-/* File: floors.c */
-
-/* Purpose: management of the saved floor */
-
-/*
- * Copyright (c) 2002 Mogami
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+/*!
+ * @file floors.c
+ * @brief Êݸ¤µ¤ì¤¿³¬¤Î´ÉÍý / management of the saved floor
+ * @date 2014/01/04
+ * @author
+ * Copyright (c) 2002 Mogami \n
+ * This software may be copied and distributed for educational, research, and \n
+ * not for profit purposes provided that this copyright and statement are \n
+ * included in all such copies. \n
+ * 2014 Deskull rearranged comment for Doxygen. \n
*/
#include "angband.h"
#include "grid.h"
-static s16b new_floor_id; /* floor_id of the destination */
-static u32b change_floor_mode; /* Mode flags for changing floor */
-static u32b latest_visit_mark; /* Max number of visit_mark */
+static s16b new_floor_id; /*!<¼¡¤Î¥Õ¥í¥¢¤ÎID / floor_id of the destination */
+static u32b change_floor_mode; /*!<¥Õ¥í¥¢°Ü¹Ô½èÍý¤Ë´Ø¤¹¤ë¥Õ¥é¥° / Mode flags for changing floor */
+static u32b latest_visit_mark; /*!<¥Õ¥í¥¢¤òÅϤ俲ó¿ô¡©(³ÎǧÃæ) / Max number of visit_mark */
-/*
- * Initialize saved_floors array. Make sure that old temporal files
- * are not remaining as gurbages.
+/*!
+ * @brief Êݸ¥Õ¥í¥¢ÇÛÎó¤ò½é´ü²½¤¹¤ë / Initialize saved_floors array.
+ * @param force ¥Æ¥ó¥Ý¥é¥ê¥Õ¥¡¥¤¥ë¤¬»Ä¤Ã¤Æ¤¤¤¿¾ì¹ç¤â·Ù¹ð¤Ê¤·¤Ç¶¯À©Åª¤Ëºï½ü¤¹¤ë¡£
+ * @details Make sure that old temporal files are not remaining as gurbages.
+ * @return ¤Ê¤·
*/
-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
#endif
}
-
-/*
- * Kill temporal files
- * Should be called just before the game quit
- * and before new game discarding saved game.
+/*!
+ * @brief Êݸ¥Õ¥í¥¢Íѥƥó¥Ý¥é¥ê¥Õ¥¡¥¤¥ë¤òºï½ü¤¹¤ë / Kill temporal files
+ * @details Should be called just before the game quit.
+ * @return ¤Ê¤·
*/
void clear_saved_floor_files(void)
{
#endif
}
-
-/*
- * Get a pointer for an item of the saved_floors array.
+/*!
+ * @brief Êݸ¥Õ¥í¥¢ID¤«¤é»²¾È¥Ý¥¤¥ó¥¿¤òÆÀ¤ë / Get a pointer for an item of the saved_floors array.
+ * @param floor_id Êݸ¥Õ¥í¥¢ID
+ * @return ID¤ËÂбþ¤¹¤ëÊݸ¥Õ¥í¥¢¤Î¥Ý¥¤¥ó¥¿¡¢¤Ê¤¤¾ì¹ç¤ÏNULL¤òÊÖ¤¹¡£
*/
saved_floor_type *get_sf_ptr(s16b floor_id)
{
}
-/*
- * kill a saved floor and get an empty space
+/*!
+ * @brief »²¾È¥Ý¥¤¥ó¥¿Àè¤ÎÊݸ¥Õ¥í¥¢¤òËõ¾Ã¤¹¤ë / kill a saved floor and get an empty space
+ * @param sf_ptr Êݸ¥Õ¥í¥¢¤Î»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
static void kill_saved_floor(saved_floor_type *sf_ptr)
{
char floor_savefile[1024];
+ /* Paranoia */
+ if (!sf_ptr) return;
+
/* Already empty */
if (!sf_ptr->floor_id) return;
}
-/*
- * Initialize new saved floor and get its floor id. If number of
- * saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
+/*!
+ * @brief ¿·µ¬¤ËÍøÍѲÄǽ¤ÊÊݸ¥Õ¥í¥¢¤òÊÖ¤¹ / Initialize new saved floor and get its floor id.
+ * @return ÍøÍѲÄǽ¤ÊÊݸ¥Õ¥í¥¢ID
+ * @details
+ * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
*/
s16b get_new_floor_id(void)
{
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 */
}
-/*
- * Prepare mode flags of changing floor
+/*!
