3 * @brief 保存された階の管理 / management of the saved floor
6 * Copyright (c) 2002 Mogami \n
7 * This software may be copied and distributed for educational, research, and \n
8 * not for profit purposes provided that this copyright and statement are \n
9 * included in all such copies. \n
10 * 2014 Deskull rearranged comment for Doxygen. \n
18 static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
19 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
20 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
24 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
25 * @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除する。
26 * @details Make sure that old temporal files are not remaining as gurbages.
29 void init_saved_floors(bool force)
31 char floor_savefile[1024];
34 BIT_FLAGS mode = 0644;
38 /* Get "games" permissions */
43 for (i = 0; i < MAX_SAVED_FLOORS; i++)
45 saved_floor_type *sf_ptr = &saved_floors[i];
48 sprintf(floor_savefile, "%s.F%02d", savefile, i);
50 /* Grab permissions */
53 /* Try to create the file */
54 fd = fd_make(floor_savefile, mode);
56 /* Drop permissions */
64 msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporal files."));
65 msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
66 msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporal files are garbages of old crashed process, "));
67 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
68 if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporal files? ")))
69 quit(_("実行中止", "Aborted."));
79 /* Grab permissions */
82 /* Simply kill the temporal file */
83 (void)fd_kill(floor_savefile);
85 /* Drop permissions */
91 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
94 /* vist_mark is from 1 */
95 latest_visit_mark = 1;
97 /* A sign to mark temporal files */
98 saved_floor_file_sign = (u32b)time(NULL);
100 /* No next floor yet */
103 /* No change floor mode yet */
104 change_floor_mode = 0;
108 /* Drop "games" permissions */
115 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
116 * @details Should be called just before the game quit.
119 void clear_saved_floor_files(void)
121 char floor_savefile[1024];
126 /* Get "games" permissions */
131 for (i = 0; i < MAX_SAVED_FLOORS; i++)
133 saved_floor_type *sf_ptr = &saved_floors[i];
135 /* No temporal file */
136 if (!sf_ptr->floor_id) continue;
137 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
140 sprintf(floor_savefile, "%s.F%02d", savefile, i);
142 /* Grab permissions */
145 /* Simply kill the temporal file */
146 (void)fd_kill(floor_savefile);
148 /* Drop permissions */
154 /* Drop "games" permissions */
161 * @brief 保存フロアIDから参照ポインタを得る / Get a pointer for an item of the saved_floors array.
162 * @param floor_id 保存フロアID
163 * @return IDに対応する保存フロアのポインタ、ない場合はNULLを返す。
165 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
169 /* floor_id No.0 indicates no floor */
170 if (!floor_id) return NULL;
172 for (i = 0; i < MAX_SAVED_FLOORS; i++)
174 saved_floor_type *sf_ptr = &saved_floors[i];
176 if (sf_ptr->floor_id == floor_id) return sf_ptr;
185 * @brief 参照ポインタ先の保存フロアを抹消する / kill a saved floor and get an empty space
186 * @param sf_ptr 保存フロアの参照ポインタ
189 static void kill_saved_floor(saved_floor_type *sf_ptr)
191 char floor_savefile[1024];
197 if (!sf_ptr->floor_id) return;
199 if (sf_ptr->floor_id == p_ptr->floor_id)
201 /* Kill current floor */
204 /* Current floor doesn't have temporal file */
209 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
211 /* Grab permissions */
214 /* Simply kill the temporal file */
215 (void)fd_kill(floor_savefile);
217 /* Drop permissions */
221 /* No longer exists */
222 sf_ptr->floor_id = 0;
227 * @brief 新規に利用可能な保存フロアを返す / Initialize new saved floor and get its floor id.
