*/
#include "angband.h"
-#include "generate.h"
+#include "bldg.h"
+#include "core.h"
+#include "load.h"
+#include "util.h"
+
+#include "artifact.h"
+#include "dungeon.h"
+#include "floor.h"
+#include "floor-events.h"
+#include "floor-generate.h"
+#include "feature.h"
#include "grid.h"
-
-
-static s16b 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 */
+#include "monster.h"
+#include "quest.h"
+#include "wild.h"
+#include "spells-floor.h"
+#include "monster-status.h"
+#include "object-hook.h"
+#include "cmd-pet.h"
+#include "cmd-basic.h"
+#include "files.h"
+#include "player-effects.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "world.h"
+#include "spells.h"
+#include "cmd-dump.h"
+#include "save.h"
+
+#include "view-mainwindow.h"
+
+
+static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
+/*
+ * Number of floor_id used from birth
+ */
+FLOOR_IDX max_floor_id;
+
+/*
+ * Sign for current process used in temporal files.
+ * Actually it is the start time of current process.
+ */
+u32b saved_floor_file_sign;
/*!
* @brief 保存フロア配列を初期化する / Initialize saved_floors array.
{
if (!force)
{
-#ifdef JP
- msg_print("エラー:古いテンポラリ・ファイルが残っています。");
- 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。");
- 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");
- msg_print("強制的に削除して実行を続けられます。");
- if (!get_check("強制的に削除してもよろしいですか?")) quit("実行中止");
-#else
- msg_print("Error: There are old temporal files.");
- msg_print("Make sure you are not running two game processes simultaneously.");
- msg_print("If the temporal files are garbages of old crashed process, ");
- msg_print("you can delete it safely.");
- if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
-#endif
+ 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;
}
}
new_floor_id = 0;
/* No change floor mode yet */
- change_floor_mode = 0;
+ p_ptr->change_floor_mode = 0;
#ifdef SET_UID
# ifdef SECURE
static void kill_saved_floor(saved_floor_type *sf_ptr)
{
char floor_savefile[1024];
-
- /* Paranoia */
if (!sf_ptr) return;
/* Already empty */
* @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 = p_ptr->current_floor_ptr->dun_level;
/* Increment number of floor_id */
*/
void prepare_change_floor_mode(BIT_FLAGS mode)
{
- change_floor_mode |= mode;
+ p_ptr->change_floor_mode |= mode;
}
/*!
* @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
* @return なし
*/
-static void build_dead_end(void)
+static void build_dead_end(floor_type *floor_ptr)
{
POSITION x, y;
- /* Clear and empty the cave */
- clear_cave();
+ clear_cave(floor_ptr);
/* 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;
+ floor_ptr->height = SCREEN_HGT;
+ 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 = floor_ptr->height / 2;
+ p_ptr->x = 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(floor_ptr);
}
if (p_ptr->riding)
{
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
/* Pet of other pet don't follow. */
if (m_ptr->parent_m_idx)
* If player is in wild mode, no pets are preserved
* except a monster whom player riding
*/
- if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
+ if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->phase_out)
{
- for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = &p_ptr->current_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], &p_ptr->current_floor_ptr->m_list[i], monster_type);
num++;
if (record_named_pet)
{
- for (i = m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
- char m_name[80];
+ monster_type *m_ptr = &p_ptr->current_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;
monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
+ exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
}
}
/* Pet of other pet may disappear. */
- for (i = m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = &p_ptr->current_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 && !p_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
{
/* Its parent have gone, it also goes away. */
if (is_seen(m_ptr))
{
- char m_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
-
delete_monster_idx(i);
}
}
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++;
* @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
* @return なし
*/
-static void place_pet(void)
+static void place_pet(player_type *master_ptr)
{
int i;
- int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
+ int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
for (i = 0; i < max_num; i++)
{
if (i == 0)
{
m_idx = m_pop();
- p_ptr->riding = m_idx;
+ master_ptr->riding = m_idx;
if (m_idx)
{
- cy = p_ptr->y;
- cx = p_ptr->x;
+ cy = master_ptr->y;
+ cx = master_ptr->x;
}
}
else
int j;
POSITION d;
