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
23 #include "floor-save.h"
24 #include "floor-events.h"
25 #include "floor-generate.h"
32 #include "spells-floor.h"
33 #include "monster-status.h"
34 #include "object-hook.h"
36 #include "cmd-basic.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
46 #include "view-mainwindow.h"
49 static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
50 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
53 * Number of floor_id used from birth
55 FLOOR_IDX max_floor_id;
58 * Sign for current process used in temporal files.
59 * Actually it is the start time of current process.
61 u32b saved_floor_file_sign;
64 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
65 * @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。
66 * @details Make sure that old temporal files are not remaining as gurbages.
69 void init_saved_floors(bool force)
71 char floor_savefile[1024];
74 BIT_FLAGS mode = 0644;
78 /* Get "games" permissions */
83 for (i = 0; i < MAX_SAVED_FLOORS; i++)
85 saved_floor_type *sf_ptr = &saved_floors[i];
88 sprintf(floor_savefile, "%s.F%02d", savefile, i);
90 /* Grab permissions */
93 /* Try to create the file */
94 fd = fd_make(floor_savefile, mode);
96 /* Drop permissions */
104 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."));
105 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."));
106 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, "));
107 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
108 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? ")))
109 quit(_("実行中止", "Aborted."));
119 /* Grab permissions */
122 /* Simply kill the temporal file */
123 (void)fd_kill(floor_savefile);
125 /* Drop permissions */
128 sf_ptr->floor_id = 0;
131 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
134 /* vist_mark is from 1 */
135 latest_visit_mark = 1;
137 /* A sign to mark temporal files */
138 saved_floor_file_sign = (u32b)time(NULL);
140 /* No next floor yet */
143 /* No change floor mode yet */
144 p_ptr->change_floor_mode = 0;
148 /* Drop "games" permissions */
155 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
156 * @details Should be called just before the game quit.
159 void clear_saved_floor_files(void)
161 char floor_savefile[1024];
166 /* Get "games" permissions */
171 for (i = 0; i < MAX_SAVED_FLOORS; i++)
173 saved_floor_type *sf_ptr = &saved_floors[i];
175 /* No temporal file */
176 if (!sf_ptr->floor_id) continue;
177 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
180 sprintf(floor_savefile, "%s.F%02d", savefile, i);
182 /* Grab permissions */
185 /* Simply kill the temporal file */
186 (void)fd_kill(floor_savefile);
188 /* Drop permissions */
194 /* Drop "games" permissions */
201 * @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.
202 * @param floor_id 保存フロアID
203 * @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。
205 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
209 /* floor_id No.0 indicates no floor */
210 if (!floor_id) return NULL;
212 for (i = 0; i < MAX_SAVED_FLOORS; i++)
214 saved_floor_type *sf_ptr = &saved_floors[i];
216 if (sf_ptr->floor_id == floor_id) return sf_ptr;
225 * @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
226 * @param sf_ptr 保存フロアの参照ポインタ
229 static void kill_saved_floor(saved_floor_type *sf_ptr)
231 char floor_savefile[1024];
235 if (!sf_ptr->floor_id) return;
237 if (sf_ptr->floor_id == p_ptr->floor_id)
239 /* Kill current floor */
242 /* Current floor doesn't have temporal file */
247 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
249 /* Grab permissions */
252 /* Simply kill the temporal file */
253 (void)fd_kill(floor_savefile);
255 /* Drop permissions */
259 /* No longer exists */
260 sf_ptr->floor_id = 0;
265 * @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.
