)time(NULL);
106 /* No next floor yet */
109 /* No change floor mode yet */
110 change_floor_mode = 0;
114 /* Drop "games" permissions */
121 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
122 * @details Should be called just before the game quit.
125 void clear_saved_floor_files(void)
127 char floor_savefile[1024];
132 /* Get "games" permissions */
137 for (i = 0; i < MAX_SAVED_FLOORS; i++)
139 saved_floor_type *sf_ptr = &saved_floors[i];
141 /* No temporal file */
142 if (!sf_ptr->floor_id) continue;
143 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
146 sprintf(floor_savefile, "%s.F%02d", savefile, i);
148 /* Grab permissions */
151 /* Simply kill the temporal file */
152 (void)fd_kill(floor_savefile);
154 /* Drop permissions */
160 /* Drop "games" permissions */
167 * @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.
168 * @param floor_id 保存フロアID
169 * @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。
171 saved_floor_type *get_sf_ptr(s16b floor_id)
175 /* floor_id No.0 indicates no floor */
176 if (!floor_id) return NULL;
178 for (i = 0; i < MAX_SAVED_FLOORS; i++)
180 saved_floor_type *sf_ptr = &saved_floors[i];
182 if (sf_ptr->floor_id == floor_id) return sf_ptr;
191 * @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
192 * @param sf_ptr 保存フロアの参照ポインタ
195 static void kill_saved_floor(saved_floor_type *sf_ptr)
197 char floor_savefile[1024];
203 if (!sf_ptr->floor_id) return;
205 if (sf_ptr->floor_id == p_ptr->floor_id)
207 /* Kill current floor */
210 /* Current floor doesn't have temporal file */
215 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
217 /* Grab permissions */
220 /* Simply kill the temporal file */
221 (void)fd_kill(floor_savefile);
223 /* Drop permissions */
227 /* No longer exists */
228 sf_ptr->floor_id = 0;
233 * @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.
234 * @return 利用可能な保存フロアID
236 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
238 s16b get_new_floor_id(void)
240 saved_floor_type *sf_ptr = NULL;
243 /* Look for empty space */
244 for (i = 0; i < MAX_SAVED_FLOORS; i++)
246 sf_ptr = &saved_floors[i];
248 if (!sf_ptr->floor_id) break;
252 if (i == MAX_SAVED_FLOORS)
255 u32b oldest_visit = 0xffffffffL;
257 /* Search for oldest */
258 for (i = 0; i < MAX_SAVED_FLOORS; i++)
260 sf_ptr = &saved_floors[i];
262 /* Don't kill current floor */
263 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
265 /* Don't kill newer */
266 if (sf_ptr->visit_mark > oldest_visit) continue;
269 oldest_visit = sf_ptr->visit_mark;
272 /* Kill oldest saved floor */
273 sf_ptr = &saved_floors[oldest];
274 kill_saved_floor(sf_ptr);
280 /* Prepare new floor data */
281 sf_ptr->savefile_id = i;
282 sf_ptr->floor_id = max_floor_id;
283 sf_ptr->last_visit = 0;
284 sf_ptr->upper_floor_id = 0;
285 sf_ptr->lower_floor_id = 0;
286 sf_ptr->visit_mark = latest_visit_mark++;
288 /* sf_ptr->dun_level may be changed later */
289 sf_ptr->dun_level = dun_level;
292 /* Increment number of floor_id */
293 if (max_floor_id < MAX_SHORT) max_floor_id++;
295 /* 32767 floor_ids are all used up! Re-use ancient IDs */
296 else max_floor_id = 1;
298 return sf_ptr->floor_id;
303 * @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
304 * @param mode 追加したい所持フラグ
307 void prepare_change_floor_mode(BIT_FLAGS mode)
309 change_floor_mode |= mode;
313 * @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
316 static void build_dead_end(void)
320 /* Clear and empty the cave */
323 /* Fill the arrays of floors and walls in the good proportions */
324 set_floor_and_wall(0);
327 cur_hgt = SCREEN_HGT;
328 cur_wid = SCREEN_WID;
330 /* Filled with permanent walls */