228 * @return 利用可能な保存フロアID
230 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
232 s16b get_new_floor_id(void)
234 saved_floor_type *sf_ptr = NULL;
237 /* Look for empty space */
238 for (i = 0; i < MAX_SAVED_FLOORS; i++)
240 sf_ptr = &saved_floors[i];
242 if (!sf_ptr->floor_id) break;
246 if (i == MAX_SAVED_FLOORS)
249 u32b oldest_visit = 0xffffffffL;
251 /* Search for oldest */
252 for (i = 0; i < MAX_SAVED_FLOORS; i++)
254 sf_ptr = &saved_floors[i];
256 /* Don't kill current floor */
257 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
259 /* Don't kill newer */
260 if (sf_ptr->visit_mark > oldest_visit) continue;
263 oldest_visit = sf_ptr->visit_mark;
266 /* Kill oldest saved floor */
267 sf_ptr = &saved_floors[oldest];
268 kill_saved_floor(sf_ptr);
274 /* Prepare new floor data */
275 sf_ptr->savefile_id = i;
276 sf_ptr->floor_id = max_floor_id;
277 sf_ptr->last_visit = 0;
278 sf_ptr->upper_floor_id = 0;
279 sf_ptr->lower_floor_id = 0;
280 sf_ptr->visit_mark = latest_visit_mark++;
282 /* sf_ptr->dun_level may be changed later */
283 sf_ptr->dun_level = dun_level;
286 /* Increment number of floor_id */
287 if (max_floor_id < MAX_SHORT) max_floor_id++;
289 /* 32767 floor_ids are all used up! Re-use ancient IDs */
290 else max_floor_id = 1;
292 return sf_ptr->floor_id;
297 * @brief フロア切り替え時の処理フラグを追加する / Prepare mode flags of changing floor
298 * @param mode 追加したい所持フラグ
301 void prepare_change_floor_mode(BIT_FLAGS mode)
303 change_floor_mode |= mode;
307 * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
310 static void build_dead_end(void)
314 /* Clear and empty the cave */
317 /* Fill the arrays of floors and walls in the good proportions */
318 set_floor_and_wall(0);
321 cur_hgt = SCREEN_HGT;
322 cur_wid = SCREEN_WID;
324 /* Filled with permanent walls */
325 for (y = 0; y < MAX_HGT; y++)
327 for (x = 0; x < MAX_WID; x++)
329 /* Create "solid" perma-wall */
330 place_solid_perm_bold(y, x);
334 /* Place at center of the floor */
335 p_ptr->y = cur_hgt / 2;
336 p_ptr->x = cur_wid / 2;
338 /* Give one square */
339 place_floor_bold(p_ptr->y, p_ptr->x);
341 wipe_generate_cave_flags();
346 #define MAX_PARTY_MON 21 /*!< フロア移動時に先のフロアに連れて行けるペットの最大数 Maximum number of preservable pets */
347 static monster_type party_mon[MAX_PARTY_MON]; /*!< フロア移動に保存するペットモンスターの配列 */
350 * @brief フロア移動時のペット保存処理 / Preserve_pets
353 static void preserve_pet(void)
358 for (num = 0; num < MAX_PARTY_MON; num++)
360 party_mon[num].r_idx = 0;
365 monster_type *m_ptr = &m_list[p_ptr->riding];
367 /* Pet of other pet don't follow. */
368 if (m_ptr->parent_m_idx)
371 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
372 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
376 /* Preserve the mount */
377 (void)COPY(&party_mon[0], m_ptr, monster_type);
379 /* Delete from this floor */
380 delete_monster_idx(p_ptr->riding);
385 * If player is in wild mode, no pets are preserved
386 * except a monster whom player riding
388 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
390 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
392 monster_type *m_ptr = &m_list[i];
394 if (!m_ptr->r_idx) continue;
395 if (!is_pet(m_ptr)) continue;
396 if (i == p_ptr->riding) continue;
398 if (reinit_wilderness)
400 /* Don't lose sight of pets when getting a Quest */
404 POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
406 /* Confused (etc.) monsters don't follow. */
407 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
409 /* Pet of other pet don't follow. */
410 if (m_ptr->parent_m_idx) continue;
413 * Pets with nickname will follow even from 3 blocks away
414 * when you or the pet can see the other.
