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[Refactor] #37353 forget_lite() を floor_event() に移動。
[hengband/hengband.git] / src / floor-save.c
index c7a6704..b224c2a 100644 (file)
 
 #include "angband.h"
 #include "floor.h"
+#include "floor-events.h"
 #include "generate.h"
 #include "grid.h"
 #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"
 
 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 */
@@ -192,8 +198,6 @@ saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
 static void kill_saved_floor(saved_floor_type *sf_ptr)
 {
        char floor_savefile[1024];
-
-       /* Paranoia */
        if (!sf_ptr) return;
 
        /* Already empty */
@@ -283,7 +287,7 @@ FLOOR_IDX get_new_floor_id(void)
        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 */
@@ -314,15 +318,15 @@ static void build_dead_end(void)
 {
        POSITION x, y;
 
-       /* Clear and empty the grid_array */
+       /* 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++)
@@ -335,13 +339,13 @@ static void build_dead_end(void)
        }
 
        /* 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();
 }
 
 
@@ -365,7 +369,7 @@ static void preserve_pet(void)
 
        if (p_ptr->riding)
        {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
+               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
 
                /* Pet of other pet don't follow. */
                if (m_ptr->parent_m_idx)
@@ -392,9 +396,9 @@ static void preserve_pet(void)
        {
                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 = &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;
 
@@ -428,7 +432,7 @@ static void preserve_pet(void)
                                }
                        }
 
-                       (void)COPY(&party_mon[num], &m_list[i], monster_type);
+                       (void)COPY(&party_mon[num], &current_floor_ptr->m_list[i], monster_type);
 
                        num++;
 
@@ -441,10 +445,10 @@ static void preserve_pet(void)
        {
                for (i = m_max - 1; i >=1; i--)
                {
-                       monster_type *m_ptr = &m_list[i];
+                       monster_type *m_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;
@@ -458,10 +462,10 @@ static void preserve_pet(void)
        /* 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 = &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 && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
                {
                        /* Its parent have gone, it also goes away. */
 
@@ -495,7 +499,7 @@ void precalc_cur_num_of_pet(void)
                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++;
@@ -547,10 +551,10 @@ static void place_pet(void)
 
                if (m_idx)
                {
-                       monster_type *m_ptr = &m_list[m_idx];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
                        monster_race *r_ptr;
 
-                       grid_array[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;
 
@@ -562,8 +566,6 @@ static void place_pet(void)
                        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;
 
@@ -582,7 +584,7 @@ static void place_pet(void)
                        /* 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 */
                        {
@@ -632,10 +634,9 @@ static void update_unique_artifact(s16b cur_floor_id)
        for (i = 1; i < m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_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);
@@ -651,7 +652,7 @@ static void update_unique_artifact(s16b cur_floor_id)
        /* Maintain artifatcs */
        for (i = 1; i < o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
                /* Skip dead objects */
                if (!o_ptr->k_idx) continue;
@@ -675,7 +676,7 @@ static void get_out_monster(void)
        POSITION dis = 1;
        POSITION oy = p_ptr->y;
        POSITION ox = p_ptr->x;
-       MONSTER_IDX m_idx = grid_array[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;
@@ -707,21 +708,21 @@ static void get_out_monster(void)
                if (!cave_empty_bold(ny, nx)) continue;
 
                /* Hack -- no teleport onto glyph of warding */
-               if (is_glyph_grid(&grid_array[ny][nx])) continue;
-               if (is_explosive_rune_grid(&grid_array[ny][nx])) continue;
+               if (is_glyph_grid(&current_floor_ptr->grid_array[ny][nx])) continue;
+               if (is_explosive_rune_grid(&current_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 = &current_floor_ptr->m_list[m_idx];
 
                /* Update the old location */
-               grid_array[oy][ox].m_idx = 0;
+               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                /* Update the new location */
-               grid_array[ny][nx].m_idx = m_idx;
+               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
                /* Move the monster */
                m_ptr->fy = ny;
@@ -735,12 +736,6 @@ static void get_out_monster(void)
 }
 