+ * @brief ¥Õ¥í¥¢ÀÚ¤êÂؤ¨»þ¤Î½èÍý¥Õ¥é¥°¤òÄɲ乤ë / Prepare mode flags of changing floor
+ * @param mode Äɲä·¤¿¤¤½ê»ý¥Õ¥é¥°
+ * @return ¤Ê¤·
*/
void prepare_change_floor_mode(u32b mode)
{
change_floor_mode |= mode;
}
-
-/*
- * Builds the dead end
+/*!
+ * @brief ³¬ÃÊ°ÜÆ°Àè¤Î¥Õ¥í¥¢¤¬À¸À®¤Ç¤¤Ê¤¤»þ¤Ë´Êñ¤Ê¹Ô¤»ß¤Þ¤ê¥Þ¥Ã¥×¤òºîÀ®¤¹¤ë / Builds the dead end
+ * @return ¤Ê¤·
*/
static void build_dead_end(void)
{
/* Clear and empty the cave */
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;
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();
}
-/*
- * Preserve_pets
+
+#define MAX_PARTY_MON 21 /*!< ¥Õ¥í¥¢°ÜÆ°»þ¤ËÀè¤Î¥Õ¥í¥¢¤ËÏ¢¤ì¤Æ¹Ô¤±¤ë¥Ú¥Ã¥È¤ÎºÇÂç¿ô Maximum number of preservable pets */
+static monster_type party_mon[MAX_PARTY_MON]; /*!< ¥Õ¥í¥¢°ÜÆ°¤ËÊݸ¤¹¤ë¥Ú¥Ã¥È¥â¥ó¥¹¥¿¡¼¤ÎÇÛÎó */
+
+/*!
+ * @brief ¥Õ¥í¥¢°ÜÆ°»þ¤Î¥Ú¥Ã¥ÈÊݸ½èÍý / Preserve_pets
+ * @return ¤Ê¤·
*/
static void preserve_pet(void)
{
int num, i;
- for(num = 0; num < 21; num++)
+ for (num = 0; num < MAX_PARTY_MON; num++)
{
party_mon[num].r_idx = 0;
}
if (p_ptr->riding)
{
- COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
-
- /* Delete from this floor */
- delete_monster_idx(p_ptr->riding);
- }
-
- for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (i == p_ptr->riding) continue;
+ monster_type *m_ptr = &m_list[p_ptr->riding];
- if (reinit_wilderness)
+ /* Pet of other pet don't follow. */
+ if (m_ptr->parent_m_idx)
{
- /* Don't lose sight of pets when getting a Quest */
+ p_ptr->riding = 0;
+ p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
+ p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
}
else
{
- int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
-
- /*
- * Pets with nickname will follow even from 3 blocks away
- * 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)))
+ /* Preserve the mount */
+ (void)COPY(&party_mon[0], m_ptr, monster_type);
+
+ /* Delete from this floor */
+ delete_monster_idx(p_ptr->riding);
+ }
+ }
+
+ /*
+ * 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)
+ {
+ for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+ {
+ monster_type *m_ptr = &m_list[i];
+
+ if (!m_ptr->r_idx) continue;
+ if (!is_pet(m_ptr)) continue;
+ if (i == p_ptr->riding) continue;
+
+ if (reinit_wilderness)
{
- if (dis > 3) continue;
+ /* Don't lose sight of pets when getting a Quest */
}
else
{
- if (dis > 1) continue;
+ int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
+
+ /* Confused (etc.) monsters don't follow. */
+ 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;
+
+ /*
+ * Pets with nickname will follow even from 3 blocks away
+ * when you or the pet can see the other.
+ */
+ if (m_ptr->nickname &&
+ ((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;
+ }
+ else
+ {
+ if (dis > 1) continue;
+ }
}
- if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
- }
- COPY(&party_mon[num], &m_list[i], monster_type);
- num++;
+ (void)COPY(&party_mon[num], &m_list[i], monster_type);
- /* Delete from this floor */
- delete_monster_idx(i);
+ num++;
+
+ /* Delete from this floor */
+ delete_monster_idx(i);
+ }
}
if (record_named_pet)
{
monster_type *m_ptr = &m_list[i];
char m_name[80];
-
+
if (!m_ptr->r_idx) continue;
if (!is_pet(m_ptr)) continue;
if (!m_ptr->nickname) continue;
if (p_ptr->riding == i) continue;
-
- monster_desc(m_name, m_ptr, 0x88);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
+
+ 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);
+ }
+ }
+
+
+ /* Pet of other pet may disappear. */
+ for (i = m_max - 1; i >=1; i--)
+ {
+ monster_type *m_ptr = &m_list[i];
+
+ /* Are there its parent? */
+ if (m_ptr->parent_m_idx && !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 */
+ monster_desc(m_name, m_ptr, 0);
+
+#ifdef JP
+ msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
+#else
+ msg_format("%^s disappears!", m_name);
+#endif
+ }
+
+ /* Delete the monster */
+ delete_monster_idx(i);
}
}
}
-/*
- * Place preserved pet monsters on new floor
+/*!
