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];
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 = 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;
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(u32b 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 */
344 /* Give one square */
345 place_floor_bold(py, px);
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)
363 for (num = 0; num < MAX_PARTY_MON; num++)
365 party_mon[num].r_idx = 0;
370 monster_type *m_ptr = &m_list[p_ptr->riding];
372 /* Pet of other pet don't follow. */
373 if (m_ptr->parent_m_idx)
376 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
377 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
381 /* Preserve the mount */
382 (void)COPY(&party_mon[0], m_ptr, monster_type);
384 /* Delete from this floor */
385 delete_monster_idx(p_ptr->riding);
390 * If player is in wild mode, no pets are preserved
391 * except a monster whom player riding
393 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
395 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
397 monster_type *m_ptr = &m_list[i];
399 if (!m_ptr->r_idx) continue;
400 if (!is_pet(m_ptr)) continue;
401 if (i == p_ptr->riding) continue;
403 if (reinit_wilderness)
405 /* Don't lose sight of pets when getting a Quest */
409 int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
411 /* Confused (etc.) monsters don't follow. */
412 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
414 /* Pet of other pet don't follow. */
415 if (m_ptr->parent_m_idx) continue;
418 * Pets with nickname will follow even from 3 blocks away
419 * when you or the pet can see the other.
421 if (m_ptr->nickname &&
422 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)) ||
423 (los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px))))
425 if (dis > 3) continue;
429 if (dis > 1) continue;
433 (void)COPY(&party_mon[num], &m_list[i], monster_type);
437 /* Delete from this floor */
438 delete_monster_idx(i);
442 if (record_named_pet)
444 for (i = m_max - 1; i >=1; i--)
446 monster_type *m_ptr = &m_list[i];
449 if (!m_ptr->r_idx) continue;
450 if (!is_pet(m_ptr)) continue;
451 if (!m_ptr->nickname) continue;
452 if (p_ptr->riding == i) continue;
454 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
455 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
460 /* Pet of other pet may disappear. */
461 for (i = m_max - 1; i >=1; i--)
463 monster_type *m_ptr = &m_list[i];
465 /* Are there its parent? */
466 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
468 /* Its parent have gone, it also goes away. */
474 /* Acquire the monster name */
475 monster_desc(m_name, m_ptr, 0);
478 msg_format("%sは消え去った!", m_name);
480 msg_format("%^s disappears!", m_name);
484 /* Delete the monster */
485 delete_monster_idx(i);
492 * @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
495 * To prevent multiple generation of unique monster who is the minion of player
497 void precalc_cur_num_of_pet(void)
501 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
503 for (i = 0; i < max_num; i++)
505 m_ptr = &party_mon[i];
507 /* Skip empty monsters */
508 if (!m_ptr->r_idx) continue;
510 /* Hack -- Increase the racial counter */
511 real_r_ptr(m_ptr)->cur_num++;
516 * @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
519 static void place_pet(void)
522 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
524 for (i = 0; i < max_num; i++)
528 if (!(party_mon[i].r_idx)) continue;
533 p_ptr->riding = m_idx;
544 for (d = 1; d < 6; d++)
546 for (j = 1000; j > 0; j--)
548 scatter(&cy, &cx, py, px, d, 0);
549 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
553 m_idx = (d == 6) ? 0 : m_pop();
558 monster_type *m_ptr = &m_list[m_idx];
561 cave[cy][cx].m_idx = m_idx;
