3 /* Purpose: management of the saved floor */
6 * Copyright (c) 2002 Mogami
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 static s16b new_floor_id; /* floor_id of the destination */
18 static u32b change_floor_mode; /* Mode flags for changing floor */
19 static u32b latest_visit_mark; /* Max number of visit_mark */
23 * Initialize saved_floors array. Make sure that old temporal files
24 * are not remaining as gurbages.
26 void init_saved_floors(bool force)
28 char floor_savefile[1024];
35 /* Get "games" permissions */
40 for (i = 0; i < MAX_SAVED_FLOORS; i++)
42 saved_floor_type *sf_ptr = &saved_floors[i];
45 sprintf(floor_savefile, "%s.F%02d", savefile, i);
47 /* Grab permissions */
50 /* Try to create the file */
51 fd = fd_make(floor_savefile, mode);
53 /* Drop permissions */
62 msg_print("¥¨¥é¡¼¡§¸Å¤¤¥Æ¥ó¥Ý¥é¥ê¡¦¥Õ¥¡¥¤¥ë¤¬»Ä¤Ã¤Æ¤¤¤Þ¤¹¡£");
63 msg_print("ÊѶòÈÚÅܤòÆó½Å¤Ëµ¯Æ°¤·¤Æ¤¤¤Ê¤¤¤«³Îǧ¤·¤Æ¤¯¤À¤µ¤¤¡£");
64 msg_print("²áµî¤ËÊѶòÈÚÅܤ¬¥¯¥é¥Ã¥·¥å¤·¤¿¾ì¹ç¤Ï°ì»þ¥Õ¥¡¥¤¥ë¤ò");
65 msg_print("¶¯À©Åª¤Ëºï½ü¤·¤Æ¼Â¹Ô¤ò³¤±¤é¤ì¤Þ¤¹¡£");
66 if (!get_check("¶¯À©Åª¤Ëºï½ü¤·¤Æ¤â¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) quit("¼Â¹ÔÃæ»ß");
68 msg_print("Error: There are old temporal files.");
69 msg_print("Make sure you are not running two game processes simultaneously.");
70 msg_print("If the temporal files are garbages of old crashed process, ");
71 msg_print("you can delete it safely.");
72 if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
83 /* Grab permissions */
86 /* Simply kill the temporal file */
87 (void)fd_kill(floor_savefile);
89 /* Drop permissions */
95 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
98 /* vist_mark is from 1 */
99 latest_visit_mark = 1;
101 /* A sign to mark temporal files */
102 saved_floor_file_sign = time(NULL);
104 /* No next floor yet */
107 /* No change floor mode yet */
108 change_floor_mode = 0;
112 /* Drop "games" permissions */
120 * Kill temporal files
121 * Should be called just before the game quit.
123 void clear_saved_floor_files(void)
125 char floor_savefile[1024];
130 /* Get "games" permissions */
135 for (i = 0; i < MAX_SAVED_FLOORS; i++)
137 saved_floor_type *sf_ptr = &saved_floors[i];
139 /* No temporal file */
140 if (!sf_ptr->floor_id) continue;
141 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
144 sprintf(floor_savefile, "%s.F%02d", savefile, i);
146 /* Grab permissions */
149 /* Simply kill the temporal file */
150 (void)fd_kill(floor_savefile);
152 /* Drop permissions */
158 /* Drop "games" permissions */
166 * Get a pointer for an item of the saved_floors array.