 /*!
- * 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))
-
-
-/*!
  * @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
@@ -754,11 +749,11 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
        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++)
                {
-                       grid_type *g_ptr = &grid_array[y][x];
+                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
                        feature_type *f_ptr = &f_info[g_ptr->feat];
                        bool ok = FALSE;
 
@@ -825,7 +820,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                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(grid_array[p_ptr->y][p_ptr->x].feat)) grid_array[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
        {
@@ -877,7 +872,7 @@ void leave_floor(void)
                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) &&
+                   (quest[i].level == current_floor_ptr->dun_level) &&
                    (p_ptr->dungeon_idx == quest[i].dungeon) &&
                    !(quest[i].flags & QUEST_FLAG_PRESET))
                {
@@ -889,10 +884,9 @@ void leave_floor(void)
        for (i = 1; i < m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_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;
@@ -936,7 +930,7 @@ void leave_floor(void)
        if (change_floor_mode & CFM_SAVE_FLOORS)
        {
                /* Extract stair position */
-               g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+               g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
                f_ptr = &f_info[g_ptr->feat];
 
                /* Get back to old saved floor? */
@@ -969,20 +963,20 @@ void leave_floor(void)
                /* Get out from or Enter the dungeon */
                if (change_floor_mode & CFM_DOWN)
                {
-                       if (!dun_level)
+                       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[p_ptr->dungeon_idx].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 && p_ptr->dungeon_idx)
+       if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
        {
                p_ptr->leaving_dungeon = TRUE;
                if (!vanilla_town && !lite_town)
@@ -1050,8 +1044,8 @@ void leave_floor(void)
                /* 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();
@@ -1075,7 +1069,7 @@ void leave_floor(void)
  * @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 grid_array\n
+ * restored from the temporal file.  If the floor is new one, new current_floor_ptr->grid_array\n
  * will be generated.\n
  */
 void change_floor(void)
@@ -1096,14 +1090,14 @@ 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 grid_array */
-               generate_cave();
+               /* Create current_floor_ptr->grid_array */
+               generate_random_floor();
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1133,7 +1127,7 @@ void change_floor(void)
                                /* Forbid return stairs */
                                if (change_floor_mode & CFM_NO_RETURN)
                                {
-                                       grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
 
                                        if (!feat_uses_special(g_ptr->feat))
                                        {
@@ -1192,17 +1186,16 @@ void change_floor(void)
                        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 = &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))
                                {
@@ -1236,7 +1229,7 @@ void change_floor(void)
                        /* Maintain artifatcs */
                        for (i = 1; i < o_max; i++)
                        {
-                               object_type *o_ptr = &o_list[i];
+                               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
                                /* Skip dead objects */
                                if (!o_ptr->k_idx) continue;
@@ -1296,26 +1289,26 @@ void change_floor(void)
                        }
                        else
                        {
-                               /* Newly create grid_array */
-                               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 */
-                               grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+                               grid_type *g_ptr = &current_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))
                                {
                                        g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
@@ -1356,9 +1349,9 @@ void change_floor(void)
                /*
                 * 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++;
@@ -1384,10 +1377,10 @@ void change_floor(void)
                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 */
@@ -1395,130 +1388,3 @@ void change_floor(void)
 
        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;
-       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[p_ptr->dungeon_idx].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++)
-                       {
-                               grid_type *g_ptr = &grid_array[y][x];
-
-                               if (!g_ptr->special) continue;
-                               if (feat_uses_special(g_ptr->feat)) continue;
-                               if (g_ptr->special != dest_floor_id) continue;
-
-                               /* Remove old stairs */
-                               g_ptr->special = 0;
-                               cave_set_feat(y, x, feat_ground_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);
-       }
-
-
-       /* Connect this stairs to the destination */
-       grid_array[p_ptr->y][p_ptr->x].special = dest_floor_id;
-}