266 * @return 利用可能な保存フロアID
268 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
270 FLOOR_IDX get_new_floor_id(void)
272 saved_floor_type *sf_ptr = NULL;
275 /* Look for empty space */
276 for (i = 0; i < MAX_SAVED_FLOORS; i++)
278 sf_ptr = &saved_floors[i];
280 if (!sf_ptr->floor_id) break;
284 if (i == MAX_SAVED_FLOORS)
287 u32b oldest_visit = 0xffffffffL;
289 /* Search for oldest */
290 for (i = 0; i < MAX_SAVED_FLOORS; i++)
292 sf_ptr = &saved_floors[i];
294 /* Don't kill current floor */
295 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
297 /* Don't kill newer */
298 if (sf_ptr->visit_mark > oldest_visit) continue;
301 oldest_visit = sf_ptr->visit_mark;
304 /* Kill oldest saved floor */
305 sf_ptr = &saved_floors[oldest];
306 kill_saved_floor(sf_ptr);
312 /* Prepare new floor data */
313 sf_ptr->savefile_id = i;
314 sf_ptr->floor_id = max_floor_id;
315 sf_ptr->last_visit = 0;
316 sf_ptr->upper_floor_id = 0;
317 sf_ptr->lower_floor_id = 0;
318 sf_ptr->visit_mark = latest_visit_mark++;
320 /* sf_ptr->dun_level may be changed later */
321 sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
324 /* Increment number of floor_id */
325 if (max_floor_id < MAX_SHORT) max_floor_id++;
327 /* 32767 floor_ids are all used up! Re-use ancient IDs */
328 else max_floor_id = 1;
330 return sf_ptr->floor_id;
335 * @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
336 * @param mode 追加したい所持フラグ
339 void prepare_change_floor_mode(BIT_FLAGS mode)
341 p_ptr->change_floor_mode |= mode;
345 * @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
348 static void build_dead_end(floor_type *floor_ptr)
352 clear_cave(floor_ptr);
354 /* Mega-Hack -- no player yet */
355 p_ptr->x = p_ptr->y = 0;
358 /* Fill the arrays of floors and walls in the good proportions */
359 set_floor_and_wall(0);
362 floor_ptr->height = SCREEN_HGT;
363 floor_ptr->width = SCREEN_WID;
365 /* Filled with permanent walls */
366 for (y = 0; y < MAX_HGT; y++)
368 for (x = 0; x < MAX_WID; x++)
370 /* Create "solid" perma-wall */
371 place_solid_perm_bold(floor_ptr, y, x);
375 /* Place at center of the floor */
376 p_ptr->y = floor_ptr->height / 2;
377 p_ptr->x = floor_ptr->width / 2;
379 /* Give one square */
380 place_floor_bold(floor_ptr, p_ptr->y, p_ptr->x);
382 wipe_generate_random_floor_flags(floor_ptr);
387 #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 */
388 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 */
391 * @brief フロア移動時のペット保存処理 / Preserve_pets
394 static void preserve_pet(player_type *master_ptr)
399 for (num = 0; num < MAX_PARTY_MON; num++)
401 party_mon[num].r_idx = 0;
404 if (master_ptr->riding)
406 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[master_ptr->riding];
408 /* Pet of other pet don't follow. */
409 if (m_ptr->parent_m_idx)
411 master_ptr->riding = 0;
412 master_ptr->pet_extra_flags &= ~(PF_RYOUTE);
413 master_ptr->riding_ryoute = master_ptr->old_riding_ryoute = FALSE;
417 /* Preserve the mount */
418 (void)COPY(&party_mon[0], m_ptr, monster_type);
420 /* Delete from this floor */
421 delete_monster_idx(master_ptr->riding);
426 * If player is in wild mode, no pets are preserved
427 * except a monster whom player riding
429 if (!master_ptr->wild_mode && !master_ptr->current_floor_ptr->inside_arena && !master_ptr->phase_out)
431 for (i = master_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
433 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
435 if (!monster_is_valid(m_ptr)) continue;
436 if (!is_pet(m_ptr)) continue;
437 if (i == master_ptr->riding) continue;
439 if (reinit_wilderness)
441 /* Don't lose sight of pets when getting a Quest */
445 POSITION dis = distance(master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx);
447 /* Confused (etc.) monsters don't follow. */
448 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
450 /* Pet of other pet don't follow. */
451 if (m_ptr->parent_m_idx) continue;
454 * Pets with nickname will follow even from 3 blocks away
455 * when you or the pet can see the other.