331 for (y = 0; y < MAX_HGT; y++)
333 for (x = 0; x < MAX_WID; x++)
335 /* Create "solid" perma-wall */
336 place_solid_perm_bold(y, x);
340 /* Place at center of the floor */
341 p_ptr->y = cur_hgt / 2;
342 p_ptr->x = cur_wid / 2;
344 /* Give one square */
345 place_floor_bold(p_ptr->y, p_ptr->x);
347 wipe_generate_cave_flags();
352 #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 */
353 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 */
356 * @brief フロア移動時のペット保存処理 / Preserve_pets
359 static void preserve_pet(void)
364 for (num = 0; num < MAX_PARTY_MON; num++)
366 party_mon[num].r_idx = 0;
371 monster_type *m_ptr = &m_list[p_ptr->riding];
373 /* Pet of other pet don't follow. */
374 if (m_ptr->parent_m_idx)
377 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
378 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
382 /* Preserve the mount */
383 (void)COPY(&party_mon[0], m_ptr, monster_type);
385 /* Delete from this floor */
386 delete_monster_idx(p_ptr->riding);
391 * If player is in wild mode, no pets are preserved
392 * except a monster whom player riding
394 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
396 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
398 monster_type *m_ptr = &m_list[i];
400 if (!m_ptr->r_idx) continue;
401 if (!is_pet(m_ptr)) continue;
402 if (i == p_ptr->riding) continue;
404 if (reinit_wilderness)
406 /* Don't lose sight of pets when getting a Quest */
410 int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
412 /* Confused (etc.) monsters don't follow. */
413 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
415 /* Pet of other pet don't follow. */
416 if (m_ptr->parent_m_idx) continue;
419 * Pets with nickname will follow even from 3 blocks away
420 * when you or the pet can see the other.
422 if (m_ptr->nickname &&
423 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
424 (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))))
426 if (dis > 3) continue;
430 if (dis > 1) continue;
434 (void)COPY(&party_mon[num], &m_list[i], monster_type);
438 /* Delete from this floor */
439 delete_monster_idx(i);
443 if (record_named_pet)
445 for (i = m_max - 1; i >=1; i--)
447 monster_type *m_ptr = &m_list[i];
450 if (!m_ptr->r_idx) continue;
451 if (!is_pet(m_ptr)) continue;
452 if (!m_ptr->nickname) continue;
453 if (p_ptr->riding == i) continue;
455 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
456 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
461 /* Pet of other pet may disappear. */
462 for (i = m_max - 1; i >=1; i--)
464 monster_type *m_ptr = &m_list[i];
466 /* Are there its parent? */
467 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
469 /* Its parent have gone, it also goes away. */
475 /* Acquire the monster name */
476 monster_desc(m_name, m_ptr, 0);
479 msg_format("%sは消え去った!", m_name);
481 msg_format("%^s disappears!", m_name);
485 /* Delete the monster */
486 delete_monster_idx(i);
493 * @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
496 * To prevent multiple generation of unique monster who is the minion of player
498 void precalc_cur_num_of_pet(void)
502 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
504 for (i = 0; i < max_num; i++)
506 m_ptr = &party_mon[i];
508 /* Skip empty monsters */
509 if (!m_ptr->r_idx) continue;
511 /* Hack -- Increase the racial counter */
512 real_r_ptr(m_ptr)->cur_num++;
517 * @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
520 static void place_pet(void)
523 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
525 for (i = 0; i < max_num; i++)
527 POSITION cy = 0, cx = 0;
530 if (!(party_mon[i].r_idx)) continue;
535 p_ptr->riding = m_idx;
547 for (d = 1; d < 6; d++)