563 m_ptr->r_idx = party_mon[i].r_idx;
565 /* Copy all member of the structure */
566 *m_ptr = party_mon[i];
567 r_ptr = real_r_ptr(m_ptr);
572 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
575 m_ptr->hold_o_idx = 0;
578 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
580 /* Monster is still being nice */
581 m_ptr->mflag |= (MFLAG_NICE);
583 /* Must repair monsters */
584 repair_monsters = TRUE;
587 /* Update the monster */
588 update_mon(m_idx, TRUE);
591 /* Pre-calculated in precalc_cur_num_of_pet() */
592 /* r_ptr->cur_num++; */
594 /* Hack -- Count the number of "reproducers" */
595 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
597 /* Hack -- Notice new multi-hued monsters */
599 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
600 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
601 shimmer_monsters = TRUE;
606 monster_type *m_ptr = &party_mon[i];
607 monster_race *r_ptr = real_r_ptr(m_ptr);
610 monster_desc(m_name, m_ptr, 0);
612 msg_format("%sとはぐれてしまった。", m_name);
614 msg_format("You have lost sight of %s.", m_name);
616 if (record_named_pet && m_ptr->nickname)
618 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
619 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
622 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
623 if (r_ptr->cur_num) r_ptr->cur_num--;
627 /* For accuracy of precalc_cur_num_of_pet() */
628 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
633 * @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
634 * @param cur_floor_id 現在のフロアID
637 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
638 * while new floor creation since dungeons may be re-created by\n
639 * auto-scum option.\n
641 static void update_unique_artifact(s16b cur_floor_id)
645 /* Maintain unique monsters */
646 for (i = 1; i < m_max; i++)
649 monster_type *m_ptr = &m_list[i];
651 /* Skip dead monsters */
652 if (!m_ptr->r_idx) continue;
654 /* Extract real monster race */
655 r_ptr = real_r_ptr(m_ptr);
657 /* Memorize location of the unique monster */
658 if ((r_ptr->flags1 & RF1_UNIQUE) ||
659 (r_ptr->flags7 & RF7_NAZGUL))
661 r_ptr->floor_id = cur_floor_id;
665 /* Maintain artifatcs */
666 for (i = 1; i < o_max; i++)
668 object_type *o_ptr = &o_list[i];
670 /* Skip dead objects */
671 if (!o_ptr->k_idx) continue;
673 /* Memorize location of the artifact */
674 if (object_is_fixed_artifact(o_ptr))
676 a_info[o_ptr->name1].floor_id = cur_floor_id;
683 * @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,
686 static void get_out_monster(void)
692 int m_idx = cave[oy][ox].m_idx;
694 /* Nothing to do if no monster */
697 /* Look until done */
702 /* Pick a (possibly illegal) location */
703 int ny = rand_spread(oy, dis);
704 int nx = rand_spread(ox, dis);
708 /* Stop after 1000 tries */
709 if (tries > 10000) return;
712 * Increase distance after doing enough tries
713 * compared to area of possible space
715 if (tries > 20 * dis * dis) dis++;
717 /* Ignore illegal locations */
718 if (!in_bounds(ny, nx)) continue;
720 /* Require "empty" floor space */
721 if (!cave_empty_bold(ny, nx)) continue;
723 /* Hack -- no teleport onto glyph of warding */
724 if (is_glyph_grid(&cave[ny][nx])) continue;
725 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
727 /* ...nor onto the Pattern */
728 if (pattern_tile(ny, nx)) continue;
730 /*** It's a good place ***/
732 m_ptr = &m_list[m_idx];
734 /* Update the old location */
735 cave[oy][ox].m_idx = 0;
737 /* Update the new location */
738 cave[ny][nx].m_idx = m_idx;
740 /* Move the monster */
744 /* No need to do update_mon() */
752 * 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?
754 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
758 * @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.