- for (d = 1; d < 6; d++)
+ for (d = 1; d < A_MAX; d++)
{
for (j = 1000; j > 0; j--)
{
- scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
+ scatter(&cy, &cx, master_ptr->y, master_ptr->x, d, 0);
if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
}
if (j) break;
if (m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- cave[cy][cx].m_idx = m_idx;
+ p_ptr->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;
/* Must repair monsters */
repair_monsters = TRUE;
}
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(cy, cx);
/* Pre-calculated in precalc_cur_num_of_pet() */
/* r_ptr->cur_num++; */
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
- /* Hack -- Notice new multi-hued monsters */
- {
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
- shimmer_monsters = TRUE;
- }
}
else
{
monster_type *m_ptr = &party_mon[i];
monster_race *r_ptr = real_r_ptr(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
if (record_named_pet && m_ptr->nickname)
{
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
+ exe_write_diary(master_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
}
/* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
int i;
/* Maintain unique monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = &p_ptr->current_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++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
/* Memorize location of the artifact */
if (object_is_fixed_artifact(o_ptr))
* @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,
* @return なし
*/
-static void get_out_monster(void)
+static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
{
int tries = 0;
POSITION dis = 1;
- int oy = p_ptr->y;
- int ox = p_ptr->x;
- MONSTER_IDX m_idx = cave[oy][ox].m_idx;
+ POSITION oy = protected_ptr->y;
+ POSITION ox = protected_ptr->x;
+ MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
monster_type *m_ptr;
/* Pick a (possibly illegal) location */
- int ny = rand_spread(oy, dis);
- int nx = rand_spread(ox, dis);
+ POSITION ny = rand_spread(oy, dis);
+ POSITION nx = rand_spread(ox, dis);
tries++;
if (tries > 20 * dis * dis) dis++;
/* Ignore illegal locations */
- if (!in_bounds(ny, nx)) continue;
+ if (!in_bounds(floor_ptr, ny, nx)) continue;
/* Require "empty" floor space */
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(&floor_ptr->grid_array[ny][nx])) continue;
+ if (is_explosive_rune_grid(&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 = &floor_ptr->m_list[m_idx];
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ floor_ptr->grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ floor_ptr->grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* No need to do update_mon() */
+ /* No need to do update_monster() */
/* Success */
return;
}
/*!
- * 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?
- */
-#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
-
-
-/*!
* @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.
* @param sf_ptr 移動元の保存フロア構造体参照ポインタ
* @return なし
*/
-static void locate_connected_stairs(saved_floor_type *sf_ptr)
+static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
{
POSITION x, y, sx = 0, sy = 0;
POSITION x_table[20];
int i;
/* Search usable stairs */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < p_ptr->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 = &p_ptr->current_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
bool ok = FALSE;
- if (change_floor_mode & CFM_UP)
+ if (floor_mode & CFM_UP)
{
if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
!have_flag(f_ptr->flags, FF_SPECIAL))
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;
}
}
- else if (change_floor_mode & CFM_DOWN)
+ else if (floor_mode & CFM_DOWN)
{
if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
!have_flag(f_ptr->flags, FF_SPECIAL))
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(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
}
else
{
* / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
* @return なし
*/
-void leave_floor(void)
+void leave_floor(player_type *creature_ptr)
{
- cave_type *c_ptr = NULL;
+ grid_type *g_ptr = NULL;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
- int quest_r_idx = 0;
+ MONRACE_IDX quest_r_idx = 0;
DUNGEON_IDX i;
-
+ FLOOR_IDX tmp_floor_idx = 0;
+
/* Preserve pets and prepare to take these to next floor */
preserve_pet();
/* Remove all mirrors without explosion */
remove_all_mirrors(FALSE);
- if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
+ if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
/* New floor is not yet prepared */
new_floor_id = 0;
/* Temporary get a floor_id (for Arena) */