549 for (j = 1000; j > 0; j--)
551 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
552 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
556 m_idx = (d == 6) ? 0 : m_pop();
561 monster_type *m_ptr = &m_list[m_idx];
564 cave[cy][cx].m_idx = m_idx;
566 m_ptr->r_idx = party_mon[i].r_idx;
568 /* Copy all member of the structure */
569 *m_ptr = party_mon[i];
570 r_ptr = real_r_ptr(m_ptr);
575 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
578 m_ptr->hold_o_idx = 0;
581 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
583 /* Monster is still being nice */
584 m_ptr->mflag |= (MFLAG_NICE);
586 /* Must repair monsters */
587 repair_monsters = TRUE;
590 /* Update the monster */
591 update_mon(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) 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);
613 monster_desc(m_name, m_ptr, 0);
615 msg_format("%sとはぐれてしまった。", m_name);
617 msg_format("You have lost sight of %s.", m_name);
619 if (record_named_pet && m_ptr->nickname)
621 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
622 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
625 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
626 if (r_ptr->cur_num) r_ptr->cur_num--;
630 /* For accuracy of precalc_cur_num_of_pet() */
631 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
636 * @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
637 * @param cur_floor_id 現在のフロアID
640 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
641 * while new floor creation since dungeons may be re-created by\n
642 * auto-scum option.\n
644 static void update_unique_artifact(s16b cur_floor_id)
648 /* Maintain unique monsters */
649 for (i = 1; i < m_max; i++)
652 monster_type *m_ptr = &m_list[i];
654 /* Skip dead monsters */
655 if (!m_ptr->r_idx) continue;
657 /* Extract real monster race */
658 r_ptr = real_r_ptr(m_ptr);
660 /* Memorize location of the unique monster */
661 if ((r_ptr->flags1 & RF1_UNIQUE) ||
662 (r_ptr->flags7 & RF7_NAZGUL))
664 r_ptr->floor_id = cur_floor_id;
668 /* Maintain artifatcs */
669 for (i = 1; i < o_max; i++)
671 object_type *o_ptr = &o_list[i];
673 /* Skip dead objects */
674 if (!o_ptr->k_idx) continue;
676 /* Memorize location of the artifact */
677 if (object_is_fixed_artifact(o_ptr))
679 a_info[o_ptr->name1].floor_id = cur_floor_id;
686 * @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,
689 static void get_out_monster(void)
695 MONSTER_IDX m_idx = cave[oy][ox].m_idx;
697 /* Nothing to do if no monster */
700 /* Look until done */
705 /* Pick a (possibly illegal) location */
706 int ny = rand_spread(oy, dis);
707 int nx = rand_spread(ox, dis);
711 /* Stop after 1000 tries */
712 if (tries > 10000) return;
715 * Increase distance after doing enough tries
716 * compared to area of possible space
718 if (tries > 20 * dis * dis) dis++;
720 /* Ignore illegal locations */
721 if (!in_bounds(ny, nx)) continue;
723 /* Require "empty" floor space */
724 if (!cave_empty_bold(ny, nx)) continue;
726 /* Hack -- no teleport onto glyph of warding */
727 if (is_glyph_grid(&cave[ny][nx])) continue;
728 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
730 /* ...nor onto the Pattern */
731 if (pattern_tile(ny, nx)) continue;
733 /*** It's a good place ***/
735 m_ptr = &m_list[m_idx];
737 /* Update the old location */
738 cave[oy][ox].m_idx = 0;
740 /* Update the new location */
741 cave[ny][nx].m_idx = m_idx;
743 /* Move the monster */
747 /* No need to do update_mon() */
755 * 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?
757 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
761 * @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.