759 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
762 static void locate_connected_stairs(saved_floor_type *sf_ptr)
764 int x, y, sx = 0, sy = 0;
770 /* Search usable stairs */
771 for (y = 0; y < cur_hgt; y++)
773 for (x = 0; x < cur_wid; x++)
775 cave_type *c_ptr = &cave[y][x];
776 feature_type *f_ptr = &f_info[c_ptr->feat];
779 if (change_floor_mode & CFM_UP)
781 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
782 !have_flag(f_ptr->flags, FF_SPECIAL))
786 /* Found fixed stairs? */
787 if (c_ptr->special &&
788 c_ptr->special == sf_ptr->upper_floor_id)
796 else if (change_floor_mode & CFM_DOWN)
798 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
799 !have_flag(f_ptr->flags, FF_SPECIAL))
803 /* Found fixed stairs */
804 if (c_ptr->special &&
805 c_ptr->special == sf_ptr->lower_floor_id)
815 if (have_flag(f_ptr->flags, FF_BLDG))
821 if (ok && (num < 20))
838 /* No stairs found! -- No return */
839 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
841 /* Mega Hack -- It's not the stairs you enter. Disable it. */
842 if (!feat_uses_special(cave[py][px].feat)) cave[py][px].special = 0;
846 /* Choose random one */
849 /* Point stair location */
856 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
857 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
860 void leave_floor(void)
862 cave_type *c_ptr = NULL;
864 saved_floor_type *sf_ptr;
868 /* Preserve pets and prepare to take these to next floor */
871 /* Remove all mirrors without explosion */
872 remove_all_mirrors(FALSE);
874 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
876 /* New floor is not yet prepared */
879 /* Temporary get a floor_id (for Arena) */
880 if (!p_ptr->floor_id &&
881 (change_floor_mode & CFM_SAVE_FLOORS) &&
882 !(change_floor_mode & CFM_NO_RETURN))
884 /* Get temporal floor_id */
885 p_ptr->floor_id = get_new_floor_id();
889 /* Search the quest monster index */
890 for (i = 0; i < max_quests; i++)
892 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
893 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
894 (quest[i].type == QUEST_TYPE_RANDOM)) &&
895 (quest[i].level == dun_level) &&
896 (dungeon_type == quest[i].dungeon) &&
897 !(quest[i].flags & QUEST_FLAG_PRESET))
899 quest_r_idx = quest[i].r_idx;
903 /* Maintain quest monsters */
904 for (i = 1; i < m_max; i++)
907 monster_type *m_ptr = &m_list[i];
909 /* Skip dead monsters */
910 if (!m_ptr->r_idx) continue;
912 /* Only maintain quest monsters */
913 if (quest_r_idx != m_ptr->r_idx) continue;
915 /* Extract real monster race */
916 r_ptr = real_r_ptr(m_ptr);
918 /* Ignore unique monsters */
919 if ((r_ptr->flags1 & RF1_UNIQUE) ||
920 (r_ptr->flags7 & RF7_NAZGUL)) continue;
922 /* Delete non-unique quest monsters */
923 delete_monster_idx(i);
926 /* Check if there is a same item */
927 for (i = 0; i < INVEN_PACK; i++)
929 object_type *o_ptr = &inventory[i];
931 /* Skip dead objects */
932 if (!o_ptr->k_idx) continue;
934 /* Delete old memorized location of the artifact */
935 if (object_is_fixed_artifact(o_ptr))
937 a_info[o_ptr->name1].floor_id = 0;
941 /* Extract current floor info or NULL */
942 sf_ptr = get_sf_ptr(p_ptr->floor_id);
944 /* Choose random stairs */
945 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
947 locate_connected_stairs(sf_ptr);
950 /* Extract new dungeon level */
951 if (change_floor_mode & CFM_SAVE_FLOORS)
953 /* Extract stair position */
954 c_ptr = &cave[py][px];
955 f_ptr = &f_info[c_ptr->feat];
957 /* Get back to old saved floor? */
958 if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
960 /* Saved floor is exist. Use it. */
961 new_floor_id = c_ptr->special;
964 /* Mark shaft up/down */
965 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
967 prepare_change_floor_mode(CFM_SHAFT);
971 /* Climb up/down some sort of stairs */
972 if (change_floor_mode & (CFM_DOWN | CFM_UP))
