* Initialize saved_floors array. Make sure that old temporal files
* are not remaining as gurbages.
*/
-void init_saved_floors(void)
+void init_saved_floors(bool force)
{
char floor_savefile[1024];
int i;
int fd = -1;
int mode = 0644;
- bool force = FALSE;
#ifdef SET_UID
# ifdef SECURE
/*
* Kill temporal files
- * Should be called just before the game quit
- * and before new game discarding saved game.
+ * Should be called just before the game quit.
*/
void clear_saved_floor_files(void)
{
{
char floor_savefile[1024];
+ /* Paranoia */
+ if (!sf_ptr) return;
+
/* Already empty */
if (!sf_ptr->floor_id) return;
sf_ptr->lower_floor_id = 0;
sf_ptr->visit_mark = latest_visit_mark++;
- /* sf_ptr->dun_level is not yet decided */
+ /* sf_ptr->dun_level may be changed later */
+ sf_ptr->dun_level = dun_level;
/* Increment number of floor_id */
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- cave[y][x].feat = FEAT_PERM_SOLID;
+ place_solid_perm_bold(y, x);
}
}
/* Give one square */
place_floor_bold(py, px);
+
+ wipe_generate_cave_flags();
}
+/* Maximum number of preservable pets */
+#define MAX_PARTY_MON 21
+
+static monster_type party_mon[MAX_PARTY_MON];
+
+
/*
* Preserve_pets
*/
int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
/* Confused (etc.) monsters don't follow. */
- if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
+ if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
/* Pet of other pet don't follow. */
if (m_ptr->parent_m_idx) continue;
* when you or the pet can see the other.
*/
if (m_ptr->nickname &&
- (player_has_los_bold(m_ptr->fy, m_ptr->fx) ||
- los(m_ptr->fy, m_ptr->fx, py, px)))
+ ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)) ||
+ (los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px))))
{
if (dis > 3) continue;
}
{
/* Its parent have gone, it also goes away. */
- if (m_ptr->ml)
+ if (is_seen(m_ptr))
{
char m_name[80];
-
+
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
for (j = 1000; j > 0; j--)
{
scatter(&cy, &cx, py, px, d, 0);
- if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !player_bold(cy, cx)) break;
+ if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
}
if (j) break;
}
m_ptr->fy = cy;
m_ptr->fx = cx;
m_ptr->ml = TRUE;
- m_ptr->csleep = 0;
+ m_ptr->mtimed[MTIMED_CSLEEP] = 0;
/* Paranoia */
m_ptr->hold_o_idx = 0;
}
}
- /* For accuracy of precalc_cur_num_of_pet() */
- C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
+ /* For accuracy of precalc_cur_num_of_pet() */
+ C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
}
if (!o_ptr->k_idx) continue;
/* Memorize location of the artifact */
- if (artifact_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr))
{
a_info[o_ptr->name1].floor_id = cur_floor_id;
}
if (is_explosive_rune_grid(&cave[ny][nx])) continue;
/* ...nor onto the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+ if (pattern_tile(ny, nx)) continue;
/*** It's a good place ***/
m_ptr = &m_list[m_idx];
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
/* Update the old location */
cave[oy][ox].m_idx = 0;
+ /* Update the new location */
+ cave[ny][nx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
/*
+ * 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))
+
+
+/*
+ * Virtually teleport onto the stairs that is connecting between two
+ * floors.
+ *
+ * Teleport level spell and trap doors will always lead the player to
+ * the one of the floors connected by the one of the stairs in the
+ * current floor.