762 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
765 static void locate_connected_stairs(saved_floor_type *sf_ptr)
767 int x, y, sx = 0, sy = 0;
773 /* Search usable stairs */
774 for (y = 0; y < cur_hgt; y++)
776 for (x = 0; x < cur_wid; x++)
778 cave_type *c_ptr = &cave[y][x];
779 feature_type *f_ptr = &f_info[c_ptr->feat];
782 if (change_floor_mode & CFM_UP)
784 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
785 !have_flag(f_ptr->flags, FF_SPECIAL))
789 /* Found fixed stairs? */
790 if (c_ptr->special &&
791 c_ptr->special == sf_ptr->upper_floor_id)
799 else if (change_floor_mode & CFM_DOWN)
801 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
802 !have_flag(f_ptr->flags, FF_SPECIAL))
806 /* Found fixed stairs */
807 if (c_ptr->special &&
808 c_ptr->special == sf_ptr->lower_floor_id)
818 if (have_flag(f_ptr->flags, FF_BLDG))
824 if (ok && (num < 20))
841 /* No stairs found! -- No return */
842 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
844 /* Mega Hack -- It's not the stairs you enter. Disable it. */
845 if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
849 /* Choose random one */
852 /* Point stair location */
853 p_ptr->y = y_table[i];
854 p_ptr->x = x_table[i];
859 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
860 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
863 void leave_floor(void)
865 cave_type *c_ptr = NULL;
867 saved_floor_type *sf_ptr;
871 /* Preserve pets and prepare to take these to next floor */
874 /* Remove all mirrors without explosion */
875 remove_all_mirrors(FALSE);
877 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
879 /* New floor is not yet prepared */
882 /* Temporary get a floor_id (for Arena) */
883 if (!p_ptr->floor_id &&
884 (change_floor_mode & CFM_SAVE_FLOORS) &&
885 !(change_floor_mode & CFM_NO_RETURN))
887 /* Get temporal floor_id */
888 p_ptr->floor_id = get_new_floor_id();
892 /* Search the quest monster index */
893 for (i = 0; i < max_q_idx; i++)
895 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
896 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
897 (quest[i].type == QUEST_TYPE_RANDOM)) &&
898 (quest[i].level == dun_level) &&
899 (dungeon_type == quest[i].dungeon) &&
900 !(quest[i].flags & QUEST_FLAG_PRESET))
902 quest_r_idx = quest[i].r_idx;
906 /* Maintain quest monsters */
907 for (i = 1; i < m_max; i++)
910 monster_type *m_ptr = &m_list[i];
912 /* Skip dead monsters */
913 if (!m_ptr->r_idx) continue;
915 /* Only maintain quest monsters */
916 if (quest_r_idx != m_ptr->r_idx) continue;
918 /* Extract real monster race */
919 r_ptr = real_r_ptr(m_ptr);
921 /* Ignore unique monsters */
922 if ((r_ptr->flags1 & RF1_UNIQUE) ||
923 (r_ptr->flags7 & RF7_NAZGUL)) continue;
925 /* Delete non-unique quest monsters */
926 delete_monster_idx(i);
929 /* Check if there is a same item */
930 for (i = 0; i < INVEN_PACK; i++)
932 object_type *o_ptr = &inventory[i];
934 /* Skip dead objects */
935 if (!o_ptr->k_idx) 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(p_ptr->floor_id);
947 /* Choose random stairs */
948 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
950 locate_connected_stairs(sf_ptr);
953 /* Extract new dungeon level */
954 if (change_floor_mode & CFM_SAVE_FLOORS)
956 /* Extract stair position */
957 c_ptr = &cave[p_ptr->y][p_ptr->x];
958 f_ptr = &f_info[c_ptr->feat];
960 /* Get back to old saved floor? */
961 if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
963 /* Saved floor is exist. Use it. */
964 new_floor_id = c_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 (change_floor_mode & (CFM_DOWN | CFM_UP))
979 /* Extract level movement number */
980 if (change_floor_mode & CFM_DOWN) move_num = 1;