168 saved_floor_type *get_sf_ptr(s16b floor_id)
172 /* floor_id No.0 indicates no floor */
173 if (!floor_id) return NULL;
175 for (i = 0; i < MAX_SAVED_FLOORS; i++)
177 saved_floor_type *sf_ptr = &saved_floors[i];
179 if (sf_ptr->floor_id == floor_id) return sf_ptr;
188 * kill a saved floor and get an empty space
190 static void kill_saved_floor(saved_floor_type *sf_ptr)
192 char floor_savefile[1024];
195 if (!sf_ptr->floor_id) return;
197 if (sf_ptr->floor_id == p_ptr->floor_id)
199 /* Kill current floor */
202 /* Current floor doesn't have temporal file */
207 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
209 /* Grab permissions */
212 /* Simply kill the temporal file */
213 (void)fd_kill(floor_savefile);
215 /* Drop permissions */
219 /* No longer exists */
220 sf_ptr->floor_id = 0;
225 * Initialize new saved floor and get its floor id. If number of
226 * saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
228 s16b get_new_floor_id(void)
230 saved_floor_type *sf_ptr;
233 /* Look for empty space */
234 for (i = 0; i < MAX_SAVED_FLOORS; i++)
236 sf_ptr = &saved_floors[i];
238 if (!sf_ptr->floor_id) break;
242 if (i == MAX_SAVED_FLOORS)
245 u32b oldest_visit = 0xffffffffL;
247 /* Search for oldest */
248 for (i = 0; i < MAX_SAVED_FLOORS; i++)
250 sf_ptr = &saved_floors[i];
252 /* Don't kill current floor */
253 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
255 /* Don't kill newer */
256 if (sf_ptr->visit_mark > oldest_visit) continue;
259 oldest_visit = sf_ptr->visit_mark;
262 /* Kill oldest saved floor */
263 sf_ptr = &saved_floors[oldest];
264 kill_saved_floor(sf_ptr);
270 /* Prepare new floor data */
271 sf_ptr->savefile_id = i;
272 sf_ptr->floor_id = max_floor_id;
273 sf_ptr->last_visit = 0;
274 sf_ptr->upper_floor_id = 0;
275 sf_ptr->lower_floor_id = 0;
276 sf_ptr->visit_mark = latest_visit_mark++;
278 /* sf_ptr->dun_level is not yet decided */
281 /* Increment number of floor_id */
282 if (max_floor_id < MAX_SHORT) max_floor_id++;
284 /* 32767 floor_ids are all used up! Re-use ancient IDs */
285 else max_floor_id = 1;
287 return sf_ptr->floor_id;
292 * Prepare mode flags of changing floor
294 void prepare_change_floor_mode(u32b mode)
296 change_floor_mode |= mode;
301 * Builds the dead end
303 static void build_dead_end(void)
307 /* Clear and empty the cave */
310 /* Fill the arrays of floors and walls in the good proportions */
311 set_floor_and_wall(0);
314 cur_hgt = SCREEN_HGT;
315 cur_wid = SCREEN_WID;
317 /* Filled with permanent walls */
318 for (y = 0; y < MAX_HGT; y++)
320 for (x = 0; x < MAX_WID; x++)
322 /* Create "solid" perma-wall */
323 cave[y][x].feat = FEAT_PERM_SOLID;
327 /* Place at center of the floor */
331 /* Give one square */
332 place_floor_bold(py, px);
339 static void preserve_pet(void)
343 for (num = 0; num < MAX_PARTY_MON; num++)
345 party_mon[num].r_idx = 0;
350 monster_type *m_ptr = &m_list[p_ptr->riding];
352 /* Pet of other pet don't follow. */
353 if (m_ptr->parent_m_idx)
356 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
357 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
361 /* Preserve the mount */
362 COPY(&party_mon[0], m_ptr, monster_type);
364 /* Delete from this floor */
365 delete_monster_idx(p_ptr->riding);
370 * If player is in wild mode, no pets are preserved
371 * except a monster whom player riding
373 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
375 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
377 monster_type *m_ptr = &m_list[i];
379 if (!m_ptr->r_idx) continue;
380 if (!is_pet(m_ptr)) continue;
381 if (i == p_ptr->riding) continue;
383 if (reinit_wilderness)
385 /* Don't lose sight of pets when getting a Quest */
389 int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
391 /* Confused (etc.) monsters don't follow. */
392 if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
394 /* Pet of other pet don't follow. */
395 if (m_ptr->parent_m_idx) continue;
398 * Pets with nickname will follow even from 3 blocks away
399 * when you or the pet can see the other.