+ */
+static void locate_connected_stairs(saved_floor_type *sf_ptr)
+{
+ int x, y, sx = 0, sy = 0;
+ int x_table[20];
+ int y_table[20];
+ int num = 0;
+ int i;
+
+ /* Search usable stairs */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+ bool ok = FALSE;
+
+ if (change_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)
+ {
+ sx = x;
+ sy = y;
+ }
+ }
+ }
+
+ else if (change_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)
+ {
+ sx = x;
+ sy = y;
+ }
+ }
+ }
+
+ else
+ {
+ if (have_flag(f_ptr->flags, FF_BLDG))
+ {
+ ok = TRUE;
+ }
+ }
+
+ if (ok && (num < 20))
+ {
+ x_table[num] = x;
+ y_table[num] = y;
+ num++;
+ }
+ }
+ }
+
+ if (sx)
+ {
+ /* Already fixed */
+ py = sy;
+ px = sx;
+ }
+ else if (!num)
+ {
+ /* No stairs found! -- No return */
+ 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[py][px].feat)) cave[py][px].special = 0;
+ }
+ else
+ {
+ /* Choose random one */
+ i = randint0(num);
+
+ /* Point stair location */
+ py = y_table[i];
+ px = x_table[i];
+ }
+}
+
+/*
* Maintain quest monsters, mark next floor_id at stairs, save current
* floor, and prepare to enter next floor.
*/
void leave_floor(void)
{
cave_type *c_ptr = NULL;
+ feature_type *f_ptr;
saved_floor_type *sf_ptr;
int quest_r_idx = 0;
int i;
/* Remove all mirrors without explosion */
remove_all_mirrors(FALSE);
+ if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
+
/* New floor is not yet prepared */
new_floor_id = 0;
-
- /* From somewhere of the surface to somewhere of the surface */
- if (!dungeon_type)
+ /* 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 (change_floor_mode & CFM_SAVE_SURFACE)
- {
- /* Save surface floor to preserve pets (for Arena) */
- if (!p_ptr->floor_id)
- {
- /* Get temporal floor_id */
- p_ptr->floor_id = get_new_floor_id();
-
- /* Record the dungeon level */
- get_sf_ptr(p_ptr->floor_id)->dun_level = dun_level;
- }
- }
- else
- {
- /* No need to save current floor */
- return;
- }
+ /* Get temporal floor_id */
+ p_ptr->floor_id = get_new_floor_id();
}
+
/* Search the quest monster index */
for (i = 0; i < max_quests; i++)
{
if (!o_ptr->k_idx) continue;
/* Delete old memorized location of the artifact */
- if (artifact_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr))
{
a_info[o_ptr->name1].floor_id = 0;
}
/* Choose random stairs */
if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
{
- int x, y, sx = 0, sy = 0;
- int x_table[20];
- int y_table[20];
- int num = 0;
- int i;
-
- /* Search usable stairs */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- cave_type *c_ptr = &cave[y][x];
- bool ok = FALSE;
-
- if (change_floor_mode & CFM_UP)
- {
- /* Found fixed stairs */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->upper_floor_id)
- {
- sx = x;
- sy = y;
- }
-
- if (c_ptr->feat == FEAT_LESS ||
- c_ptr->feat == FEAT_LESS_LESS)
- ok = TRUE;
- }
- else if (change_floor_mode & CFM_DOWN)
- {
- /* Found fixed stairs */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->lower_floor_id)
- {
- sx = x;
- sy = y;
- }
-
- if (c_ptr->feat == FEAT_MORE ||
- c_ptr->feat == FEAT_MORE_MORE)
- ok = TRUE;
- }
-
- if (ok && num < 20)
- {
- x_table[num] = x;
- y_table[num] = y;
- num++;
- }
- }
- }
-
- if (sx)
- {
- /* Already fixed */
- py = sy;
- px = sx;
- }
- else if (!num)
- {
- /* No stairs found! -- No return */
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
-