+ * @brief ¥Õ¥í¥¢°ÜÆ°»þ¤Ë¥Ú¥Ã¥È¤òȼ¤Ã¤¿¾ì¹ç¤Î½àÈ÷½èÍý / Pre-calculate the racial counters of preserved pets
+ * @return ¤Ê¤·
+ * @details
+ * To prevent multiple generation of unique monster who is the minion of player
*/
-static void place_pet(void)
+void precalc_cur_num_of_pet(void)
{
- int i, max_num;
+ monster_type *m_ptr;
+ int i;
+ int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
- if (p_ptr->wild_mode)
- max_num = 1;
- else
- max_num = 21;
+ for (i = 0; i < max_num; i++)
+ {
+ m_ptr = &party_mon[i];
+
+ /* Skip empty monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Hack -- Increase the racial counter */
+ real_r_ptr(m_ptr)->cur_num++;
+ }
+}
+
+/*!
+ * @brief °ÜÆ°Àè¤Î¥Õ¥í¥¢¤Ëȼ¤Ã¤¿¥Ú¥Ã¥È¤òÇÛÃÖ¤¹¤ë / Place preserved pet monsters on new floor
+ * @return ¤Ê¤·
+ */
+static void place_pet(void)
+{
+ int i;
+ int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
for (i = 0; i < max_num; i++)
{
if (!(party_mon[i].r_idx)) continue;
-
if (i == 0)
{
m_idx = m_pop();
{
int j, d;
- for(d = 1; d < 6; d++)
+ for (d = 1; d < 6; d++)
{
- for(j = 1000; j > 0; j--)
+ 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 && !((cy == py) && (cx == px))) break;
+ if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
}
if (j) break;
}
- if (d == 6 || p_ptr->inside_arena || p_ptr->inside_battle)
- m_idx = 0;
- else
- m_idx = m_pop();
+ m_idx = (d == 6) ? 0 : m_pop();
}
-
+
if (m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr;
-
+
cave[cy][cx].m_idx = m_idx;
m_ptr->r_idx = party_mon[i].r_idx;
- r_ptr = real_r_ptr(m_ptr);
/* Copy all member of the structure */
*m_ptr = party_mon[i];
+ r_ptr = real_r_ptr(m_ptr);
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;
{
/* Monster is still being nice */
m_ptr->mflag |= (MFLAG_NICE);
-
+
/* Must repair monsters */
repair_monsters = TRUE;
}
-
+
/* Update the monster */
update_mon(m_idx, TRUE);
lite_spot(cy, cx);
-
- r_ptr->cur_num++;
-
+
+ /* 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++;
-
+
/* Hack -- Notice new multi-hued monsters */
- if (r_ptr->flags1 & RF1_ATTR_MULTI) shimmer_monsters = TRUE;
+ {
+ 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];
-
- monster_desc(m_name, &party_mon[i], 0);
+
+ monster_desc(m_name, m_ptr, 0);
#ifdef JP
msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
#else
msg_format("You have lost sight of %s.", m_name);
#endif
- if (record_named_pet && party_mon[i].nickname)
+ if (record_named_pet && m_ptr->nickname)
{
- monster_desc(m_name, &party_mon[i], 0x08);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
}
+
+ /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
+ if (r_ptr->cur_num) r_ptr->cur_num--;
}
}
+
+ /* For accuracy of precalc_cur_num_of_pet() */
+ (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
}
-/*
- * Hack -- Update location of unique monsters and artifacts
- *
- * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly
- * while new floor creation since dungeons may be re-created by
- * auto-scum option.
+/*!
+ * @brief ¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤ä¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î½êºß¥Õ¥í¥¢¤ò¹¹¿·¤¹¤ë / Hack -- Update location of unique monsters and artifacts
+ * @param cur_floor_id ¸½ºß¤Î¥Õ¥í¥¢ID
+ * @return ¤Ê¤·
+ * @details
+ * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
+ * while new floor creation since dungeons may be re-created by\n
+ * auto-scum option.\n
*/
static void update_unique_artifact(s16b cur_floor_id)
{
/* Memorize location of the unique monster */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags7 & RF7_UNIQUE_7))
+ (r_ptr->flags7 & RF7_NAZGUL))
{
r_ptr->floor_id = cur_floor_id;
}
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;
}
}
-/*
- * When a monster is at a place where player will return,
- * Get out of the my way!
+/*!
