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呪文の巻物の効果がスナイパーにも一部付加されていた不具合を修正。
[hengband/hengband.git] / src / floors.c
index 2616951..67bb685 100644 (file)
@@ -334,6 +334,8 @@ static void build_dead_end(void)
 
        /* Give one square */
        place_floor_bold(py, px);
+
+       wipe_generate_cave_flags();
 }
 
 
@@ -442,7 +444,7 @@ static void preserve_pet(void)
                        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, 4, m_name);
+                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
                }
        }
 
@@ -604,7 +606,7 @@ static void place_pet(void)
                        if (record_named_pet && m_ptr->nickname)
                        {
                                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                               do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
+                               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 */
@@ -1195,10 +1197,14 @@ void change_floor(void)
                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++)
                        {
@@ -1324,19 +1330,13 @@ void change_floor(void)
                                /* 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 */
@@ -1534,17 +1534,15 @@ void stair_creation(void)
        /* 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);
        }