401 if (m_ptr->nickname &&
402 (player_has_los_bold(m_ptr->fy, m_ptr->fx) ||
403 los(m_ptr->fy, m_ptr->fx, py, px)))
405 if (dis > 3) continue;
409 if (dis > 1) continue;
413 COPY(&party_mon[num], &m_list[i], monster_type);
417 /* Delete from this floor */
418 delete_monster_idx(i);
422 if (record_named_pet)
424 for (i = m_max - 1; i >=1; i--)
426 monster_type *m_ptr = &m_list[i];
429 if (!m_ptr->r_idx) continue;
430 if (!is_pet(m_ptr)) continue;
431 if (!m_ptr->nickname) continue;
432 if (p_ptr->riding == i) continue;
434 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
435 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
440 /* Pet of other pet may disappear. */
441 for (i = m_max - 1; i >=1; i--)
443 monster_type *m_ptr = &m_list[i];
445 /* Are there its parent? */
446 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
448 /* Its parent have gone, it also goes away. */
454 /* Acquire the monster name */
455 monster_desc(m_name, m_ptr, 0);
458 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
460 msg_format("%^s disappears!", m_name);
464 /* Delete the monster */
465 delete_monster_idx(i);
472 * Pre-calculate the racial counters of preserved pets
473 * To prevent multiple generation of unique monster who is the minion of player
475 void precalc_cur_num_of_pet(void)
479 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
481 for (i = 0; i < max_num; i++)
483 m_ptr = &party_mon[i];
485 /* Skip empty monsters */
486 if (!m_ptr->r_idx) continue;
488 /* Hack -- Increase the racial counter */
489 real_r_ptr(m_ptr)->cur_num++;
495 * Place preserved pet monsters on new floor
497 static void place_pet(void)
500 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
502 for (i = 0; i < max_num; i++)
506 if (!(party_mon[i].r_idx)) continue;
511 p_ptr->riding = m_idx;
522 for (d = 1; d < 6; d++)
524 for (j = 1000; j > 0; j--)
526 scatter(&cy, &cx, py, px, d, 0);
527 if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !player_bold(cy, cx)) break;
531 m_idx = (d == 6) ? 0 : m_pop();
536 monster_type *m_ptr = &m_list[m_idx];
539 cave[cy][cx].m_idx = m_idx;
541 m_ptr->r_idx = party_mon[i].r_idx;
543 /* Copy all member of the structure */
544 *m_ptr = party_mon[i];
545 r_ptr = real_r_ptr(m_ptr);
553 m_ptr->hold_o_idx = 0;
556 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
558 /* Monster is still being nice */
559 m_ptr->mflag |= (MFLAG_NICE);
561 /* Must repair monsters */
562 repair_monsters = TRUE;
565 /* Update the monster */
566 update_mon(m_idx, TRUE);
569 /* Pre-calculated in precalc_cur_num_of_pet() */
570 /* r_ptr->cur_num++; */
572 /* Hack -- Count the number of "reproducers" */
573 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
575 /* Hack -- Notice new multi-hued monsters */
577 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
578 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
579 shimmer_monsters = TRUE;
584 monster_type *m_ptr = &party_mon[i];
585 monster_race *r_ptr = real_r_ptr(m_ptr);
588 monster_desc(m_name, m_ptr, 0);
590 msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
592 msg_format("You have lost sight of %s.", m_name);
594 if (record_named_pet && m_ptr->nickname)
596 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
597 do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
600 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
601 if (r_ptr->cur_num) r_ptr->cur_num--;
605 /* For accuracy of precalc_cur_num_of_pet() */
606 C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
611 * Hack -- Update location of unique monsters and artifacts
613 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly
614 * while new floor creation since dungeons may be re-created by
617 static void update_unique_artifact(s16b cur_floor_id)
621 /* Maintain unique monsters */
622 for (i = 1; i < m_max; i++)
625 monster_type *m_ptr = &m_list[i];
627 /* Skip dead monsters */
628 if (!m_ptr->r_idx) continue;
630 /* Extract real monster race */
631 r_ptr = real_r_ptr(m_ptr);
633 /* Memorize location of the unique monster */
634 if ((r_ptr->flags1 & RF1_UNIQUE) ||
635 (r_ptr->flags7 & RF7_NAZGUL))
637 r_ptr->floor_id = cur_floor_id;
641 /* Maintain artifatcs */
642 for (i = 1; i < o_max; i++)
644 object_type *o_ptr = &o_list[i];
646 /* Skip dead objects */
647 if (!o_ptr->k_idx) continue;
649 /* Memorize location of the artifact */
650 if (artifact_p(o_ptr))
652 a_info[o_ptr->name1].floor_id = cur_floor_id;
659 * When a monster is at a place where player will return,
660 * Get out of the my way!
