*/
#include "angband.h"
+#include "floor.h"
#include "generate.h"
#include "grid.h"
+#include "monster.h"
+#include "quest.h"
+#include "wild.h"
+#include "spells-floor.h"
+#include "monster-status.h"
-static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
+static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
/*!
* @brief 保存フロア配列を初期化する / Initialize saved_floors array.
* @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。
- * @details Make sure that old temporal files are not remaining as gurbages.
+ * @details Make sure that old temporary files are not remaining as gurbages.
* @return なし
*/
void init_saved_floors(bool force)
{
saved_floor_type *sf_ptr = &saved_floors[i];
- /* File name */
- sprintf(floor_savefile, "%s.F%02d", savefile, i);
+ if (savefile[0]) {
+ /* File name */
+ sprintf(floor_savefile, "%s.F%02d", savefile, i);
- /* Grab permissions */
- safe_setuid_grab();
+ /* Grab permissions */
+ safe_setuid_grab();
- /* Try to create the file */
- fd = fd_make(floor_savefile, mode);
+ /* Try to create the file */
+ fd = fd_make(floor_savefile, mode);
- /* Drop permissions */
- safe_setuid_drop();
+ /* Drop permissions */
+ safe_setuid_drop();
- /* Failed! */
- if (fd < 0)
- {
- if (!force)
+ /* Failed! */
+ if (fd < 0)
{
- 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."));
- 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."));
- 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, "));
- msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
- 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? ")))
- quit(_("実行中止", "Aborted."));
- force = TRUE;
+ if (!force)
+ {
+ 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 temporary files."));
+ 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."));
+ 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 temporary files are garbage from an old crashed process, "));
+ msg_print(_("強制的に削除して実行を続けられます。", "you can delete them safely."));
+ if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete the old temporary files? ")))
+ quit(_("実行中止", "Aborted."));
+ force = TRUE;
+ }
+ }
+ else
+ {
+ /* Close the "fd" */
+ (void)fd_close(fd);
}
- }
- else
- {
- /* Close the "fd" */
- (void)fd_close(fd);
- }
- /* Grab permissions */
- safe_setuid_grab();
+ /* Grab permissions */
+ safe_setuid_grab();
- /* Simply kill the temporal file */
- (void)fd_kill(floor_savefile);
+ /* Simply kill the temporary file */
+ (void)fd_kill(floor_savefile);
- /* Drop permissions */
- safe_setuid_drop();
+ /* Drop permissions */
+ safe_setuid_drop();
+ }
sf_ptr->floor_id = 0;
}
/* vist_mark is from 1 */
latest_visit_mark = 1;
- /* A sign to mark temporal files */
+ /* A sign to mark temporary files */
saved_floor_file_sign = (u32b)time(NULL);
/* No next floor yet */
}
/*!
- * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
+ * @brief 保存フロア用テンポラリファイルを削除する / Kill temporary files
* @details Should be called just before the game quit.
* @return なし
*/
{
saved_floor_type *sf_ptr = &saved_floors[i];
- /* No temporal file */
+ /* No temporary file */
if (!sf_ptr->floor_id) continue;
if (sf_ptr->floor_id == p_ptr->floor_id) continue;
/* Grab permissions */
safe_setuid_grab();
- /* Simply kill the temporal file */
+ /* Simply kill the temporary file */
(void)fd_kill(floor_savefile);
/* Drop permissions */
static void kill_saved_floor(saved_floor_type *sf_ptr)
{
char floor_savefile[1024];
-
- /* Paranoia */
if (!sf_ptr) return;
/* Already empty */
/* Kill current floor */
p_ptr->floor_id = 0;
- /* Current floor doesn't have temporal file */
+ /* Current floor doesn't have temporary file */
}
else
{
/* Grab permissions */
safe_setuid_grab();
- /* Simply kill the temporal file */
+ /* Simply kill the temporary file */