976 /* Extract level movement number */
977 if (change_floor_mode & CFM_DOWN) move_num = 1;
978 else if (change_floor_mode & CFM_UP) move_num = -1;
980 /* Shafts are deeper than normal stairs */
981 if (change_floor_mode & CFM_SHAFT)
982 move_num += SGN(move_num);
984 /* Get out from or Enter the dungeon */
985 if (change_floor_mode & CFM_DOWN)
988 move_num = d_info[dungeon_type].mindepth;
990 else if (change_floor_mode & CFM_UP)
992 if (dun_level + move_num < d_info[dungeon_type].mindepth)
993 move_num = -dun_level;
996 dun_level += move_num;
999 /* Leaving the dungeon to town */
1000 if (!dun_level && dungeon_type)
1002 p_ptr->leaving_dungeon = TRUE;
1003 if (!vanilla_town && !lite_town)
1005 p_ptr->wilderness_y = d_info[dungeon_type].dy;
1006 p_ptr->wilderness_x = d_info[dungeon_type].dx;
1008 p_ptr->recall_dungeon = dungeon_type;
1011 /* Reach to the surface -- Clear all saved floors */
1012 change_floor_mode &= ~CFM_SAVE_FLOORS;
1015 /* Kill some old saved floors */
1016 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1020 /* Kill all saved floors */
1021 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1022 kill_saved_floor(&saved_floors[i]);
1024 /* Reset visit_mark count */
1025 latest_visit_mark = 1;
1027 else if (change_floor_mode & CFM_NO_RETURN)
1029 /* Kill current floor */
1030 kill_saved_floor(sf_ptr);
1033 /* No current floor -- Left/Enter dungeon etc... */
1034 if (!p_ptr->floor_id)
1036 /* 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 (c_ptr && !feat_uses_special(c_ptr->feat))
1050 c_ptr->special = new_floor_id;
1054 /* Fix connection -- level teleportation or trap door */
1055 if (change_floor_mode & CFM_RAND_CONNECT)
1057 if (change_floor_mode & CFM_UP)
1058 sf_ptr->upper_floor_id = new_floor_id;
1059 else if (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 ((change_floor_mode & CFM_SAVE_FLOORS) &&
1065 !(change_floor_mode & CFM_NO_RETURN))
1067 /* Get out of the my way! */
1070 /* Record the last visit turn of current floor */
1071 sf_ptr->last_visit = turn;
1073 /* Forget the lite */
1076 /* Forget the view */
1079 /* Forget the view */
1082 /* Save current floor */
1083 if (!save_floor(sf_ptr, 0))
1085 /* Save failed -- No return */
1086 prepare_change_floor_mode(CFM_NO_RETURN);
1088 /* Kill current floor */
1089 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1096 * @brief フロアの切り替え処理 / Enter new floor.
1099 * If the floor is an old saved floor, it will be\n
1100 * restored from the temporal file. If the floor is new one, new cave\n
1101 * will be generated.\n
1103 void change_floor(void)
1105 saved_floor_type *sf_ptr;
1106 bool loaded = FALSE;
1108 /* The dungeon is not ready */
1109 character_dungeon = FALSE;
1111 /* No longer in the trap detecteded region */
1112 p_ptr->dtrap = FALSE;
1114 /* Mega-Hack -- no panel yet */
1120 /* Mega-Hack -- not ambushed on the wildness? */
1121 ambush_flag = FALSE;
1123 /* No saved floors (On the surface etc.) */
1124 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1125 !(change_floor_mode & CFM_FIRST_FLOOR))
1130 /* Paranoia -- No new saved floor */
1134 /* In the dungeon */
1137 /* No floor_id yet */
1141 new_floor_id = get_new_floor_id();
1144 /* Pointer for infomations of new floor */
1145 sf_ptr = get_sf_ptr(new_floor_id);
1147 /* Try to restore old floor */
1148 if (sf_ptr->last_visit)
1150 /* Old saved floor is exist */
1151 if (load_floor(sf_ptr, 0))
1155 /* Forbid return stairs */
1156 if (change_floor_mode & CFM_NO_RETURN)
1158 cave_type *c_ptr = &cave[py][px];
1160 if (!feat_uses_special(c_ptr->feat))
1162 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1164 /* Reset to floor */
1165 c_ptr->feat = floor_type[randint0(100)];
1175 * Set lower/upper_floor_id of new floor when the new
1176 * floor is right-above/right-under the current floor.