457 if (m_ptr->nickname &&
458 ((player_has_los_bold(master_ptr, m_ptr->fy, m_ptr->fx) && projectable(master_ptr->current_floor_ptr, master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx)) ||
459 (los(master_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x) && projectable(master_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x))))
461 if (dis > 3) continue;
465 if (dis > 1) continue;
469 (void)COPY(&party_mon[num], &master_ptr->current_floor_ptr->m_list[i], monster_type);
473 /* Delete from this floor */
474 delete_monster_idx(i);
478 if (record_named_pet)
480 for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
482 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
483 GAME_TEXT m_name[MAX_NLEN];
485 if (!monster_is_valid(m_ptr)) continue;
486 if (!is_pet(m_ptr)) continue;
487 if (!m_ptr->nickname) continue;
488 if (master_ptr->riding == i) continue;
490 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
491 exe_write_diary(master_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
496 /* Pet of other pet may disappear. */
497 for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
499 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
501 /* Are there its parent? */
502 if (m_ptr->parent_m_idx && !master_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
504 /* Its parent have gone, it also goes away. */
508 GAME_TEXT m_name[MAX_NLEN];
509 monster_desc(m_name, m_ptr, 0);
510 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
513 delete_monster_idx(i);
520 * @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
523 * To prevent multiple generation of unique monster who is the minion of player
525 void precalc_cur_num_of_pet(void)
529 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
531 for (i = 0; i < max_num; i++)
533 m_ptr = &party_mon[i];
535 /* Skip empty monsters */
536 if (!monster_is_valid(m_ptr)) continue;
538 /* Hack -- Increase the racial counter */
539 real_r_ptr(m_ptr)->cur_num++;
544 * @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
547 static void place_pet(player_type *master_ptr)
550 int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
552 for (i = 0; i < max_num; i++)
554 POSITION cy = 0, cx = 0;
557 if (!(party_mon[i].r_idx)) continue;
562 master_ptr->riding = m_idx;
574 for (d = 1; d < A_MAX; d++)
576 for (j = 1000; j > 0; j--)
578 scatter(&cy, &cx, master_ptr->y, master_ptr->x, d, 0);
579 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
583 m_idx = (d == 6) ? 0 : m_pop();
588 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
591 p_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
593 m_ptr->r_idx = party_mon[i].r_idx;
595 /* Copy all member of the structure */
596 *m_ptr = party_mon[i];
597 r_ptr = real_r_ptr(m_ptr);
601 m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
603 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
604 m_ptr->hold_o_idx = 0;
607 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
609 /* Monster is still being nice */
610 m_ptr->mflag |= (MFLAG_NICE);
612 /* Must repair monsters */
613 repair_monsters = TRUE;
615 update_monster(master_ptr, m_idx, TRUE);
618 /* Pre-calculated in precalc_cur_num_of_pet() */
619 /* r_ptr->cur_num++; */
621 /* Hack -- Count the number of "reproducers" */
622 if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
627 monster_type *m_ptr = &party_mon[i];
628 monster_race *r_ptr = real_r_ptr(m_ptr);
629 GAME_TEXT m_name[MAX_NLEN];
631 monster_desc(m_name, m_ptr, 0);
632 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
633 if (record_named_pet && m_ptr->nickname)
635 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
636 exe_write_diary(master_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
639 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
640 if (r_ptr->cur_num) r_ptr->cur_num--;
644 /* For accuracy of precalc_cur_num_of_pet() */
645 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
650 * @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
651 * @param cur_floor_id 現在のフロアID
654 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
655 * while new floor creation since dungeons may be re-created by\n
656 * auto-scum option.\n
658 static void update_unique_artifact(s16b cur_floor_id)
662 /* Maintain unique monsters */
663 for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
666 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
668 if (!monster_is_valid(m_ptr)) continue;
670 /* Extract real monster race */
671 r_ptr = real_r_ptr(m_ptr);
673 /* Memorize location of the unique monster */
674 if ((r_ptr->flags1 & RF1_UNIQUE) ||
675 (r_ptr->flags7 & RF7_NAZGUL))
677 r_ptr->floor_id = cur_floor_id;
681 /* Maintain artifatcs */