662 static void get_out_monster(void)
668 int m_idx = cave[oy][ox].m_idx;
670 /* Nothing to do if no monster */
673 /* Look until done */
678 /* Pick a (possibly illegal) location */
679 int ny = rand_spread(oy, dis);
680 int nx = rand_spread(ox, dis);
684 /* Stop after 1000 tries */
685 if (tries > 10000) return;
688 * Increase distance after doing enough tries
689 * compared to area of possible space
691 if (tries > 20 * dis * dis) dis++;
693 /* Ignore illegal locations */
694 if (!in_bounds(ny, nx)) continue;
696 /* Require "empty" floor space */
697 if (!cave_empty_bold(ny, nx)) continue;
699 /* Hack -- no teleport onto glyph of warding */
700 if (is_glyph_grid(&cave[ny][nx])) continue;
701 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
703 /* ...nor onto the Pattern */
704 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
705 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
707 /*** It's a good place ***/
709 m_ptr = &m_list[m_idx];
711 /* Update the new location */
712 cave[ny][nx].m_idx = m_idx;
714 /* Update the old location */
715 cave[oy][ox].m_idx = 0;
717 /* Move the monster */
721 /* No need to do update_mon() */
730 * Is this feature has special meaning (except floor_id) with c_ptr->special?
732 static bool feat_uses_special(byte feat)
736 case FEAT_QUEST_ENTER:
737 case FEAT_QUEST_EXIT:
738 case FEAT_QUEST_DOWN:
750 * Virtually teleport onto the stairs that is connecting between two
753 * Teleport level spell and trap doors will always lead the player to
754 * the one of the floors connected by the one of the stairs in the
757 static void locate_connected_stairs(saved_floor_type *sf_ptr)
759 int x, y, sx = 0, sy = 0;
765 /* Search usable stairs */
766 for (y = 0; y < cur_hgt; y++)
768 for (x = 0; x < cur_wid; x++)
770 cave_type *c_ptr = &cave[y][x];
773 if (change_floor_mode & CFM_UP)
775 if (c_ptr->feat == FEAT_LESS ||
776 c_ptr->feat == FEAT_LESS_LESS)
780 /* Found fixed stairs? */
781 if (c_ptr->special &&
782 c_ptr->special == sf_ptr->upper_floor_id)
790 else if (change_floor_mode & CFM_DOWN)
792 if (c_ptr->feat == FEAT_MORE ||
793 c_ptr->feat == FEAT_MORE_MORE)
797 /* Found fixed stairs */
798 if (c_ptr->special &&
799 c_ptr->special == sf_ptr->lower_floor_id)
809 if (FEAT_BLDG_HEAD <= c_ptr->feat &&
810 c_ptr->feat <= FEAT_BLDG_TAIL)
833 /* No stairs found! -- No return */
834 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
836 /* Mega Hack -- It's not the stairs you enter. Disable it. */
837 if (!feat_uses_special(cave[py][px].feat)) cave[py][px].special = 0;
841 /* Choose random one */
844 /* Point stair location */
851 * Maintain quest monsters, mark next floor_id at stairs, save current
852 * floor, and prepare to enter next floor.