1178 * Stair creation/Teleport level/Trap door will take
1179 * you the same floor when you used it later again.
1181 if (p_ptr->floor_id)
1183 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1185 if (change_floor_mode & CFM_UP)
1187 /* New floor is right-above */
1188 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1189 sf_ptr->lower_floor_id = p_ptr->floor_id;
1191 else if (change_floor_mode & CFM_DOWN)
1193 /* New floor is right-under */
1194 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1195 sf_ptr->upper_floor_id = p_ptr->floor_id;
1199 /* Break connection to killed floor */
1202 if (change_floor_mode & CFM_UP)
1203 sf_ptr->lower_floor_id = 0;
1204 else if (change_floor_mode & CFM_DOWN)
1205 sf_ptr->upper_floor_id = 0;
1208 /* Maintain monsters and artifacts */
1212 s32b tmp_last_visit = sf_ptr->last_visit;
1214 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1217 while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1218 absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
1220 /* Maintain monsters */
1221 for (i = 1; i < m_max; i++)
1223 monster_race *r_ptr;
1224 monster_type *m_ptr = &m_list[i];
1226 /* Skip dead monsters */
1227 if (!m_ptr->r_idx) continue;
1232 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1234 /* Remove timed status (except MTIMED_CSLEEP) */
1235 (void)set_monster_fast(i, 0);
1236 (void)set_monster_slow(i, 0);
1237 (void)set_monster_stunned(i, 0);
1238 (void)set_monster_confused(i, 0);
1239 (void)set_monster_monfear(i, 0);
1240 (void)set_monster_invulner(i, 0, FALSE);
1243 /* Extract real monster race */
1244 r_ptr = real_r_ptr(m_ptr);
1246 /* Ignore non-unique */
1247 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1248 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1250 /* Appear at a different floor? */
1251 if (r_ptr->floor_id != new_floor_id)
1253 /* Disapper from here */
1254 delete_monster_idx(i);
1258 /* Maintain artifatcs */
1259 for (i = 1; i < o_max; i++)
1261 object_type *o_ptr = &o_list[i];
1263 /* Skip dead objects */
1264 if (!o_ptr->k_idx) continue;
1266 /* Ignore non-artifact */
1267 if (!object_is_fixed_artifact(o_ptr)) continue;
1269 /* Appear at a different floor? */
1270 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1272 /* Disappear from here */
1273 delete_object_idx(i);
1277 /* Cancel preserve */
1278 a_info[o_ptr->name1].cur_num = 1;
1282 (void)place_quest_monsters();
1284 /* Place some random monsters */
1285 alloc_times = absence_ticks / alloc_chance;
1287 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1290 for (i = 0; i < alloc_times; i++)
1292 /* Make a (group of) new monster */
1293 (void)alloc_monster(0, 0);
1298 /* New floor_id or failed to restore */
1299 else /* if (!loaded) */
1301 if (sf_ptr->last_visit)
1303 /* Temporal file is broken? */
1305 msg_print("階段は行き止まりだった。");
1307 msg_print("The staircases come to a dead end...");
1310 /* Create simple dead end */
1313 /* Break connection */
1314 if (change_floor_mode & CFM_UP)
1316 sf_ptr->upper_floor_id = 0;
1318 else if (change_floor_mode & CFM_DOWN)
1320 sf_ptr->lower_floor_id = 0;
1325 /* Newly create cave */
1329 /* Record last visit turn */
1330 sf_ptr->last_visit = turn;
1332 /* Set correct dun_level value */
1333 sf_ptr->dun_level = dun_level;
1335 /* Create connected stairs */
1336 if (!(change_floor_mode & CFM_NO_RETURN))
1338 /* Extract stair position */
1339 cave_type *c_ptr = &cave[py][px];
1341 /*** Create connected stairs ***/
1343 /* No stairs down from Quest */
1344 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1346 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1349 /* No stairs up when ironman_downward */
1350 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1352 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1355 /* Paranoia -- Clear mimic */
1358 /* Connect to previous floor */
1359 c_ptr->special = p_ptr->floor_id;
1363 /* Arrive at random grid */
1364 if (change_floor_mode & (CFM_RAND_PLACE))
1366 (void)new_player_spot();
1369 /* You see stairs blocked */
1370 else if ((change_floor_mode & CFM_NO_RETURN) &&
1371 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1376 msg_print("突然階段が塞がれてしまった。");
1378 msg_print("Suddenly the stairs is blocked!");
1384 msg_print("ゴトゴトと何か音がした。");
1386 msg_print("You hear some noises.");
1394 * The "turn" is not always different number because
1395 * the level teleport doesn't take any turn. Use
1396 * visit mark instead of last visit turn to find the
1397 * oldest saved floor.