981 else if (change_floor_mode & CFM_UP) move_num = -1;
983 /* Shafts are deeper than normal stairs */
984 if (change_floor_mode & CFM_SHAFT)
985 move_num += SGN(move_num);
987 /* Get out from or Enter the dungeon */
988 if (change_floor_mode & CFM_DOWN)
991 move_num = d_info[dungeon_type].mindepth;
993 else if (change_floor_mode & CFM_UP)
995 if (dun_level + move_num < d_info[dungeon_type].mindepth)
996 move_num = -dun_level;
999 dun_level += move_num;
1002 /* Leaving the dungeon to town */
1003 if (!dun_level && dungeon_type)
1005 p_ptr->leaving_dungeon = TRUE;
1006 if (!vanilla_town && !lite_town)
1008 p_ptr->wilderness_y = d_info[dungeon_type].dy;
1009 p_ptr->wilderness_x = d_info[dungeon_type].dx;
1011 p_ptr->recall_dungeon = dungeon_type;
1014 /* Reach to the surface -- Clear all saved floors */
1015 change_floor_mode &= ~CFM_SAVE_FLOORS;
1018 /* Kill some old saved floors */
1019 if (!(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 (change_floor_mode & CFM_NO_RETURN)
1030 /* Kill current floor */
1031 kill_saved_floor(sf_ptr);
1034 /* No current floor -- Left/Enter dungeon etc... */
1035 if (!p_ptr->floor_id)
1037 /* No longer need to save current floor */
1042 /* Mark next floor_id on the previous floor */
1046 new_floor_id = get_new_floor_id();
1048 /* Connect from here */
1049 if (c_ptr && !feat_uses_special(c_ptr->feat))
1051 c_ptr->special = new_floor_id;
1055 /* Fix connection -- level teleportation or trap door */
1056 if (change_floor_mode & CFM_RAND_CONNECT)
1058 if (change_floor_mode & CFM_UP)
1059 sf_ptr->upper_floor_id = new_floor_id;
1060 else if (change_floor_mode & CFM_DOWN)
1061 sf_ptr->lower_floor_id = new_floor_id;
1064 /* If you can return, you need to save previous floor */
1065 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1066 !(change_floor_mode & CFM_NO_RETURN))
1068 /* Get out of the my way! */
1071 /* Record the last visit turn of current floor */
1072 sf_ptr->last_visit = turn;
1074 /* Forget the lite */
1077 /* Forget the view */
1080 /* Forget the view */
1083 /* Save current floor */
1084 if (!save_floor(sf_ptr, 0))
1086 /* Save failed -- No return */
1087 prepare_change_floor_mode(CFM_NO_RETURN);
1089 /* Kill current floor */
1090 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1097 * @brief フロアの切り替え処理 / Enter new floor.
1100 * If the floor is an old saved floor, it will be\n
1101 * restored from the temporal file. If the floor is new one, new cave\n
1102 * will be generated.\n
1104 void change_floor(void)
1106 saved_floor_type *sf_ptr;
1107 bool loaded = FALSE;
1109 /* The dungeon is not ready */
1110 character_dungeon = FALSE;
1112 /* No longer in the trap detecteded region */
1113 p_ptr->dtrap = FALSE;
1115 /* Mega-Hack -- no panel yet */
1121 /* Mega-Hack -- not ambushed on the wildness? */
1122 ambush_flag = FALSE;
1124 /* No saved floors (On the surface etc.) */
1125 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1126 !(change_floor_mode & CFM_FIRST_FLOOR))
1131 /* Paranoia -- No new saved floor */
1135 /* In the dungeon */
1138 /* No floor_id yet */
1142 new_floor_id = get_new_floor_id();
1145 /* Pointer for infomations of new floor */
1146 sf_ptr = get_sf_ptr(new_floor_id);
1148 /* Try to restore old floor */
1149 if (sf_ptr->last_visit)
1151 /* Old saved floor is exist */
1152 if (load_floor(sf_ptr, 0))
1156 /* Forbid return stairs */
1157 if (change_floor_mode & CFM_NO_RETURN)
1159 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1161 if (!feat_uses_special(c_ptr->feat))
1163 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1165 /* Reset to floor */
1166 c_ptr->feat = floor_type[randint0(100)];
1176 * Set lower/upper_floor_id of new floor when the new
1177 * floor is right-above/right-under the current floor.