416 if (m_ptr->nickname &&
417 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
418 (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
420 if (dis > 3) continue;
424 if (dis > 1) continue;
428 (void)COPY(&party_mon[num], &m_list[i], monster_type);
432 /* Delete from this floor */
433 delete_monster_idx(i);
437 if (record_named_pet)
439 for (i = m_max - 1; i >=1; i--)
441 monster_type *m_ptr = &m_list[i];
444 if (!m_ptr->r_idx) continue;
445 if (!is_pet(m_ptr)) continue;
446 if (!m_ptr->nickname) continue;
447 if (p_ptr->riding == i) continue;
449 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
450 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
455 /* Pet of other pet may disappear. */
456 for (i = m_max - 1; i >=1; i--)
458 monster_type *m_ptr = &m_list[i];
460 /* Are there its parent? */
461 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
463 /* Its parent have gone, it also goes away. */
468 monster_desc(m_name, m_ptr, 0);
469 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
472 delete_monster_idx(i);
479 * @brief フロア移動時にペットを伴った場合の準備処理 / Pre-calculate the racial counters of preserved pets
482 * To prevent multiple generation of unique monster who is the minion of player
484 void precalc_cur_num_of_pet(void)
488 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
490 for (i = 0; i < max_num; i++)
492 m_ptr = &party_mon[i];
494 /* Skip empty monsters */
495 if (!m_ptr->r_idx) continue;
497 /* Hack -- Increase the racial counter */
498 real_r_ptr(m_ptr)->cur_num++;
503 * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
506 static void place_pet(void)
509 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
511 for (i = 0; i < max_num; i++)
513 POSITION cy = 0, cx = 0;
516 if (!(party_mon[i].r_idx)) continue;
521 p_ptr->riding = m_idx;
533 for (d = 1; d < 6; d++)
535 for (j = 1000; j > 0; j--)
537 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
538 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
542 m_idx = (d == 6) ? 0 : m_pop();
547 monster_type *m_ptr = &m_list[m_idx];
550 cave[cy][cx].m_idx = m_idx;
552 m_ptr->r_idx = party_mon[i].r_idx;
554 /* Copy all member of the structure */
555 *m_ptr = party_mon[i];
556 r_ptr = real_r_ptr(m_ptr);
561 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
564 m_ptr->hold_o_idx = 0;
567 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
569 /* Monster is still being nice */
570 m_ptr->mflag |= (MFLAG_NICE);
572 /* Must repair monsters */
573 repair_monsters = TRUE;
575 update_monster(m_idx, TRUE);
578 /* Pre-calculated in precalc_cur_num_of_pet() */
579 /* r_ptr->cur_num++; */
581 /* Hack -- Count the number of "reproducers" */
582 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
584 /* Hack -- Notice new multi-hued monsters */
586 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
587 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
588 shimmer_monsters = TRUE;
593 monster_type *m_ptr = &party_mon[i];
594 monster_race *r_ptr = real_r_ptr(m_ptr);
597 monster_desc(m_name, m_ptr, 0);
598 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
599 if (record_named_pet && m_ptr->nickname)
601 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
602 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
605 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
606 if (r_ptr->cur_num) r_ptr->cur_num--;
610 /* For accuracy of precalc_cur_num_of_pet() */
611 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
616 * @brief ユニークモンスターやアーティファクトの所在フロアを更新する / Hack -- Update location of unique monsters and artifacts
617 * @param cur_floor_id 現在のフロアID
620 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
621 * while new floor creation since dungeons may be re-created by\n
622 * auto-scum option.\n
624 static void update_unique_artifact(s16b cur_floor_id)
628 /* Maintain unique monsters */
629 for (i = 1; i < m_max; i++)
632 monster_type *m_ptr = &m_list[i];
634 /* Skip dead monsters */
635 if (!m_ptr->r_idx) continue;
637 /* Extract real monster race */
638 r_ptr = real_r_ptr(m_ptr);
640 /* Memorize location of the unique monster */
641 if ((r_ptr->flags1 & RF1_UNIQUE) ||
642 (r_ptr->flags7 & RF7_NAZGUL))
644 r_ptr->floor_id = cur_floor_id;
648 /* Maintain artifatcs */
649 for (i = 1; i < o_max; i++)
651 object_type *o_ptr = &o_list[i];
653 /* Skip dead objects */
654 if (!o_ptr->k_idx) continue;
656 /* Memorize location of the artifact */
657 if (object_is_fixed_artifact(o_ptr))
659 a_info[o_ptr->name1].floor_id = cur_floor_id;
666 * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
669 static void get_out_monster(void)
673 POSITION oy = p_ptr->y;
674 POSITION ox = p_ptr->x;
675 MONSTER_IDX m_idx = cave[oy][ox].m_idx;
677 /* Nothing to do if no monster */
680 /* Look until done */
685 /* Pick a (possibly illegal) location */
686 POSITION ny = rand_spread(oy, dis);
687 POSITION nx = rand_spread(ox, dis);
691 /* Stop after 1000 tries */
692 if (tries > 10000) return;
695 * Increase distance after doing enough tries
696 * compared to area of possible space
698 if (tries > 20 * dis * dis) dis++;
700 /* Ignore illegal locations */
701 if (!in_bounds(ny, nx)) continue;
703 /* Require "empty" floor space */
704 if (!cave_empty_bold(ny, nx)) continue;
706 /* Hack -- no teleport onto glyph of warding */
707 if (is_glyph_grid(&cave[ny][nx])) continue;
708 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
710 /* ...nor onto the Pattern */
711 if (pattern_tile(ny, nx)) continue;
713 /*** It's a good place ***/
715 m_ptr = &m_list[m_idx];
717 /* Update the old location */
718 cave[oy][ox].m_idx = 0;
720 /* Update the new location */
721 cave[ny][nx].m_idx = m_idx;
723 /* Move the monster */
727 /* No need to do update_monster() */
735 * 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 c_ptr->special?