854 void leave_floor(void)
856 cave_type *c_ptr = NULL;
857 saved_floor_type *sf_ptr;
861 /* Preserve pets and prepare to take these to next floor */
864 /* Remove all mirrors without explosion */
865 remove_all_mirrors(FALSE);
867 /* New floor is not yet prepared */
870 /* Temporary get a floor_id (for Arena) */
871 if (!p_ptr->floor_id &&
872 (change_floor_mode & CFM_SAVE_FLOORS) &&
873 !(change_floor_mode & CFM_NO_RETURN))
875 /* Get temporal floor_id */
876 p_ptr->floor_id = get_new_floor_id();
878 /* Record the dungeon level */
879 get_sf_ptr(p_ptr->floor_id)->dun_level = dun_level;
883 /* Search the quest monster index */
884 for (i = 0; i < max_quests; i++)
886 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
887 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
888 (quest[i].type == QUEST_TYPE_RANDOM)) &&
889 (quest[i].level == dun_level) &&
890 (dungeon_type == quest[i].dungeon) &&
891 !(quest[i].flags & QUEST_FLAG_PRESET))
893 quest_r_idx = quest[i].r_idx;
897 /* Maintain quest monsters */
898 for (i = 1; i < m_max; i++)
901 monster_type *m_ptr = &m_list[i];
903 /* Skip dead monsters */
904 if (!m_ptr->r_idx) continue;
906 /* Only maintain quest monsters */
907 if (quest_r_idx != m_ptr->r_idx) continue;
909 /* Extract real monster race */
910 r_ptr = real_r_ptr(m_ptr);
912 /* Ignore unique monsters */
913 if ((r_ptr->flags1 & RF1_UNIQUE) ||
914 (r_ptr->flags7 & RF7_NAZGUL)) continue;
916 /* Delete non-unique quest monsters */
917 delete_monster_idx(i);
920 /* Check if there is a same item */
921 for (i = 0; i < INVEN_PACK; i++)
923 object_type *o_ptr = &inventory[i];
925 /* Skip dead objects */
926 if (!o_ptr->k_idx) continue;
928 /* Delete old memorized location of the artifact */
929 if (artifact_p(o_ptr))
931 a_info[o_ptr->name1].floor_id = 0;
935 /* Extract current floor info or NULL */
936 sf_ptr = get_sf_ptr(p_ptr->floor_id);
938 /* Choose random stairs */
939 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
941 locate_connected_stairs(sf_ptr);
944 /* Extract new dungeon level */
945 if (change_floor_mode & CFM_SAVE_FLOORS)
947 /* Extract stair position */
948 c_ptr = &cave[py][px];
950 /* Get back to old saved floor? */
951 if (c_ptr->special && !feat_uses_special(c_ptr->feat) && get_sf_ptr(c_ptr->special))
953 /* Saved floor is exist. Use it. */
954 new_floor_id = c_ptr->special;
957 /* Mark shaft up/down */
958 if (c_ptr->feat == FEAT_LESS_LESS ||
959 c_ptr->feat == FEAT_MORE_MORE)
961 prepare_change_floor_mode(CFM_SHAFT);
965 /* Climb up/down some sort of stairs */
966 if (change_floor_mode & (CFM_DOWN | CFM_UP))
970 /* Extract level movement number */
971 if (change_floor_mode & CFM_DOWN) move_num = 1;
972 else if (change_floor_mode & CFM_UP) move_num = -1;
974 /* Shafts are deeper than normal stairs */
975 if (change_floor_mode & CFM_SHAFT)
976 move_num += SGN(move_num);
978 /* Get out from or Enter the dungeon */
979 if (change_floor_mode & CFM_DOWN)
982 move_num = d_info[dungeon_type].mindepth;
984 else if (change_floor_mode & CFM_UP)
986 if (dun_level + move_num < d_info[dungeon_type].mindepth)
987 move_num = -dun_level;
990 dun_level += move_num;
993 /* Leaving the dungeon to town */
994 if (!dun_level && dungeon_type)
996 p_ptr->leaving_dungeon = TRUE;
997 if (!vanilla_town && !lite_town)
999 p_ptr->wilderness_y = d_info[dungeon_type].dy;
