{
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?
*/
-static bool feat_uses_special(byte feat)
-{
- switch (feat)
- {
- case FEAT_QUEST_ENTER:
- case FEAT_QUEST_EXIT:
- case FEAT_QUEST_DOWN:
- case FEAT_QUEST_UP:
- case FEAT_TOWN:
- case FEAT_ENTRANCE:
- return TRUE;
- }
-
- return FALSE;
-}
+#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
/*
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 (c_ptr->feat == FEAT_LESS ||
- c_ptr->feat == FEAT_LESS_LESS)
+ if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
+ !have_flag(f_ptr->flags, FF_SPECIAL))
{
ok = TRUE;
}
}
}
+
else if (change_floor_mode & CFM_DOWN)
{
- if (c_ptr->feat == FEAT_MORE ||
- c_ptr->feat == FEAT_MORE_MORE)
+ if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
+ !have_flag(f_ptr->flags, FF_SPECIAL))
{
ok = TRUE;
}
}
- if (ok && num < 20)
+ else
+ {
+ if (have_flag(f_ptr->flags, FF_BLDG))
+ {
+ ok = TRUE;
+ }
+ }
+
+ if (ok && (num < 20))
{
x_table[num] = x;
y_table[num] = y;
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;
{
/* 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;
}
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;
}
{
/* Extract stair position */
c_ptr = &cave[py][px];
+ f_ptr = &f_info[c_ptr->feat];
/* Get back to old saved floor? */
- if (c_ptr->special && !feat_uses_special(c_ptr->feat) && 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;
}
/* 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);
}
{
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 */
}
}
+ /* 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;
/* 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;
+ c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
}
/* Paranoia -- Clear mimic */
/* 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)
{
/* 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);
}