737 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
741 * @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.
742 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
745 static void locate_connected_stairs(saved_floor_type *sf_ptr)
747 POSITION x, y, sx = 0, sy = 0;
748 POSITION x_table[20];
749 POSITION y_table[20];
753 /* Search usable stairs */
754 for (y = 0; y < cur_hgt; y++)
756 for (x = 0; x < cur_wid; x++)
758 cave_type *c_ptr = &cave[y][x];
759 feature_type *f_ptr = &f_info[c_ptr->feat];
762 if (change_floor_mode & CFM_UP)
764 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
765 !have_flag(f_ptr->flags, FF_SPECIAL))
769 /* Found fixed stairs? */
770 if (c_ptr->special &&
771 c_ptr->special == sf_ptr->upper_floor_id)
779 else if (change_floor_mode & CFM_DOWN)
781 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
782 !have_flag(f_ptr->flags, FF_SPECIAL))
786 /* Found fixed stairs */
787 if (c_ptr->special &&
788 c_ptr->special == sf_ptr->lower_floor_id)
798 if (have_flag(f_ptr->flags, FF_BLDG))
804 if (ok && (num < 20))
821 /* No stairs found! -- No return */
822 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
824 /* Mega Hack -- It's not the stairs you enter. Disable it. */
825 if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
829 /* Choose random one */
832 /* Point stair location */
833 p_ptr->y = y_table[i];
834 p_ptr->x = x_table[i];
839 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
840 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
843 void leave_floor(void)
845 cave_type *c_ptr = NULL;
847 saved_floor_type *sf_ptr;
848 MONRACE_IDX quest_r_idx = 0;
851 /* Preserve pets and prepare to take these to next floor */
854 /* Remove all mirrors without explosion */
855 remove_all_mirrors(FALSE);
857 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
859 /* New floor is not yet prepared */
862 /* Temporary get a floor_id (for Arena) */
863 if (!p_ptr->floor_id &&
864 (change_floor_mode & CFM_SAVE_FLOORS) &&
865 !(change_floor_mode & CFM_NO_RETURN))
867 /* Get temporal floor_id */
868 p_ptr->floor_id = get_new_floor_id();
872 /* Search the quest monster index */
873 for (i = 0; i < max_q_idx; i++)
875 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
876 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
877 (quest[i].type == QUEST_TYPE_RANDOM)) &&
878 (quest[i].level == dun_level) &&
879 (dungeon_type == quest[i].dungeon) &&
880 !(quest[i].flags & QUEST_FLAG_PRESET))
882 quest_r_idx = quest[i].r_idx;
886 /* Maintain quest monsters */
887 for (i = 1; i < m_max; i++)
890 monster_type *m_ptr = &m_list[i];
892 /* Skip dead monsters */
893 if (!m_ptr->r_idx) continue;
895 /* Only maintain quest monsters */
896 if (quest_r_idx != m_ptr->r_idx) continue;
898 /* Extract real monster race */
899 r_ptr = real_r_ptr(m_ptr);
901 /* Ignore unique monsters */
902 if ((r_ptr->flags1 & RF1_UNIQUE) ||
903 (r_ptr->flags7 & RF7_NAZGUL)) continue;
905 /* Delete non-unique quest monsters */
906 delete_monster_idx(i);
909 /* Check if there is a same item */
910 for (i = 0; i < INVEN_PACK; i++)
912 object_type *o_ptr = &inventory[i];
914 /* Skip dead objects */
915 if (!o_ptr->k_idx) continue;
917 /* Delete old memorized location of the artifact */
918 if (object_is_fixed_artifact(o_ptr))
920 a_info[o_ptr->name1].floor_id = 0;
924 /* Extract current floor info or NULL */