(void)fd_kill(floor_savefile);
/* Drop permissions */
* @details
* If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
*/
-s16b get_new_floor_id(void)
+FLOOR_IDX get_new_floor_id(void)
{
saved_floor_type *sf_ptr = NULL;
- s16b i;
+ FLOOR_IDX i;
/* Look for empty space */
for (i = 0; i < MAX_SAVED_FLOORS; i++)
sf_ptr->visit_mark = latest_visit_mark++;
/* sf_ptr->dun_level may be changed later */
- sf_ptr->dun_level = dun_level;
+ sf_ptr->dun_level = current_floor_ptr->dun_level;
/* Increment number of floor_id */
{
POSITION x, y;
- /* Clear and empty the cave */
+ /* Clear and empty the current_floor_ptr->grid_array */
clear_cave();
/* Fill the arrays of floors and walls in the good proportions */
set_floor_and_wall(0);
/* Smallest area */
- cur_hgt = SCREEN_HGT;
- cur_wid = SCREEN_WID;
+ current_floor_ptr->height = SCREEN_HGT;
+ current_floor_ptr->width = SCREEN_WID;
/* Filled with permanent walls */
for (y = 0; y < MAX_HGT; y++)
}
/* Place at center of the floor */
- p_ptr->y = cur_hgt / 2;
- p_ptr->x = cur_wid / 2;
+ p_ptr->y = current_floor_ptr->height / 2;
+ p_ptr->x = current_floor_ptr->width / 2;
/* Give one square */
place_floor_bold(p_ptr->y, p_ptr->x);
- wipe_generate_cave_flags();
+ wipe_generate_random_floor_flags();
}
if (p_ptr->riding)
{
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
/* Pet of other pet don't follow. */
if (m_ptr->parent_m_idx)
{
for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
if (i == p_ptr->riding) continue;
}
}
- (void)COPY(&party_mon[num], &m_list[i], monster_type);
+ (void)COPY(&party_mon[num], ¤t_floor_ptr->m_list[i], monster_type);
num++;
{
for (i = m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
GAME_TEXT m_name[MAX_NLEN];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
if (!m_ptr->nickname) continue;
if (p_ptr->riding == i) continue;
/* Pet of other pet may disappear. */
for (i = m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Are there its parent? */
- if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
+ if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
{
/* Its parent have gone, it also goes away. */
m_ptr = &party_mon[i];
/* Skip empty monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Hack -- Increase the racial counter */
real_r_ptr(m_ptr)->cur_num++;
int j;
POSITION d;
- for (d = 1; d < 6; d++)
+ for (d = 1; d < A_MAX; d++)
{
for (j = 1000; j > 0; j--)
{
if (m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- cave[cy][cx].m_idx = m_idx;
+ current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
m_ptr->r_idx = party_mon[i].r_idx;
m_ptr->fx = cx;
m_ptr->ml = TRUE;
m_ptr->mtimed[MTIMED_CSLEEP] = 0;
-
- /* Paranoia */
m_ptr->hold_o_idx = 0;
m_ptr->target_y = 0;
/* r_ptr->cur_num++; */
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
/* Hack -- Notice new multi-hued monsters */
{
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Extract real monster race */
r_ptr = real_r_ptr(m_ptr);
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
POSITION dis = 1;
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
- MONSTER_IDX m_idx = cave[oy][ox].m_idx;
+ MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
if (!cave_empty_bold(ny, nx)) continue;
/* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
+ if (is_glyph_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
+ if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
/* ...nor onto the Pattern */
if (pattern_tile(ny, nx)) continue;
/*** It's a good place ***/
- m_ptr = &m_list[m_idx];
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
}
/*!
- * 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?
+ * 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 g_ptr->special?