682 for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
684 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
686 if (!OBJECT_IS_VALID(o_ptr)) continue;
688 /* Memorize location of the artifact */
689 if (object_is_fixed_artifact(o_ptr))
691 a_info[o_ptr->name1].floor_id = cur_floor_id;
698 * @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,
701 static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
705 POSITION oy = protected_ptr->y;
706 POSITION ox = protected_ptr->x;
707 MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
709 /* Nothing to do if no monster */
712 /* Look until done */
717 /* Pick a (possibly illegal) location */
718 POSITION ny = rand_spread(oy, dis);
719 POSITION nx = rand_spread(ox, dis);
723 /* Stop after 1000 tries */
724 if (tries > 10000) return;
727 * Increase distance after doing enough tries
728 * compared to area of possible space
730 if (tries > 20 * dis * dis) dis++;
732 /* Ignore illegal locations */
733 if (!in_bounds(floor_ptr, ny, nx)) continue;
735 /* Require "empty" floor space */
736 if (!cave_empty_bold(p_ptr->current_floor_ptr, ny, nx)) continue;
738 /* Hack -- no teleport onto glyph of warding */
739 if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
740 if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
742 /* ...nor onto the Pattern */
743 if (pattern_tile(ny, nx)) continue;
745 /*** It's a good place ***/
747 m_ptr = &floor_ptr->m_list[m_idx];
749 /* Update the old location */
750 floor_ptr->grid_array[oy][ox].m_idx = 0;
752 /* Update the new location */
753 floor_ptr->grid_array[ny][nx].m_idx = m_idx;
755 /* Move the monster */
759 /* No need to do update_monster() */
767 * @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.
768 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
771 static void locate_connected_stairs(player_type *creature_ptr, floor_type *floor_ptr, saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
773 POSITION x, y, sx = 0, sy = 0;
774 POSITION x_table[20];
775 POSITION y_table[20];
779 /* Search usable stairs */
780 for (y = 0; y < floor_ptr->height; y++)
782 for (x = 0; x < floor_ptr->width; x++)
784 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
785 feature_type *f_ptr = &f_info[g_ptr->feat];
788 if (floor_mode & CFM_UP)
790 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
791 !have_flag(f_ptr->flags, FF_SPECIAL))
795 /* Found fixed stairs? */
796 if (g_ptr->special &&
797 g_ptr->special == sf_ptr->upper_floor_id)
805 else if (floor_mode & CFM_DOWN)
807 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
808 !have_flag(f_ptr->flags, FF_SPECIAL))
812 /* Found fixed stairs */
813 if (g_ptr->special &&
814 g_ptr->special == sf_ptr->lower_floor_id)
824 if (have_flag(f_ptr->flags, FF_BLDG))
830 if (ok && (num < 20))
842 creature_ptr->y = sy;
843 creature_ptr->x = sx;
847 /* No stairs found! -- No return */
848 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
850 /* Mega Hack -- It's not the stairs you enter. Disable it. */
851 if (!feat_uses_special(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat)) floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].special = 0;
855 /* Choose random one */
858 /* Point stair location */
859 creature_ptr->y = y_table[i];
860 creature_ptr->x = x_table[i];
865 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
866 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
869 void leave_floor(player_type *creature_ptr)
871 grid_type *g_ptr = NULL;
873 saved_floor_type *sf_ptr;
874 MONRACE_IDX quest_r_idx = 0;
876 FLOOR_IDX tmp_floor_idx = 0;
878 /* Preserve pets and prepare to take these to next floor */
879 preserve_pet(creature_ptr);
881 /* Remove all mirrors without explosion */
882 remove_all_mirrors(creature_ptr, FALSE);
884 if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
886 /* New floor is not yet prepared */
889 /* Temporary get a floor_id (for Arena) */
890 if (!creature_ptr->floor_id &&
891 (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
892 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
894 /* Get temporal floor_id */
895 tmp_floor_idx = get_new_floor_id();
898 /* Search the quest monster index */
899 for (i = 0; i < max_q_idx; i++)
901 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
902 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
903 (quest[i].type == QUEST_TYPE_RANDOM)) &&
904 (quest[i].level == p_ptr->current_floor_ptr->dun_level) &&
905 (creature_ptr->dungeon_idx == quest[i].dungeon) &&
906 !(quest[i].flags & QUEST_FLAG_PRESET))
908 quest_r_idx = quest[i].r_idx;
912 /* Maintain quest monsters */
913 for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
916 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