925 sf_ptr = get_sf_ptr(p_ptr->floor_id);
927 /* Choose random stairs */
928 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
930 locate_connected_stairs(sf_ptr);
933 /* Extract new dungeon level */
934 if (change_floor_mode & CFM_SAVE_FLOORS)
936 /* Extract stair position */
937 c_ptr = &cave[p_ptr->y][p_ptr->x];
938 f_ptr = &f_info[c_ptr->feat];
940 /* Get back to old saved floor? */
941 if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
943 /* Saved floor is exist. Use it. */
944 new_floor_id = c_ptr->special;
947 /* Mark shaft up/down */
948 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
950 prepare_change_floor_mode(CFM_SHAFT);
954 /* Climb up/down some sort of stairs */
955 if (change_floor_mode & (CFM_DOWN | CFM_UP))
959 /* Extract level movement number */
960 if (change_floor_mode & CFM_DOWN) move_num = 1;
961 else if (change_floor_mode & CFM_UP) move_num = -1;
963 /* Shafts are deeper than normal stairs */
964 if (change_floor_mode & CFM_SHAFT)
965 move_num += SGN(move_num);
967 /* Get out from or Enter the dungeon */
968 if (change_floor_mode & CFM_DOWN)
971 move_num = d_info[dungeon_type].mindepth;
973 else if (change_floor_mode & CFM_UP)
975 if (dun_level + move_num < d_info[dungeon_type].mindepth)
976 move_num = -dun_level;
979 dun_level += move_num;
982 /* Leaving the dungeon to town */
983 if (!dun_level && dungeon_type)
985 p_ptr->leaving_dungeon = TRUE;
986 if (!vanilla_town && !lite_town)
988 p_ptr->wilderness_y = d_info[dungeon_type].dy;
989 p_ptr->wilderness_x = d_info[dungeon_type].dx;
991 p_ptr->recall_dungeon = dungeon_type;
994 /* Reach to the surface -- Clear all saved floors */
995 change_floor_mode &= ~CFM_SAVE_FLOORS;
998 /* Kill some old saved floors */
999 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1001 /* Kill all saved floors */
1002 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1003 kill_saved_floor(&saved_floors[i]);
1005 /* Reset visit_mark count */
1006 latest_visit_mark = 1;
1008 else if (change_floor_mode & CFM_NO_RETURN)
1010 /* Kill current floor */
1011 kill_saved_floor(sf_ptr);
1014 /* No current floor -- Left/Enter dungeon etc... */
1015 if (!p_ptr->floor_id)
1017 /* No longer need to save current floor */
1022 /* Mark next floor_id on the previous floor */
1026 new_floor_id = get_new_floor_id();
1028 /* Connect from here */
1029 if (c_ptr && !feat_uses_special(c_ptr->feat))
1031 c_ptr->special = new_floor_id;
1035 /* Fix connection -- level teleportation or trap door */
1036 if (change_floor_mode & CFM_RAND_CONNECT)
1038 if (change_floor_mode & CFM_UP)
1039 sf_ptr->upper_floor_id = new_floor_id;
1040 else if (change_floor_mode & CFM_DOWN)
1041 sf_ptr->lower_floor_id = new_floor_id;
1044 /* If you can return, you need to save previous floor */
1045 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1046 !(change_floor_mode & CFM_NO_RETURN))
1048 /* Get out of the my way! */
1051 /* Record the last visit turn of current floor */
1052 sf_ptr->last_visit = turn;
1054 /* Forget the lite */
1057 /* Forget the view */
1060 /* Forget the view */
1063 /* Save current floor */
1064 if (!save_floor(sf_ptr, 0))
1066 /* Save failed -- No return */
1067 prepare_change_floor_mode(CFM_NO_RETURN);
1069 /* Kill current floor */
1070 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1077 * @brief フロアの切り替え処理 / Enter new floor.