- if (!p_ptr->floor_id &&
- (change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_NO_RETURN))
+ if (!creature_ptr->floor_id &&
+ (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+ !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
{
/* Get temporal floor_id */
- p_ptr->floor_id = get_new_floor_id();
+ tmp_floor_idx = 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 == p_ptr->current_floor_ptr->dun_level) &&
+ (creature_ptr->dungeon_idx == quest[i].dungeon) &&
!(quest[i].flags & QUEST_FLAG_PRESET))
{
quest_r_idx = quest[i].r_idx;
}
/* Maintain quest monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = &p_ptr->current_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;
/* Check if there is a same item */
for (i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &inventory[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
/* Delete old memorized location of the artifact */
if (object_is_fixed_artifact(o_ptr))
}
/* Extract current floor info or NULL */
- sf_ptr = get_sf_ptr(p_ptr->floor_id);
+ sf_ptr = get_sf_ptr(tmp_floor_idx);
/* Choose random stairs */
- if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
+ if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
{
- locate_connected_stairs(sf_ptr);
+ locate_connected_stairs(sf_ptr, creature_ptr->change_floor_mode);
}
/* Extract new dungeon level */
- if (change_floor_mode & CFM_SAVE_FLOORS)
+ if (creature_ptr->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 = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_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 */
}
/* Climb up/down some sort of stairs */
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
{
int move_num = 0;
/* Extract level movement number */
- if (change_floor_mode & CFM_DOWN) move_num = 1;
- else if (change_floor_mode & CFM_UP) move_num = -1;
+ if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
+ else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
/* Shafts are deeper than normal stairs */
- if (change_floor_mode & CFM_SHAFT)
+ if (creature_ptr->change_floor_mode & CFM_SHAFT)
move_num += SGN(move_num);
/* Get out from or Enter the dungeon */
- if (change_floor_mode & CFM_DOWN)
+ if (creature_ptr->change_floor_mode & CFM_DOWN)
{
- if (!dun_level)
- move_num = d_info[dungeon_type].mindepth;
+ if (!p_ptr->current_floor_ptr->dun_level)
+ move_num = d_info[creature_ptr->dungeon_idx].mindepth;
}
- else if (change_floor_mode & CFM_UP)
+ else if (creature_ptr->change_floor_mode & CFM_UP)
{
- if (dun_level + move_num < d_info[dungeon_type].mindepth)
- move_num = -dun_level;
+ if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
+ move_num = -p_ptr->current_floor_ptr->dun_level;
}
- dun_level += move_num;
+ p_ptr->current_floor_ptr->dun_level += move_num;
}
/* Leaving the dungeon to town */
- if (!dun_level && dungeon_type)
+ if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
{
- p_ptr->leaving_dungeon = TRUE;
+ creature_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;
+ creature_ptr->wilderness_y = d_info[creature_ptr->dungeon_idx].dy;
+ creature_ptr->wilderness_x = d_info[creature_ptr->dungeon_idx].dx;
}
- p_ptr->recall_dungeon = dungeon_type;
- dungeon_type = 0;
+ creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
+ creature_ptr->dungeon_idx = 0;
/* Reach to the surface -- Clear all saved floors */
- change_floor_mode &= ~CFM_SAVE_FLOORS;
+ creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
}
/* Kill some old saved floors */
- if (!(change_floor_mode & CFM_SAVE_FLOORS))
+ if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
{
/* Kill all saved floors */
for (i = 0; i < MAX_SAVED_FLOORS; i++)
/* Reset visit_mark count */
latest_visit_mark = 1;
}
- else if (change_floor_mode & CFM_NO_RETURN)
+ else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
{
/* Kill current floor */
kill_saved_floor(sf_ptr);
}
/* No current floor -- Left/Enter dungeon etc... */
- if (!p_ptr->floor_id)
+ if (!tmp_floor_idx)
{
/* No longer need to save current floor */
return;
}
-
/* Mark next floor_id on the previous floor */
if (!new_floor_id)
{
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 = tmp_floor_idx;
}
}
/* Fix connection -- level teleportation or trap door */
- if (change_floor_mode & CFM_RAND_CONNECT)
+ if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
{
- if (change_floor_mode & CFM_UP)
+ if (creature_ptr->change_floor_mode & CFM_UP)
sf_ptr->upper_floor_id = new_floor_id;
- else if (change_floor_mode & CFM_DOWN)
+ else if (creature_ptr->change_floor_mode & CFM_DOWN)
sf_ptr->lower_floor_id = new_floor_id;
}
/* If you can return, you need to save previous floor */