1179 * Stair creation/Teleport level/Trap door will take
1180 * you the same floor when you used it later again.
1182 if (p_ptr->floor_id)
1184 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1186 if (change_floor_mode & CFM_UP)
1188 /* New floor is right-above */
1189 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1190 sf_ptr->lower_floor_id = p_ptr->floor_id;
1192 else if (change_floor_mode & CFM_DOWN)
1194 /* New floor is right-under */
1195 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1196 sf_ptr->upper_floor_id = p_ptr->floor_id;
1200 /* Break connection to killed floor */
1203 if (change_floor_mode & CFM_UP)
1204 sf_ptr->lower_floor_id = 0;
1205 else if (change_floor_mode & CFM_DOWN)
1206 sf_ptr->upper_floor_id = 0;
1209 /* Maintain monsters and artifacts */
1213 s32b tmp_last_visit = sf_ptr->last_visit;
1215 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1218 while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1219 absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
1221 /* Maintain monsters */
1222 for (i = 1; i < m_max; i++)
1224 monster_race *r_ptr;
1225 monster_type *m_ptr = &m_list[i];
1227 /* Skip dead monsters */
1228 if (!m_ptr->r_idx) continue;
1233 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1235 /* Remove timed status (except MTIMED_CSLEEP) */
1236 (void)set_monster_fast(i, 0);
1237 (void)set_monster_slow(i, 0);
1238 (void)set_monster_stunned(i, 0);
1239 (void)set_monster_confused(i, 0);
1240 (void)set_monster_monfear(i, 0);
1241 (void)set_monster_invulner(i, 0, FALSE);
1244 /* Extract real monster race */
1245 r_ptr = real_r_ptr(m_ptr);
1247 /* Ignore non-unique */
1248 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1249 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1251 /* Appear at a different floor? */
1252 if (r_ptr->floor_id != new_floor_id)
1254 /* Disapper from here */
1255 delete_monster_idx(i);
1259 /* Maintain artifatcs */
1260 for (i = 1; i < o_max; i++)
1262 object_type *o_ptr = &o_list[i];
1264 /* Skip dead objects */
1265 if (!o_ptr->k_idx) continue;
1267 /* Ignore non-artifact */
1268 if (!object_is_fixed_artifact(o_ptr)) continue;
1270 /* Appear at a different floor? */
1271 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1273 /* Disappear from here */
1274 delete_object_idx(i);
1278 /* Cancel preserve */
1279 a_info[o_ptr->name1].cur_num = 1;
1283 (void)place_quest_monsters();
1285 /* Place some random monsters */
1286 alloc_times = absence_ticks / alloc_chance;
1288 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1291 for (i = 0; i < alloc_times; i++)
1293 /* Make a (group of) new monster */
1294 (void)alloc_monster(0, 0);
1299 /* New floor_id or failed to restore */
1300 else /* if (!loaded) */
1302 if (sf_ptr->last_visit)
1304 /* Temporal file is broken? */
1305 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1307 /* Create simple dead end */
1310 /* Break connection */
1311 if (change_floor_mode & CFM_UP)
1313 sf_ptr->upper_floor_id = 0;
1315 else if (change_floor_mode & CFM_DOWN)
1317 sf_ptr->lower_floor_id = 0;
1322 /* Newly create cave */
1326 /* Record last visit turn */
1327 sf_ptr->last_visit = turn;
1329 /* Set correct dun_level value */
1330 sf_ptr->dun_level = dun_level;
1332 /* Create connected stairs */
1333 if (!(change_floor_mode & CFM_NO_RETURN))
1335 /* Extract stair position */
1336 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1338 /*** Create connected stairs ***/
1340 /* No stairs down from Quest */
1341 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1343 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1346 /* No stairs up when ironman_downward */
1347 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1349 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1352 /* Paranoia -- Clear mimic */
1355 /* Connect to previous floor */
1356 c_ptr->special = p_ptr->floor_id;
1360 /* Arrive at random grid */
1361 if (change_floor_mode & (CFM_RAND_PLACE))
1363 (void)new_player_spot();
1366 /* You see stairs blocked */
1367 else if ((change_floor_mode & CFM_NO_RETURN) &&
1368 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1373 msg_print("突然階段が塞がれてしまった。");
1375 msg_print("Suddenly the stairs is blocked!");
1381 msg_print("ゴトゴトと何か音がした。");
1383 msg_print("You hear some noises.");
1391 * The "turn" is not always different number because
1392 * the level teleport doesn't take any turn. Use
1393 * visit mark instead of last visit turn to find the
1394 * oldest saved floor.