1080 * If the floor is an old saved floor, it will be\n
1081 * restored from the temporal file. If the floor is new one, new cave\n
1082 * will be generated.\n
1084 void change_floor(void)
1086 saved_floor_type *sf_ptr;
1087 bool loaded = FALSE;
1089 /* The dungeon is not ready */
1090 character_dungeon = FALSE;
1092 /* No longer in the trap detecteded region */
1093 p_ptr->dtrap = FALSE;
1095 /* Mega-Hack -- no panel yet */
1101 /* Mega-Hack -- not ambushed on the wildness? */
1102 ambush_flag = FALSE;
1104 /* No saved floors (On the surface etc.) */
1105 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1106 !(change_floor_mode & CFM_FIRST_FLOOR))
1111 /* Paranoia -- No new saved floor */
1115 /* In the dungeon */
1118 /* No floor_id yet */
1122 new_floor_id = get_new_floor_id();
1125 /* Pointer for infomations of new floor */
1126 sf_ptr = get_sf_ptr(new_floor_id);
1128 /* Try to restore old floor */
1129 if (sf_ptr->last_visit)
1131 /* Old saved floor is exist */
1132 if (load_floor(sf_ptr, 0))
1136 /* Forbid return stairs */
1137 if (change_floor_mode & CFM_NO_RETURN)
1139 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1141 if (!feat_uses_special(c_ptr->feat))
1143 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1145 /* Reset to floor */
1146 c_ptr->feat = floor_type[randint0(100)];
1156 * Set lower/upper_floor_id of new floor when the new
1157 * floor is right-above/right-under the current floor.
1159 * Stair creation/Teleport level/Trap door will take
1160 * you the same floor when you used it later again.
1162 if (p_ptr->floor_id)
1164 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1166 if (change_floor_mode & CFM_UP)
1168 /* New floor is right-above */
1169 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1170 sf_ptr->lower_floor_id = p_ptr->floor_id;
1172 else if (change_floor_mode & CFM_DOWN)
1174 /* New floor is right-under */
1175 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1176 sf_ptr->upper_floor_id = p_ptr->floor_id;
1180 /* Break connection to killed floor */
1183 if (change_floor_mode & CFM_UP)
1184 sf_ptr->lower_floor_id = 0;
1185 else if (change_floor_mode & CFM_DOWN)
1186 sf_ptr->upper_floor_id = 0;
1189 /* Maintain monsters and artifacts */
1193 s32b tmp_last_visit = sf_ptr->last_visit;
1195 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1198 while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1199 absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
1201 /* Maintain monsters */
1202 for (i = 1; i < m_max; i++)
1204 monster_race *r_ptr;
1205 monster_type *m_ptr = &m_list[i];
1207 /* Skip dead monsters */
1208 if (!m_ptr->r_idx) continue;
1213 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1215 /* Remove timed status (except MTIMED_CSLEEP) */
1216 (void)set_monster_fast(i, 0);
1217 (void)set_monster_slow(i, 0);
1218 (void)set_monster_stunned(i, 0);
1219 (void)set_monster_confused(i, 0);
1220 (void)set_monster_monfear(i, 0);
1221 (void)set_monster_invulner(i, 0, FALSE);
1224 /* Extract real monster race */
1225 r_ptr = real_r_ptr(m_ptr);
1227 /* Ignore non-unique */
1228 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1229 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1231 /* Appear at a different floor? */
1232 if (r_ptr->floor_id != new_floor_id)
1234 /* Disapper from here */
1235 delete_monster_idx(i);
1239 /* Maintain artifatcs */
1240 for (i = 1; i < o_max; i++)
1242 object_type *o_ptr = &o_list[i];
1244 /* Skip dead objects */
1245 if (!o_ptr->k_idx) continue;
1247 /* Ignore non-artifact */
1248 if (!object_is_fixed_artifact(o_ptr)) continue;
1250 /* Appear at a different floor? */
1251 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1253 /* Disappear from here */
1254 delete_object_idx(i);
1258 /* Cancel preserve */
1259 a_info[o_ptr->name1].cur_num = 1;
1263 (void)place_quest_monsters();
1265 /* Place some random monsters */
1266 alloc_times = absence_ticks / alloc_chance;
1268 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1271 for (i = 0; i < alloc_times; i++)
1273 /* Make a (group of) new monster */
1274 (void)alloc_monster(0, 0);
1279 /* New floor_id or failed to restore */
1280 else /* if (!loaded) */
1282 if (sf_ptr->last_visit)
1284 /* Temporal file is broken? */
1285 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1287 /* Create simple dead end */
1290 /* Break connection */
1291 if (change_floor_mode & CFM_UP)
1293 sf_ptr->upper_floor_id = 0;
1295 else if (change_floor_mode & CFM_DOWN)
1297 sf_ptr->lower_floor_id = 0;
1302 /* Newly create cave */
1306 /* Record last visit turn */
1307 sf_ptr->last_visit = turn;
1309 /* Set correct dun_level value */
1310 sf_ptr->dun_level = dun_level;
1312 /* Create connected stairs */
1313 if (!(change_floor_mode & CFM_NO_RETURN))
1315 /* Extract stair position */
1316 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1318 /*** Create connected stairs ***/
1320 /* No stairs down from Quest */
1321 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1323 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1326 /* No stairs up when ironman_downward */
1327 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1329 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1332 /* Paranoia -- Clear mimic */
1335 /* Connect to previous floor */
1336 c_ptr->special = p_ptr->floor_id;
1340 /* Arrive at random grid */
1341 if (change_floor_mode & (CFM_RAND_PLACE))
1343 (void)new_player_spot();
1346 /* You see stairs blocked */
1347 else if ((change_floor_mode & CFM_NO_RETURN) &&
1348 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1352 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1356 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1363 * The "turn" is not always different number because
1364 * the level teleport doesn't take any turn. Use
1365 * visit mark instead of last visit turn to find the
1366 * oldest saved floor.