- if ((change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_NO_RETURN))
+ if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+ !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
{
/* Get out of the my way! */
- get_out_monster();
+ get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
- /* 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 the lite */
- forget_lite();
-
- /* Forget the view */
+ forget_lite(p_ptr->current_floor_ptr);
forget_view();
-
- /* Forget the view */
- clear_mon_lite();
+ clear_mon_lite(p_ptr->current_floor_ptr);
/* Save current floor */
if (!save_floor(sf_ptr, 0))
prepare_change_floor_mode(CFM_NO_RETURN);
/* Kill current floor */
- kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
+ kill_saved_floor(get_sf_ptr(creature_ptr->floor_id));
}
}
}
* @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 temporal file. If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
* will be generated.\n
*/
-void change_floor(void)
+void change_floor(player_type *creature_ptr)
{
saved_floor_type *sf_ptr;
bool loaded = FALSE;
/* The dungeon is not ready */
- character_dungeon = FALSE;
+ current_world_ptr->character_dungeon = FALSE;
/* No longer in the trap detecteded region */
- p_ptr->dtrap = FALSE;
+ creature_ptr->dtrap = FALSE;
/* Mega-Hack -- no panel yet */
panel_row_min = 0;
panel_col_max = 0;
/* Mega-Hack -- not ambushed on the wildness? */
- ambush_flag = FALSE;
+ creature_ptr->ambush_flag = FALSE;
/* No saved floors (On the surface etc.) */
- if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_FIRST_FLOOR))
+ if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+ !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
{
- /* Create cave */
- generate_cave();
+ /* Create creature_ptr->current_floor_ptr->grid_array */
+ generate_random_floor(creature_ptr->current_floor_ptr);
/* Paranoia -- No new saved floor */
new_floor_id = 0;
loaded = TRUE;
/* Forbid return stairs */
- if (change_floor_mode & CFM_NO_RETURN)
+ if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
{
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
- if (!feat_uses_special(c_ptr->feat))
+ if (!feat_uses_special(g_ptr->feat))
{
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ if (creature_ptr->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;
}
}
}
* Stair creation/Teleport level/Trap door will take
* you the same floor when you used it later again.
*/
- if (p_ptr->floor_id)
+ if (creature_ptr->floor_id)
{
- saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
+ saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
- if (change_floor_mode & CFM_UP)
+ if (creature_ptr->change_floor_mode & CFM_UP)
{
/* New floor is right-above */
if (cur_sf_ptr->upper_floor_id == new_floor_id)
- sf_ptr->lower_floor_id = p_ptr->floor_id;
+ sf_ptr->lower_floor_id = creature_ptr->floor_id;
}
- else if (change_floor_mode & CFM_DOWN)
+ else if (creature_ptr->change_floor_mode & CFM_DOWN)
{
/* New floor is right-under */
if (cur_sf_ptr->lower_floor_id == new_floor_id)
- sf_ptr->upper_floor_id = p_ptr->floor_id;
+ sf_ptr->upper_floor_id = creature_ptr->floor_id;
}
}
/* Break connection to killed floor */
else
{
- if (change_floor_mode & CFM_UP)
+ if (creature_ptr->change_floor_mode & CFM_UP)
sf_ptr->lower_floor_id = 0;
- else if (change_floor_mode & CFM_DOWN)
+ else if (creature_ptr->change_floor_mode & CFM_DOWN)
sf_ptr->upper_floor_id = 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[creature_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++)
+ for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = &creature_ptr->current_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++)
+ for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
/* Ignore non-artifact */
if (!object_is_fixed_artifact(o_ptr)) continue;
msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
/* Create simple dead end */
- build_dead_end();
+ build_dead_end(creature_ptr->current_floor_ptr);
/* Break connection */
- if (change_floor_mode & CFM_UP)
+ if (creature_ptr->change_floor_mode & CFM_UP)
{
sf_ptr->upper_floor_id = 0;
}
- else if (change_floor_mode & CFM_DOWN)
+ else if (creature_ptr->change_floor_mode & CFM_DOWN)
{
sf_ptr->lower_floor_id = 0;
}
}
else
{
- /* Newly create cave */
- generate_cave();
+ /* Newly create creature_ptr->current_floor_ptr->grid_array */
+ generate_random_floor(creature_ptr->current_floor_ptr);
}
- /* 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 creature_ptr->current_floor_ptr->dun_level value */
+ sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
/* Create connected stairs */
- if (!(change_floor_mode & CFM_NO_RETURN))