1000 p_ptr->wilderness_x = d_info[dungeon_type].dx;
1002 p_ptr->recall_dungeon = dungeon_type;
1005 /* Reach to the surface -- Clear all saved floors */
1006 change_floor_mode &= ~CFM_SAVE_FLOORS;
1009 /* Kill some old saved floors */
1010 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1014 /* Kill all saved floors */
1015 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1016 kill_saved_floor(&saved_floors[i]);
1018 /* Reset visit_mark count */
1019 latest_visit_mark = 1;
1021 else if (change_floor_mode & CFM_NO_RETURN)
1023 /* Kill current floor */
1024 kill_saved_floor(sf_ptr);
1027 /* No current floor -- Left/Enter dungeon etc... */
1028 if (!p_ptr->floor_id)
1030 /* No longer need to save current floor */
1035 /* Mark next floor_id on the previous floor */
1039 new_floor_id = get_new_floor_id();
1041 /* Connect from here */
1042 if (c_ptr && !feat_uses_special(c_ptr->feat))
1044 c_ptr->special = new_floor_id;
1047 /* Record new dungeon level */
1048 get_sf_ptr(new_floor_id)->dun_level = dun_level;
1051 /* Fix connection -- level teleportation or trap door */
1052 if (change_floor_mode & CFM_RAND_CONNECT)
1054 if (change_floor_mode & CFM_UP)
1055 sf_ptr->upper_floor_id = new_floor_id;
1056 else if (change_floor_mode & CFM_DOWN)
1057 sf_ptr->lower_floor_id = new_floor_id;
1060 /* If you can return, you need to save previous floor */
1061 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1062 !(change_floor_mode & CFM_NO_RETURN))
1064 /* Get out of the my way! */
1067 /* Record the last visit turn of current floor */
1068 sf_ptr->last_visit = turn;
1070 /* Forget the lite */
1073 /* Forget the view */
1076 /* Forget the view */
1079 /* Save current floor */
1080 if (!save_floor(sf_ptr, 0))
1082 /* Save failed -- No return */
1083 prepare_change_floor_mode(CFM_NO_RETURN);
1085 /* Kill current floor */
1086 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1093 * Enter new floor. If the floor is an old saved floor, it will be
1094 * restored from the temporal file. If the floor is new one, new cave
1095 * will be generated.
1097 void change_floor(void)
1099 saved_floor_type *sf_ptr;
1100 bool loaded = FALSE;
1102 /* The dungeon is not ready */
1103 character_dungeon = FALSE;
1105 /* No longer in the trap detecteded region */
1106 p_ptr->dtrap = FALSE;
1108 /* Mega-Hack -- no panel yet */
1114 /* Mega-Hack -- not ambushed on the wildness? */
1115 ambush_flag = FALSE;
1117 /* No saved floors (On the surface etc.) */
1118 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1119 !(change_floor_mode & CFM_FIRST_FLOOR))
1124 /* Paranoia -- No new saved floor */
1128 /* In the dungeon */
1131 /* No floor_id yet */
1135 new_floor_id = get_new_floor_id();
1138 /* Pointer for infomations of new floor */
1139 sf_ptr = get_sf_ptr(new_floor_id);
1141 /* Try to restore old floor */
1142 if (sf_ptr->last_visit)
1144 /* Old saved floor is exist */
1145 if (load_floor(sf_ptr, 0))
1149 /* Forbid return stairs */
1150 if (change_floor_mode & CFM_NO_RETURN)
1152 cave_type *c_ptr = &cave[py][px];
1154 if (!feat_uses_special(c_ptr->feat))
1156 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1158 /* Reset to floor */
1159 c_ptr->feat = floor_type[randint0(100)];
1169 * Set lower/upper_floor_id of new floor when the new
1170 * floor is right-above/right-under the current floor.