*/
#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
int i;
/* Search usable stairs */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
bool ok = FALSE;
if (change_floor_mode & CFM_UP)
ok = TRUE;
/* Found fixed stairs? */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->upper_floor_id)
+ if (g_ptr->special &&
+ g_ptr->special == sf_ptr->upper_floor_id)
{
sx = x;
sy = y;
ok = TRUE;
/* Found fixed stairs */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->lower_floor_id)
+ if (g_ptr->special &&
+ g_ptr->special == sf_ptr->lower_floor_id)
{
sx = x;
sy = y;
prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
/* Mega Hack -- It's not the stairs you enter. Disable it. */
- if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
+ if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
}
else
{
*/
void leave_floor(void)
{
- cave_type *c_ptr = NULL;
+ grid_type *g_ptr = NULL;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
MONRACE_IDX quest_r_idx = 0;
/* New floor is not yet prepared */
new_floor_id = 0;
- /* Temporary get a floor_id (for Arena) */
+ /* Temporarily get a floor_id (for Arena) */
if (!p_ptr->floor_id &&
(change_floor_mode & CFM_SAVE_FLOORS) &&
!(change_floor_mode & CFM_NO_RETURN))
{
- /* Get temporal floor_id */
+ /* Get temporary floor_id */
p_ptr->floor_id = get_new_floor_id();
}
-
/* Search the quest monster index */
for (i = 0; i < max_q_idx; i++)
{
if ((quest[i].status == QUEST_STATUS_TAKEN) &&
((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
(quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].level == dun_level) &&
- (dungeon_type == quest[i].dungeon) &&
+ (quest[i].level == current_floor_ptr->dun_level) &&
+ (p_ptr->dungeon_idx == quest[i].dungeon) &&
!(quest[i].flags & QUEST_FLAG_PRESET))
{
quest_r_idx = quest[i].r_idx;
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Only maintain quest monsters */
if (quest_r_idx != m_ptr->r_idx) continue;
if (change_floor_mode & CFM_SAVE_FLOORS)
{
/* Extract stair position */
- c_ptr = &cave[p_ptr->y][p_ptr->x];
- f_ptr = &f_info[c_ptr->feat];
+ g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ f_ptr = &f_info[g_ptr->feat];
/* Get back to old saved floor? */
- if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
+ if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
{
/* Saved floor is exist. Use it. */
- new_floor_id = c_ptr->special;
+ new_floor_id = g_ptr->special;
}
/* Mark shaft up/down */
/* Get out from or Enter the dungeon */
if (change_floor_mode & CFM_DOWN)
{
- if (!dun_level)
- move_num = d_info[dungeon_type].mindepth;
+ if (!current_floor_ptr->dun_level)
+ move_num = d_info[p_ptr->dungeon_idx].mindepth;
}
else if (change_floor_mode & CFM_UP)
{
- if (dun_level + move_num < d_info[dungeon_type].mindepth)
- move_num = -dun_level;
+ if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
+ move_num = -current_floor_ptr->dun_level;
}
- dun_level += move_num;
+ current_floor_ptr->dun_level += move_num;
}
/* Leaving the dungeon to town */
- if (!dun_level && dungeon_type)
+ if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
{
p_ptr->leaving_dungeon = TRUE;
if (!vanilla_town && !lite_town)
{
- p_ptr->wilderness_y = d_info[dungeon_type].dy;
- p_ptr->wilderness_x = d_info[dungeon_type].dx;
+ p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
+ p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
}
- p_ptr->recall_dungeon = dungeon_type;
- dungeon_type = 0;
+ p_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ p_ptr->dungeon_idx = 0;
/* Reach to the surface -- Clear all saved floors */
change_floor_mode &= ~CFM_SAVE_FLOORS;
new_floor_id = get_new_floor_id();
/* Connect from here */
- if (c_ptr && !feat_uses_special(c_ptr->feat))
+ if (g_ptr && !feat_uses_special(g_ptr->feat))
{
- c_ptr->special = new_floor_id;
+ g_ptr->special = new_floor_id;
}
}
/* Get out of the my way! */
get_out_monster();
- /* Record the last visit turn of current floor */
- sf_ptr->last_visit = turn;
+ /* Record the last visit current_world_ptr->game_turn of current floor */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
forget_lite();
forget_view();
* @return なし
* @details
* If the floor is an old saved floor, it will be\n
- * restored from the temporal file. If the floor is new one, new cave\n
+ * restored from the temporary file. If the floor is new one, new current_floor_ptr->grid_array\n
* will be generated.\n
*/
void change_floor(void)
panel_col_max = 0;
/* Mega-Hack -- not ambushed on the wildness? */
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
/* No saved floors (On the surface etc.) */
if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
!(change_floor_mode & CFM_FIRST_FLOOR))
{
- /* Create cave */
- generate_cave();
+ /* Create current_floor_ptr->grid_array */
+ generate_random_floor();
/* Paranoia -- No new saved floor */
new_floor_id = 0;
/* Forbid return stairs */
if (change_floor_mode & CFM_NO_RETURN)
{
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
- if (!feat_uses_special(c_ptr->feat))
+ if (!feat_uses_special(g_ptr->feat))
{
if (change_floor_mode & (CFM_DOWN | CFM_UP))
{
/* Reset to floor */
- c_ptr->feat = floor_type[randint0(100)];
+ g_ptr->feat = feat_ground_type[randint0(100)];