- /* Mega Hack -- It's not the stairs you enter. Disable it. */
- cave[py][px].special = 0;
- }
- else
- {
- /* Choose random one */
- i = randint0(num);
-
- /* Point stair location */
- py = y_table[i];
- px = x_table[i];
- }
+ locate_connected_stairs(sf_ptr);
}
/* Extract new dungeon level */
- if (!(change_floor_mode & CFM_CLEAR_ALL))
+ if (change_floor_mode & CFM_SAVE_FLOORS)
{
- int move_num = 0;
-
/* Extract stair position */
c_ptr = &cave[py][px];
+ f_ptr = &f_info[c_ptr->feat];
/* Get back to old saved floor? */
- if ((dun_level || (change_floor_mode & CFM_SAVE_SURFACE))
- && c_ptr->special && get_sf_ptr(c_ptr->special))
+ if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
{
/* Saved floor is exist. Use it. */
new_floor_id = c_ptr->special;
}
- /* Extract level movement number */
- if (change_floor_mode & CFM_DOWN) move_num = 1;
- else if (change_floor_mode & CFM_UP) move_num = -1;
-
/* Mark shaft up/down */
- if (c_ptr->feat == FEAT_LESS_LESS ||
- c_ptr->feat == FEAT_MORE_MORE)
+ if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
{
prepare_change_floor_mode(CFM_SHAFT);
- move_num += SGN(move_num);
}
+ }
+
+ /* Climb up/down some sort of stairs */
+ if (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;
+
+ /* Shafts are deeper than normal stairs */
+ if (change_floor_mode & CFM_SHAFT)
+ move_num += SGN(move_num);
/* Get out from or Enter the dungeon */
if (change_floor_mode & CFM_DOWN)
{
if (!dun_level)
- move_num = d_info[c_ptr->special].mindepth;
+ move_num = d_info[dungeon_type].mindepth;
}
else if (change_floor_mode & CFM_UP)
{
if (dun_level + move_num < d_info[dungeon_type].mindepth)
move_num = -dun_level;
}
-
+
dun_level += move_num;
}
dungeon_type = 0;
/* Reach to the surface -- Clear all saved floors */
- prepare_change_floor_mode(CFM_CLEAR_ALL);
+ change_floor_mode &= ~CFM_SAVE_FLOORS;
}
- if (change_floor_mode & CFM_CLEAR_ALL)
+ /* Kill some old saved floors */
+ if (!(change_floor_mode & CFM_SAVE_FLOORS))
{
int i;
new_floor_id = get_new_floor_id();
/* Connect from here */
- if (c_ptr)
+ if (c_ptr && !feat_uses_special(c_ptr->feat))
{
c_ptr->special = new_floor_id;
}
-
- /* Record new dungeon level */
- get_sf_ptr(new_floor_id)->dun_level = dun_level;
}
/* Fix connection -- level teleportation or trap door */
}
/* If you can return, you need to save previous floor */
- if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL)))
+ if ((change_floor_mode & CFM_SAVE_FLOORS) &&
+ !(change_floor_mode & CFM_NO_RETURN))
{
/* Get out of the my way! */
get_out_monster();
/* Mega-Hack -- not ambushed on the wildness? */
ambush_flag = FALSE;
- /* On the surface */
- if (!dungeon_type && !(change_floor_mode & CFM_SAVE_SURFACE))
+ /* No saved floors (On the surface etc.) */
+ if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
+ !(change_floor_mode & CFM_FIRST_FLOOR))
{
/* Create cave */
generate_cave();
- /* Paranoia -- Now on the surface */
+ /* Paranoia -- No new saved floor */
new_floor_id = 0;
}
{
cave_type *c_ptr = &cave[py][px];
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ if (!feat_uses_special(c_ptr->feat))
{
- /* Reset to floor */
- c_ptr->feat = floor_type[randint0(100)];
+ if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ {
+ /* Reset to floor */
+ c_ptr->feat = floor_type[randint0(100)];
+ }
+
+ c_ptr->special = 0;
}
-
- c_ptr->special = 0;
}
}
}
}
}
+ /* Break connection to killed floor */
+ else
+ {
