#include "angband.h"
#include "bldg.h"
+#include "core.h"
#include "load.h"
#include "util.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"
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 */
/*
new_floor_id = 0;
/* No change floor mode yet */
- change_floor_mode = 0;
+ p_ptr->change_floor_mode = 0;
#ifdef SET_UID
# ifdef SECURE
sf_ptr->visit_mark = latest_visit_mark++;
/* sf_ptr->dun_level may be changed later */
- sf_ptr->dun_level = current_floor_ptr->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 current_floor_ptr->grid_array */
- clear_cave();
+ clear_cave(floor_ptr);
/* Fill the arrays of floors and walls in the good proportions */
set_floor_and_wall(0);
/* Smallest area */
- current_floor_ptr->height = SCREEN_HGT;
- current_floor_ptr->width = 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 = current_floor_ptr->height / 2;
- p_ptr->x = current_floor_ptr->width / 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_random_floor_flags();
+ wipe_generate_random_floor_flags(floor_ptr);
}
if (p_ptr->riding)
{
- monster_type *m_ptr = ¤t_floor_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 = current_floor_ptr->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 = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
}
}
- (void)COPY(&party_mon[num], ¤t_floor_ptr->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 = current_floor_ptr->m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
GAME_TEXT m_name[MAX_NLEN];
if (!monster_is_valid(m_ptr)) 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 = current_floor_ptr->m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = ¤t_floor_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 && !current_floor_ptr->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. */
* @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
{
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 = ¤t_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- current_floor_ptr->grid_array[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;
/* r_ptr->cur_num++; */
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
}
else
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 < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
}
/* Maintain artifatcs */
- for (i = 1; i < current_floor_ptr->o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_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;
- POSITION oy = p_ptr->y;
- POSITION ox = p_ptr->x;
- MONSTER_IDX m_idx = current_floor_ptr->grid_array[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;
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(¤t_floor_ptr->grid_array[ny][nx])) continue;
- if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[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 = ¤t_floor_ptr->m_list[m_idx];
+ m_ptr = &floor_ptr->m_list[m_idx];
/* Update the old location */
- current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ floor_ptr->grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+ floor_ptr->grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
* @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 < current_floor_ptr->height; y++)
+ for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ 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))
}
}
- 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))
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(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;
+ 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)
{
grid_type *g_ptr = NULL;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
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 */
if ((quest[i].status == QUEST_STATUS_TAKEN) &&
((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
(quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].level == current_floor_ptr->dun_level) &&
- (p_ptr->dungeon_idx == 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 < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Check if there is a same item */
for (i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &p_ptr->inventory_list[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 */
- g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ 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? */
}
/* 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 (!current_floor_ptr->dun_level)
- move_num = d_info[p_ptr->dungeon_idx].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 (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
- move_num = -current_floor_ptr->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;
}
- current_floor_ptr->dun_level += move_num;
+ p_ptr->current_floor_ptr->dun_level += move_num;
}
/* Leaving the dungeon to town */
- if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
+ 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[p_ptr->dungeon_idx].dy;
- p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].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 = p_ptr->dungeon_idx;
- p_ptr->dungeon_idx = 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)
{
/* Connect from here */
if (g_ptr && !feat_uses_special(g_ptr->feat))
{
- g_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 current_world_ptr->game_turn of current floor */
sf_ptr->last_visit = current_world_ptr->game_turn;
- forget_lite();
+ forget_lite(p_ptr->current_floor_ptr);
forget_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 current_floor_ptr->grid_array\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;
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? */
- p_ptr->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 current_floor_ptr->grid_array */
- generate_random_floor();
+ /* 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)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[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(g_ptr->feat))
{
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
{
/* Reset to floor */
g_ptr->feat = feat_ground_type[randint0(100)];
* 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;
}
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;
+ int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
GAME_TURN alloc_times;
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 < current_floor_ptr->m_max; i++)
+ for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
}
/* Maintain artifatcs */
- for (i = 1; i < current_floor_ptr->o_max; i++)
+ for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_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 current_floor_ptr->grid_array */
- generate_random_floor();
+ /* Newly create creature_ptr->current_floor_ptr->grid_array */
+ generate_random_floor(creature_ptr->current_floor_ptr);
}
/* Record last visit current_world_ptr->game_turn */
sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Set correct current_floor_ptr->dun_level value */
- sf_ptr->dun_level = current_floor_ptr->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 */
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[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(current_floor_ptr->dun_level))
+ if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->current_floor_ptr->dun_level))
{
- g_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)
{
- g_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 */
g_ptr->mimic = 0;
/* Connect to previous floor */
- g_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!"));
}
}
/* 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 */
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" */
- current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+ creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = current_floor_ptr->generated_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;
+ creature_ptr->change_floor_mode = 0L;
- select_floor_music();
+ select_floor_music(creature_ptr);
+ creature_ptr->change_floor_mode = 0;
}