1399 sf_ptr->visit_mark = latest_visit_mark++;
1402 /* Place preserved pet monsters */
1405 /* Reset travel target place */
1406 forget_travel_flow();
1408 /* Hack -- maintain unique and artifacts */
1409 update_unique_artifact(new_floor_id);
1411 /* Now the player is in new floor */
1412 p_ptr->floor_id = new_floor_id;
1414 /* The dungeon is ready */
1415 character_dungeon = TRUE;
1417 /* Hack -- Munchkin characters always get whole map */
1418 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1419 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1421 /* Remember when this level was "created" */
1424 /* No dungeon feeling yet */
1425 p_ptr->feeling_turn = old_turn;
1428 /* Clear all flags */
1429 change_floor_mode = 0L;
1431 select_floor_music();
1435 * @brief プレイヤーの手による能動的な階段生成処理 /
1436 * Create stairs at or move previously created stairs into the player location.
1439 void stair_creation(void)
1441 saved_floor_type *sf_ptr;
1442 saved_floor_type *dest_sf_ptr;
1446 s16b dest_floor_id = 0;
1449 /* Forbid up staircases on Ironman mode */
1450 if (ironman_downward) up = FALSE;
1452 /* Forbid down staircases on quest level */
1453 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1455 /* No effect out of standard dungeon floor */
1456 if (!dun_level || (!up && !down) ||
1457 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1458 p_ptr->inside_arena || p_ptr->inside_battle)
1460 /* arena or quest */
1462 msg_print("効果がありません!");
1464 msg_print("There is no effect!");
1469 /* Artifacts resists */
1470 if (!cave_valid_bold(py, px))
1473 msg_print("床上のアイテムが呪文を跳ね返した。");
1475 msg_print("The object resists the spell.");
1481 /* Destroy all objects in the grid */
1482 delete_object(py, px);
1484 /* Extract current floor data */
1485 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1490 /* No floor id? -- Create now! */
1491 p_ptr->floor_id = get_new_floor_id();
1492 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1495 /* Choose randomly */
1498 if (randint0(100) < 50) up = FALSE;
1502 /* Destination is already fixed */
1505 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1509 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1513 /* Search old stairs leading to the destination */
1518 for (y = 0; y < cur_hgt; y++)
1520 for (x = 0; x < cur_wid; x++)
1522 cave_type *c_ptr = &cave[y][x];
1524 if (!c_ptr->special) continue;
1525 if (feat_uses_special(c_ptr->feat)) continue;
1526 if (c_ptr->special != dest_floor_id) continue;
1528 /* Remove old stairs */
1530 cave_set_feat(y, x, floor_type[randint0(100)]);
1535 /* No old destination -- Get new one now */
1538 dest_floor_id = get_new_floor_id();
1542 sf_ptr->upper_floor_id = dest_floor_id;
1544 sf_ptr->lower_floor_id = dest_floor_id;
1547 /* Extract destination floor data */
1548 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1551 /* Create a staircase */
1554 cave_set_feat(py, px,
1555 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
1556 feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
1560 cave_set_feat(py, px,
1561 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
1562 feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
1566 /* Connect this stairs to the destination */
1567 cave[py][px].special = dest_floor_id;