+ if (change_floor_mode & CFM_UP)
+ sf_ptr->lower_floor_id = 0;
+ else if (change_floor_mode & CFM_DOWN)
+ sf_ptr->upper_floor_id = 0;
+ }
+
/* Maintain monsters and artifacts */
if (loaded)
{
/* Restore HP */
m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
- /* Remove fear */
- m_ptr->monfear = 0;
-
- /* Remove invulnerability */
- m_ptr->invulner = 0;
-
- /* Remove fast status */
- m_ptr->fast = 0;
-
- /* Remove slow status */
- m_ptr->slow = 0;
-
- /* Remove stun */
- m_ptr->stunned = 0;
-
- /* Remove confusion */
- m_ptr->confused = 0;
+ /* Remove timed status (except MTIMED_CSLEEP) */
+ (void)set_monster_fast(i, 0);
+ (void)set_monster_slow(i, 0);
+ (void)set_monster_stunned(i, 0);
+ (void)set_monster_confused(i, 0);
+ (void)set_monster_monfear(i, 0);
+ (void)set_monster_invulner(i, 0, FALSE);
}
/* Extract real monster race */
if (!o_ptr->k_idx) continue;
/* Ignore non-artifact */
- if (!artifact_p(o_ptr)) continue;
+ if (!object_is_fixed_artifact(o_ptr)) continue;
/* Appear at a different floor? */
if (a_info[o_ptr->name1].floor_id != new_floor_id)
}
}
- place_quest_monsters();
+ (void)place_quest_monsters();
/* Place some random monsters */
alloc_times = absence_ticks / alloc_chance;
/* Set correct dun_level value */
sf_ptr->dun_level = dun_level;
- /* Creat connected stairs */
- if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL))
- && (dun_level || (change_floor_mode & CFM_SAVE_SURFACE)))
+ /* Create connected stairs */
+ if (!(change_floor_mode & CFM_NO_RETURN))
{
- bool ok = TRUE;
-
/* Extract stair position */
cave_type *c_ptr = &cave[py][px];
/* No stairs down from Quest */
if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
{
- if (change_floor_mode & CFM_SHAFT)
- c_ptr->feat = FEAT_MORE_MORE;
- else
- c_ptr->feat = FEAT_MORE;
+ c_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)
{
- if (change_floor_mode & CFM_SHAFT)
- c_ptr->feat = FEAT_LESS_LESS;
- else
- c_ptr->feat = FEAT_LESS;
- }
-
- /* Enter to/leave the Arena */
- else if (change_floor_mode & CFM_SAVE_SURFACE)
- {
- /* Nothing to do */
- }
-
- else
- {
- /* Hum??? */
- ok = FALSE;
+ c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
}
- if (ok)
- {
- /* Paranoia -- Clear mimic */
- c_ptr->mimic = 0;
+ /* Paranoia -- Clear mimic */
+ c_ptr->mimic = 0;
- /* Connect to previous floor */
- c_ptr->special = p_ptr->floor_id;
- }
+ /* Connect to previous floor */
+ c_ptr->special = p_ptr->floor_id;
}
}
/* Remember when this level was "created" */
old_turn = turn;
+ /* No dungeon feeling yet */
+ p_ptr->feeling_turn = old_turn;
+ p_ptr->feeling = 0;
+
/* Clear all flags */
change_floor_mode = 0L;
}
/* 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)
{
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 */
/* Create a staircase */
if (up)
{
- if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level <= dun_level - 2)
- cave_set_feat(py, px, FEAT_LESS_LESS);
- else
- cave_set_feat(py, px, FEAT_LESS);
+ cave_set_feat(py, px,
+ (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
+ feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
}
else
{
- if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level >= dun_level + 2)
- cave_set_feat(py, px, FEAT_MORE_MORE);
- else
- cave_set_feat(py, px, FEAT_MORE);
+ cave_set_feat(py, px,
+ (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 */
cave[py][px].special = dest_floor_id;
}
-
-