+ * @brief ¥Õ¥í¥¢°ÜÆ°»þ¡¢¥×¥ì¥¤¥ä¡¼¤Î°ÜÆ°Àè¥â¥ó¥¹¥¿¡¼¤¬´û¤Ë¤¤¤¿¾ì¹ç¥é¥ó¥À¥à¤Ê¶áÎ٤˰ÜÆ°¤µ¤»¤ë / When a monster is at a place where player will return,
+ * @return ¤Ê¤·
*/
static void get_out_monster(void)
{
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;
}
}
+/*!
+ * ¥Þ¥¹¹½Â¤ÂΤÎspecialÍ×ÁǤòÍøÍѤ¹¤ëÃÏ·Á¤«¤É¤¦¤«¤òȽÄꤹ¤ë¥Þ¥¯¥í / 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))
-/*
- * Maintain quest monsters, mark next floor_id at stairs, save current
- * floor, and prepare to enter next floor.
+
+/*!
+ * @brief ¿·¥Õ¥í¥¢¤Ë°ÜÆ°¸µ¥Õ¥í¥¢¤Ë·Ò¤¬¤ë³¬ÃʤòÇÛÃÖ¤¹¤ë / Virtually teleport onto the stairs that is connecting between two floors.
+ * @param sf_ptr °ÜÆ°¸µ¤ÎÊݸ¥Õ¥í¥¢¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+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];
+ }
+}
+
+/*!
+ * @brief ¸½ºß¤Î¥Õ¥í¥¢¤òÎ¥¤ì¤ë¤Ëȼ¤Ã¤Æ¹Ô£ùÊݸ½èÍý
+ * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
+ * @return ¤Ê¤·
*/
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;
/* 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);
+
/* 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))
{
- /* 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++)
{
/* Ignore unique monsters */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags7 & RF7_UNIQUE_7)) continue;
+ (r_ptr->flags7 & RF7_NAZGUL)) continue;
/* Delete non-unique quest monsters */
delete_monster_idx(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 && 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();
}
-/*
- * Enter new floor. If the floor is an old saved floor, it will be
- * restored from the temporal file. If the floor is new one, new cave
- * will be generated.
+/*!
+ * @brief ¥Õ¥í¥¢¤ÎÀÚ¤êÂؤ¨½èÍý / Enter new floor.
+ * @return ¤Ê¤·
+ * @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
+ * will be generated.\n
*/
void change_floor(void)
{
/* Mega-Hack -- not ambushed on the wildness? */
ambush_flag = FALSE;
- /* On the surface */
- if (!dungeon_type)
+ /* 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;
}
if (change_floor_mode & CFM_NO_RETURN)
{
cave_type *c_ptr = &cave[py][px];
-
- /* Reset to floor */
- place_floor_grid(c_ptr);
- c_ptr->special = 0;
+
+ if (!feat_uses_special(c_ptr->feat))
+ {
+ if (change_floor_mode & (CFM_DOWN | CFM_UP))
+ {
+ /* Reset to floor */
+ c_ptr->feat = floor_type[randint0(100)];
+ }
+
+ 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)
{
int i;
- s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
+ 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;
+ while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+ absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+
/* Maintain monsters */
for (i = 1; i < m_max; i++)
{
/* 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 */
/* Ignore non-unique */
if (!(r_ptr->flags1 & RF1_UNIQUE) &&
- !(r_ptr->flags7 & RF7_UNIQUE_7)) continue;
+ !(r_ptr->flags7 & RF7_NAZGUL)) continue;
/* Appear at a different floor? */
if (r_ptr->floor_id != new_floor_id)
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)
+ /* 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;
- }
- 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;
}
}
}
/* You see stairs blocked */
- else if (change_floor_mode & CFM_NO_RETURN)
+ else if ((change_floor_mode & CFM_NO_RETURN) &&
+ (change_floor_mode & (CFM_DOWN | CFM_UP)))
{
if (!p_ptr->blind)
{
/* Place preserved pet monsters */
place_pet();
+ /* Reset travel target place */
+ forget_travel_flow();
+
/* Hack -- maintain unique and artifacts */
update_unique_artifact(new_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;
}
-
-
-/*
- * Create stairs at or move previously created stairs into the player
- * location.
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î¼ê¤Ë¤è¤ëǽưŪ¤Ê³¬ÃÊÀ¸À®½èÍý /
+ * Create stairs at or move previously created stairs into the player location.
+ * @return ¤Ê¤·
*/
void stair_creation(void)
{
/* No effect out of standard dungeon floor */
if (!dun_level || (!up && !down) ||
- (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) ||
+ (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
p_ptr->inside_arena || p_ptr->inside_battle)
{
/* arena or quest */
/* 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;
}
-
-