1172 * Stair creation/Teleport level/Trap door will take
1173 * you the same floor when you used it later again.
1175 if (p_ptr->floor_id)
1177 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1179 if (change_floor_mode & CFM_UP)
1181 /* New floor is right-above */
1182 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1183 sf_ptr->lower_floor_id = p_ptr->floor_id;
1185 else if (change_floor_mode & CFM_DOWN)
1187 /* New floor is right-under */
1188 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1189 sf_ptr->upper_floor_id = p_ptr->floor_id;
1193 /* Maintain monsters and artifacts */
1197 s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
1198 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1201 /* Maintain monsters */
1202 for (i = 1; i < m_max; i++)
1204 monster_race *r_ptr;
1205 monster_type *m_ptr = &m_list[i];
1207 /* Skip dead monsters */
1208 if (!m_ptr->r_idx) continue;
1213 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1218 /* Remove invulnerability */
1219 m_ptr->invulner = 0;
1221 /* Remove fast status */
1224 /* Remove slow status */
1230 /* Remove confusion */
1231 m_ptr->confused = 0;
1234 /* Extract real monster race */
1235 r_ptr = real_r_ptr(m_ptr);
1237 /* Ignore non-unique */
1238 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1239 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1241 /* Appear at a different floor? */
1242 if (r_ptr->floor_id != new_floor_id)
1244 /* Disapper from here */
1245 delete_monster_idx(i);
1249 /* Maintain artifatcs */
1250 for (i = 1; i < o_max; i++)
1252 object_type *o_ptr = &o_list[i];
1254 /* Skip dead objects */
1255 if (!o_ptr->k_idx) continue;
1257 /* Ignore non-artifact */
1258 if (!artifact_p(o_ptr)) continue;
1260 /* Appear at a different floor? */
1261 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1263 /* Disappear from here */
1264 delete_object_idx(i);
1268 /* Cancel preserve */
1269 a_info[o_ptr->name1].cur_num = 1;
1273 place_quest_monsters();
1275 /* Place some random monsters */
1276 alloc_times = absence_ticks / alloc_chance;
1278 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1281 for (i = 0; i < alloc_times; i++)
1283 /* Make a (group of) new monster */
1284 (void)alloc_monster(0, 0);
1288 /* New floor_id or failed to restore */
1289 else /* if (!loaded) */
1291 if (sf_ptr->last_visit)
1293 /* Temporal file is broken? */
1295 msg_print("³¬ÃʤϹԤ»ß¤Þ¤ê¤À¤Ã¤¿¡£");
1297 msg_print("The staircases come to a dead end...");
1300 /* Create simple dead end */
1303 /* Break connection */
1304 if (change_floor_mode & CFM_UP)
1306 sf_ptr->upper_floor_id = 0;
1308 else if (change_floor_mode & CFM_DOWN)
1310 sf_ptr->lower_floor_id = 0;
1315 /* Newly create cave */
1319 /* Record last visit turn */
1320 sf_ptr->last_visit = turn;
1322 /* Set correct dun_level value */
1323 sf_ptr->dun_level = dun_level;
1325 /* Create connected stairs */
1326 if (!(change_floor_mode & CFM_NO_RETURN))
1328 /* Extract stair position */
1329 cave_type *c_ptr = &cave[py][px];
1331 /*** Create connected stairs ***/
1333 /* No stairs down from Quest */
1334 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1336 if (change_floor_mode & CFM_SHAFT)
1337 c_ptr->feat = FEAT_MORE_MORE;
1339 c_ptr->feat = FEAT_MORE;
1342 /* No stairs up when ironman_downward */
1343 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1345 if (change_floor_mode & CFM_SHAFT)
1346 c_ptr->feat = FEAT_LESS_LESS;
1348 c_ptr->feat = FEAT_LESS;
1351 /* Paranoia -- Clear mimic */
1354 /* Connect to previous floor */
1355 c_ptr->special = p_ptr->floor_id;
1359 /* Arrive at random grid */
1360 if (change_floor_mode & (CFM_RAND_PLACE))
1362 (void)new_player_spot();
1365 /* You see stairs blocked */
1366 else if ((change_floor_mode & CFM_NO_RETURN) &&
1367 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1372 msg_print("ÆÍÁ³³¬Ãʤ¬ºÉ¤¬¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
1374 msg_print("Suddenly the stairs is blocked!");
1380 msg_print("¥´¥È¥´¥È¤È²¿¤«²»¤¬¤·¤¿¡£");
1382 msg_print("You hear some noises.");
1390 * The "turn" is not always different number because
1391 * the level teleport doesn't take any turn. Use
1392 * visit mark instead of last visit turn to find the
1393 * oldest saved floor.