1368 sf_ptr->visit_mark = latest_visit_mark++;
1371 /* Place preserved pet monsters */
1374 /* Reset travel target place */
1375 forget_travel_flow();
1377 /* Hack -- maintain unique and artifacts */
1378 update_unique_artifact(new_floor_id);
1380 /* Now the player is in new floor */
1381 p_ptr->floor_id = new_floor_id;
1383 /* The dungeon is ready */
1384 character_dungeon = TRUE;
1386 /* Hack -- Munchkin characters always get whole map */
1387 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1388 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1390 /* Remember when this level was "created" */
1393 /* No dungeon feeling yet */
1394 p_ptr->feeling_turn = old_turn;
1397 /* Clear all flags */
1398 change_floor_mode = 0L;
1400 select_floor_music();
1404 * @brief プレイヤーの手による能動的な階段生成処理 /
1405 * Create stairs at or move previously created stairs into the player location.
1408 void stair_creation(void)
1410 saved_floor_type *sf_ptr;
1411 saved_floor_type *dest_sf_ptr;
1415 s16b dest_floor_id = 0;
1418 /* Forbid up staircases on Ironman mode */
1419 if (ironman_downward) up = FALSE;
1421 /* Forbid down staircases on quest level */
1422 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1424 /* No effect out of standard dungeon floor */
1425 if (!dun_level || (!up && !down) ||
1426 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1427 p_ptr->inside_arena || p_ptr->inside_battle)
1429 /* arena or quest */
1430 msg_print(_("効果がありません!", "There is no effect!"));
1434 /* Artifacts resists */
1435 if (!cave_valid_bold(p_ptr->y, p_ptr->x))
1437 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1441 /* Destroy all objects in the grid */
1442 delete_object(p_ptr->y, p_ptr->x);
1444 /* Extract current floor data */
1445 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1450 /* No floor id? -- Create now! */
1451 p_ptr->floor_id = get_new_floor_id();
1452 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1455 /* Choose randomly */
1458 if (randint0(100) < 50) up = FALSE;
1462 /* Destination is already fixed */
1465 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1469 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1473 /* Search old stairs leading to the destination */
1478 for (y = 0; y < cur_hgt; y++)
1480 for (x = 0; x < cur_wid; x++)
1482 cave_type *c_ptr = &cave[y][x];
1484 if (!c_ptr->special) continue;
1485 if (feat_uses_special(c_ptr->feat)) continue;
1486 if (c_ptr->special != dest_floor_id) continue;
1488 /* Remove old stairs */
1490 cave_set_feat(y, x, floor_type[randint0(100)]);
1495 /* No old destination -- Get new one now */
1498 dest_floor_id = get_new_floor_id();
1502 sf_ptr->upper_floor_id = dest_floor_id;
1504 sf_ptr->lower_floor_id = dest_floor_id;
1507 /* Extract destination floor data */
1508 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1511 /* Create a staircase */
1514 cave_set_feat(p_ptr->y, p_ptr->x,
1515 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
1516 feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
1520 cave_set_feat(p_ptr->y, p_ptr->x,
1521 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
1522 feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
1526 /* Connect this stairs to the destination */
1527 cave[p_ptr->y][p_ptr->x].special = dest_floor_id;