1396 sf_ptr->visit_mark = latest_visit_mark++;
1399 /* Place preserved pet monsters */
1402 /* Reset travel target place */
1403 forget_travel_flow();
1405 /* Hack -- maintain unique and artifacts */
1406 update_unique_artifact(new_floor_id);
1408 /* Now the player is in new floor */
1409 p_ptr->floor_id = new_floor_id;
1411 /* The dungeon is ready */
1412 character_dungeon = TRUE;
1414 /* Hack -- Munchkin characters always get whole map */
1415 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1416 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1418 /* Remember when this level was "created" */
1421 /* No dungeon feeling yet */
1422 p_ptr->feeling_turn = old_turn;
1425 /* Clear all flags */
1426 change_floor_mode = 0L;
1428 select_floor_music();
1432 * @brief プレイヤーの手による能動的な階段生成処理 /
1433 * Create stairs at or move previously created stairs into the player location.
1436 void stair_creation(void)
1438 saved_floor_type *sf_ptr;
1439 saved_floor_type *dest_sf_ptr;
1443 s16b dest_floor_id = 0;
1446 /* Forbid up staircases on Ironman mode */
1447 if (ironman_downward) up = FALSE;
1449 /* Forbid down staircases on quest level */
1450 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1452 /* No effect out of standard dungeon floor */
1453 if (!dun_level || (!up && !down) ||
1454 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1455 p_ptr->inside_arena || p_ptr->inside_battle)
1457 /* arena or quest */
1459 msg_print("効果がありません!");
1461 msg_print("There is no effect!");
1466 /* Artifacts resists */
1467 if (!cave_valid_bold(p_ptr->y, p_ptr->x))
1470 msg_print("床上のアイテムが呪文を跳ね返した。");
1472 msg_print("The object resists the spell.");
1478 /* Destroy all objects in the grid */
1479 delete_object(p_ptr->y, p_ptr->x);
1481 /* Extract current floor data */
1482 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1487 /* No floor id? -- Create now! */
1488 p_ptr->floor_id = get_new_floor_id();
1489 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1492 /* Choose randomly */
1495 if (randint0(100) < 50) up = FALSE;
1499 /* Destination is already fixed */
1502 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1506 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1510 /* Search old stairs leading to the destination */
1515 for (y = 0; y < cur_hgt; y++)
1517 for (x = 0; x < cur_wid; x++)
1519 cave_type *c_ptr = &cave[y][x];
1521 if (!c_ptr->special) continue;
1522 if (feat_uses_special(c_ptr->feat)) continue;
1523 if (c_ptr->special != dest_floor_id) continue;
1525 /* Remove old stairs */
1527 cave_set_feat(y, x, floor_type[randint0(100)]);
1532 /* No old destination -- Get new one now */
1535 dest_floor_id = get_new_floor_id();
1539 sf_ptr->upper_floor_id = dest_floor_id;
1541 sf_ptr->lower_floor_id = dest_floor_id;
1544 /* Extract destination floor data */
1545 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1548 /* Create a staircase */
1551 cave_set_feat(p_ptr->y, p_ptr->x,
1552 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
1553 feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
1557 cave_set_feat(p_ptr->y, p_ptr->x,
1558 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
1559 feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
1563 /* Connect this stairs to the destination */
1564 cave[p_ptr->y][p_ptr->x].special = dest_floor_id;