1395 sf_ptr->visit_mark = latest_visit_mark++;
1398 /* Place preserved pet monsters */
1401 /* Hack -- maintain unique and artifacts */
1402 update_unique_artifact(new_floor_id);
1404 /* Now the player is in new floor */
1405 p_ptr->floor_id = new_floor_id;
1407 /* The dungeon is ready */
1408 character_dungeon = TRUE;
1410 /* Hack -- Munchkin characters always get whole map */
1411 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1412 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1414 /* Remember when this level was "created" */
1417 /* Clear all flags */
1418 change_floor_mode = 0L;
1424 * Create stairs at or move previously created stairs into the player
1427 void stair_creation(void)
1429 saved_floor_type *sf_ptr;
1430 saved_floor_type *dest_sf_ptr;
1434 s16b dest_floor_id = 0;
1437 /* Forbid up staircases on Ironman mode */
1438 if (ironman_downward) up = FALSE;
1440 /* Forbid down staircases on quest level */
1441 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1443 /* No effect out of standard dungeon floor */
1444 if (!dun_level || (!up && !down) ||
1445 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1446 p_ptr->inside_arena || p_ptr->inside_battle)
1448 /* arena or quest */
1450 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
1452 msg_print("There is no effect!");
1457 /* Artifacts resists */
1458 if (!cave_valid_bold(py, px))
1461 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1463 msg_print("The object resists the spell.");
1469 /* Destroy all objects in the grid */
1470 delete_object(py, px);
1472 /* Extract current floor data */
1473 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1475 /* Choose randomly */
1478 if (randint0(100) < 50) up = FALSE;
1482 /* Destination is already fixed */
1485 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1489 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1493 /* Search old stairs leading to the destination */
1498 for (y = 0; y < cur_hgt; y++)
1500 for (x = 0; x < cur_wid; x++)
1502 cave_type *c_ptr = &cave[y][x];
1504 if (!c_ptr->special) continue;
1505 if (feat_uses_special(c_ptr->feat)) continue;
1506 if (c_ptr->special != dest_floor_id) continue;
1508 /* Remove old stairs */
1510 cave_set_feat(y, x, floor_type[randint0(100)]);
1515 /* No old destination -- Get new one now */
1518 dest_floor_id = get_new_floor_id();
1522 sf_ptr->upper_floor_id = dest_floor_id;
1524 sf_ptr->lower_floor_id = dest_floor_id;
1527 /* Extract destination floor data */
1528 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1531 /* Create a staircase */
1534 if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level <= dun_level - 2)
1535 cave_set_feat(py, px, FEAT_LESS_LESS);
1537 cave_set_feat(py, px, FEAT_LESS);
1541 if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level >= dun_level + 2)
1542 cave_set_feat(py, px, FEAT_MORE_MORE);
1544 cave_set_feat(py, px, FEAT_MORE);
1548 /* Connect this stairs to the destination */
1549 cave[py][px].special = dest_floor_id;