918 if (!monster_is_valid(m_ptr)) continue;
920 /* Only maintain quest monsters */
921 if (quest_r_idx != m_ptr->r_idx) continue;
923 /* Extract real monster race */
924 r_ptr = real_r_ptr(m_ptr);
926 /* Ignore unique monsters */
927 if ((r_ptr->flags1 & RF1_UNIQUE) ||
928 (r_ptr->flags7 & RF7_NAZGUL)) continue;
930 /* Delete non-unique quest monsters */
931 delete_monster_idx(i);
934 /* Check if there is a same item */
935 for (i = 0; i < INVEN_PACK; i++)
937 object_type *o_ptr = &creature_ptr->inventory_list[i];
939 if (!OBJECT_IS_VALID(o_ptr)) continue;
941 /* Delete old memorized location of the artifact */
942 if (object_is_fixed_artifact(o_ptr))
944 a_info[o_ptr->name1].floor_id = 0;
948 /* Extract current floor info or NULL */
949 sf_ptr = get_sf_ptr(tmp_floor_idx);
951 /* Choose random stairs */
952 if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
954 locate_connected_stairs(creature_ptr, creature_ptr->current_floor_ptr, sf_ptr, creature_ptr->change_floor_mode);
957 /* Extract new dungeon level */
958 if (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS)
960 /* Extract stair position */
961 g_ptr = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
962 f_ptr = &f_info[g_ptr->feat];
964 /* Get back to old saved floor? */
965 if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
967 /* Saved floor is exist. Use it. */
968 new_floor_id = g_ptr->special;
971 /* Mark shaft up/down */
972 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
974 prepare_change_floor_mode(CFM_SHAFT);
978 /* Climb up/down some sort of stairs */
979 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
983 /* Extract level movement number */
984 if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
985 else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
987 /* Shafts are deeper than normal stairs */
988 if (creature_ptr->change_floor_mode & CFM_SHAFT)
989 move_num += SGN(move_num);
991 /* Get out from or Enter the dungeon */
992 if (creature_ptr->change_floor_mode & CFM_DOWN)
994 if (!p_ptr->current_floor_ptr->dun_level)
995 move_num = d_info[creature_ptr->dungeon_idx].mindepth;
997 else if (creature_ptr->change_floor_mode & CFM_UP)
999 if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
1000 move_num = -p_ptr->current_floor_ptr->dun_level;
1003 p_ptr->current_floor_ptr->dun_level += move_num;
1006 /* Leaving the dungeon to town */
1007 if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
1009 creature_ptr->leaving_dungeon = TRUE;
1010 if (!vanilla_town && !lite_town)
1012 creature_ptr->wilderness_y = d_info[creature_ptr->dungeon_idx].dy;
1013 creature_ptr->wilderness_x = d_info[creature_ptr->dungeon_idx].dx;
1015 creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
1016 creature_ptr->dungeon_idx = 0;
1018 /* Reach to the surface -- Clear all saved floors */
1019 creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
1022 /* Kill some old saved floors */
1023 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
1025 /* Kill all saved floors */
1026 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1027 kill_saved_floor(&saved_floors[i]);
1029 /* Reset visit_mark count */
1030 latest_visit_mark = 1;
1032 else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1034 /* Kill current floor */
1035 kill_saved_floor(sf_ptr);
1038 /* No current floor -- Left/Enter dungeon etc... */
1041 /* No longer need to save current floor */
1045 /* Mark next floor_id on the previous floor */
1049 new_floor_id = get_new_floor_id();
1051 /* Connect from here */
1052 if (g_ptr && !feat_uses_special(g_ptr->feat))
1054 g_ptr->special = tmp_floor_idx;
1058 /* Fix connection -- level teleportation or trap door */
1059 if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
1061 if (creature_ptr->change_floor_mode & CFM_UP)
1062 sf_ptr->upper_floor_id = new_floor_id;
1063 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1064 sf_ptr->lower_floor_id = new_floor_id;
1067 /* If you can return, you need to save previous floor */
1068 if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1069 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1071 /* Get out of the my way! */
1072 get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
1074 /* Record the last visit turn of current floor */
1075 sf_ptr->last_visit = current_world_ptr->game_turn;
1077 forget_lite(p_ptr->current_floor_ptr);
1078 forget_view(p_ptr->current_floor_ptr);
1079 clear_mon_lite(p_ptr->current_floor_ptr);
1081 /* Save current floor */
1082 if (!save_floor(sf_ptr, 0))
1084 /* Save failed -- No return */
1085 prepare_change_floor_mode(CFM_NO_RETURN);
1087 /* Kill current floor */
1088 kill_saved_floor(get_sf_ptr(creature_ptr->floor_id));
1095 * @brief フロアの切り替え処理 / Enter new floor.