+ if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
{
/* Extract stair position */
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
/*** Create connected stairs ***/
/* No stairs down from Quest */
- if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
+ if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->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 = (creature_ptr->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)
+ else if ((creature_ptr->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 = (creature_ptr->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 = creature_ptr->floor_id;
}
}
/* Arrive at random grid */
- if (change_floor_mode & (CFM_RAND_PLACE))
+ if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
{
(void)new_player_spot();
}
/* You see stairs blocked */
- else if ((change_floor_mode & CFM_NO_RETURN) &&
- (change_floor_mode & (CFM_DOWN | CFM_UP)))
+ else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
{
- if (!p_ptr->blind)
+ if (!creature_ptr->blind)
{
msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
}
/*
* 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++;
}
/* Place preserved pet monsters */
- place_pet();
+ place_pet(creature_ptr);
/* Reset travel target place */
forget_travel_flow();
update_unique_artifact(new_floor_id);
/* Now the player is in new floor */
- p_ptr->floor_id = new_floor_id;
+ creature_ptr->floor_id = new_floor_id;
/* The dungeon is ready */
- character_dungeon = TRUE;
+ current_world_ptr->character_dungeon = TRUE;
/* Hack -- Munchkin characters always get whole map */
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
- wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
+ if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- old_turn = turn;
+ creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = old_turn;
- p_ptr->feeling = 0;
+ creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
+ creature_ptr->feeling = 0;
/* Clear all flags */
- change_floor_mode = 0L;
-
- select_floor_music();
-}
-
-/*!
- * @brief プレイヤーの手による能動的な階段生成処理 /
- * Create stairs at or move previously created stairs into the player location.
- * @return なし
- */
-void stair_creation(void)
-{
- saved_floor_type *sf_ptr;
- saved_floor_type *dest_sf_ptr;
-
- bool up = TRUE;
- bool down = TRUE;
- s16b 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;
-
- /* No effect out of standard dungeon floor */
- if (!dun_level || (!up && !down) ||
- (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
- p_ptr->inside_arena || p_ptr->inside_battle)
- {
- /* arena or quest */
- msg_print(_("効果がありません!", "There is no effect!"));
- return;
- }
-
- /* Artifacts resists */
- if (!cave_valid_bold(p_ptr->y, p_ptr->x))
- {
- msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
- return;
- }
-
- /* Destroy all objects in the grid */
- delete_object(p_ptr->y, p_ptr->x);
-
- /* Extract current floor data */
- sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- /* Paranoia */
- if (!sf_ptr)
- {
- /* No floor id? -- Create now! */
- p_ptr->floor_id = get_new_floor_id();
- sf_ptr = get_sf_ptr(p_ptr->floor_id);
- }
-
- /* Choose randomly */
- if (up && down)
- {
- if (randint0(100) < 50) up = FALSE;
- else down = FALSE;
- }
-
- /* Destination is already fixed */
- if (up)
- {
- if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
- }
- else
- {
- if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
- }
-
-
- /* Search old stairs leading to the destination */
- if (dest_floor_id)
- {
- POSITION x, y;
-
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- cave_type *c_ptr = &cave[y][x];
-
- if (!c_ptr->special) continue;
- if (feat_uses_special(c_ptr->feat)) continue;
- if (c_ptr->special != dest_floor_id) continue;
-
- /* Remove old stairs */
- c_ptr->special = 0;
- cave_set_feat(y, x, floor_type[randint0(100)]);
- }
- }
- }
-
- /* No old destination -- Get new one now */
- else
- {
- dest_floor_id = get_new_floor_id();
-
- /* Fix it */
- if (up)
- sf_ptr->upper_floor_id = dest_floor_id;
- else
- sf_ptr->lower_floor_id = dest_floor_id;
- }
-
- /* Extract destination floor data */
- dest_sf_ptr = get_sf_ptr(dest_floor_id);
-
-
- /* Create a staircase */
- if (up)
- {
- cave_set_feat(p_ptr->y, p_ptr->x,
- (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= 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)) ?
- feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
- }
-
+ creature_ptr->change_floor_mode = 0L;
- /* Connect this stairs to the destination */
- cave[p_ptr->y][p_ptr->x].special = dest_floor_id;
+ select_floor_music(creature_ptr);
+ creature_ptr->change_floor_mode = 0;
}