}
- c_ptr->special = 0;
+ g_ptr->special = 0;
}
}
}
/* Maintain monsters and artifacts */
if (loaded)
{
- IDX i;
- s32b tmp_last_visit = sf_ptr->last_visit;
- s32b absence_ticks;
- int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
- int alloc_times;
+ MONSTER_IDX i;
+ GAME_TURN tmp_last_visit = sf_ptr->last_visit;
+ GAME_TURN absence_ticks;
+ int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
+ GAME_TURN alloc_times;
- while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
- absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+ while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+ absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
/* Maintain monsters */
for (i = 1; i < m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr))
{
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
{
if (sf_ptr->last_visit)
{
- /* Temporal file is broken? */
+ /* Temporary file is broken? */
msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
/* Create simple dead end */
}
else
{
- /* Newly create cave */
- generate_cave();
+ /* Newly create current_floor_ptr->grid_array */
+ generate_random_floor();
}
- /* Record last visit turn */
- sf_ptr->last_visit = turn;
+ /* Record last visit current_world_ptr->game_turn */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Set correct dun_level value */
- sf_ptr->dun_level = dun_level;
+ /* Set correct current_floor_ptr->dun_level value */
+ sf_ptr->dun_level = current_floor_ptr->dun_level;
/* Create connected stairs */
if (!(change_floor_mode & CFM_NO_RETURN))
{
/* Extract stair position */
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
/*** Create connected stairs ***/
/* No stairs down from Quest */
- if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
+ if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
{
- c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+ g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
}
/* No stairs up when ironman_downward */
else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
{
- c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+ g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
}
/* Paranoia -- Clear mimic */
- c_ptr->mimic = 0;
+ g_ptr->mimic = 0;
/* Connect to previous floor */
- c_ptr->special = p_ptr->floor_id;
+ g_ptr->special = p_ptr->floor_id;
}
}
}
/* You see stairs blocked */
- else if ((change_floor_mode & CFM_NO_RETURN) &&
- (change_floor_mode & (CFM_DOWN | CFM_UP)))
+ else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
{
if (!p_ptr->blind)
{
/*
* Update visit mark
*
- * The "turn" is not always different number because
- * the level teleport doesn't take any turn. Use
- * visit mark instead of last visit turn to find the
+ * The "current_world_ptr->game_turn" is not always different number because
+ * the level teleport doesn't take any current_world_ptr->game_turn. Use
+ * visit mark instead of last visit current_world_ptr->game_turn to find the
* oldest saved floor.
*/
sf_ptr->visit_mark = latest_visit_mark++;
wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- old_turn = turn;
+ current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = old_turn;
+ p_ptr->feeling_turn = current_floor_ptr->generated_turn;
p_ptr->feeling = 0;
/* Clear all flags */
bool up = TRUE;
bool down = TRUE;
- s16b dest_floor_id = 0;
+ FLOOR_IDX dest_floor_id = 0;
/* Forbid up staircases on Ironman mode */
if (ironman_downward) up = FALSE;
/* Forbid down staircases on quest level */
- if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
+ if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) down = FALSE;
/* No effect out of standard dungeon floor */
- if (!dun_level || (!up && !down) ||
+ if (!current_floor_ptr->dun_level || (!up && !down) ||
(p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
p_ptr->inside_arena || p_ptr->inside_battle)
{
/* Extract current floor data */
sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- /* Paranoia */
if (!sf_ptr)
{
/* No floor id? -- Create now! */
{
POSITION x, y;
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- if (!c_ptr->special) continue;
- if (feat_uses_special(c_ptr->feat)) continue;
- if (c_ptr->special != dest_floor_id) continue;
+ if (!g_ptr->special) continue;
+ if (feat_uses_special(g_ptr->feat)) continue;
+ if (g_ptr->special != dest_floor_id) continue;
/* Remove old stairs */
- c_ptr->special = 0;
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ g_ptr->special = 0;
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
}
if (up)
{
cave_set_feat(p_ptr->y, p_ptr->x,
- (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
+ (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= current_floor_ptr->dun_level - 2)) ?
feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
}
else
{
cave_set_feat(p_ptr->y, p_ptr->x,
- (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
+ (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= current_floor_ptr->dun_level + 2)) ?
feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
}
/* Connect this stairs to the destination */
- cave[p_ptr->y][p_ptr->x].special = dest_floor_id;
+ current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = dest_floor_id;
}