1098 * If the floor is an old saved floor, it will be\n
1099 * restored from the temporal file. If the floor is new one, new floor\n
1100 * will be generated.\n
1102 void change_floor(player_type *creature_ptr)
1104 saved_floor_type *sf_ptr;
1105 bool loaded = FALSE;
1107 /* The dungeon is not ready */
1108 current_world_ptr->character_dungeon = FALSE;
1110 /* No longer in the trap detecteded region */
1111 creature_ptr->dtrap = FALSE;
1113 /* Mega-Hack -- no panel yet */
1119 /* Mega-Hack -- not ambushed on the wildness? */
1120 creature_ptr->ambush_flag = FALSE;
1122 /* No saved floors (On the surface etc.) */
1123 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1124 !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
1126 generate_floor(creature_ptr->current_floor_ptr);
1128 /* Paranoia -- No new saved floor */
1132 /* In the dungeon */
1135 /* No floor_id yet */
1139 new_floor_id = get_new_floor_id();
1142 /* Pointer for infomations of new floor */
1143 sf_ptr = get_sf_ptr(new_floor_id);
1145 /* Try to restore old floor */
1146 if (sf_ptr->last_visit)
1148 /* Old saved floor is exist */
1149 if (load_floor(sf_ptr, 0))
1153 /* Forbid return stairs */
1154 if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1156 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1158 if (!feat_uses_special(g_ptr->feat))
1160 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
1162 /* Reset to floor */
1163 g_ptr->feat = feat_ground_type[randint0(100)];
1173 * Set lower/upper_floor_id of new floor when the new
1174 * floor is right-above/right-under the current floor.
1176 * Stair creation/Teleport level/Trap door will take
1177 * you the same floor when you used it later again.
1179 if (creature_ptr->floor_id)
1181 saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
1183 if (creature_ptr->change_floor_mode & CFM_UP)
1185 /* New floor is right-above */
1186 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1187 sf_ptr->lower_floor_id = creature_ptr->floor_id;
1189 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1191 /* New floor is right-under */
1192 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1193 sf_ptr->upper_floor_id = creature_ptr->floor_id;
1197 /* Break connection to killed floor */
1200 if (creature_ptr->change_floor_mode & CFM_UP)
1201 sf_ptr->lower_floor_id = 0;
1202 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1203 sf_ptr->upper_floor_id = 0;
1206 /* Maintain monsters and artifacts */
1210 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
1211 GAME_TURN absence_ticks;
1212 int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
1213 GAME_TURN alloc_times;
1215 while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1216 absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
1218 /* Maintain monsters */
1219 for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
1221 monster_race *r_ptr;
1222 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
1224 if (!monster_is_valid(m_ptr)) continue;
1229 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1231 /* Remove timed status (except MTIMED_CSLEEP) */
1232 (void)set_monster_fast(i, 0);
1233 (void)set_monster_slow(i, 0);
1234 (void)set_monster_stunned(i, 0);
1235 (void)set_monster_confused(i, 0);
1236 (void)set_monster_monfear(i, 0);
1237 (void)set_monster_invulner(i, 0, FALSE);
1240 /* Extract real monster race */
1241 r_ptr = real_r_ptr(m_ptr);
1243 /* Ignore non-unique */
1244 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1245 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1247 /* Appear at a different floor? */
1248 if (r_ptr->floor_id != new_floor_id)
1250 /* Disapper from here */
1251 delete_monster_idx(i);
1255 /* Maintain artifatcs */
1256 for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
1258 object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
1260 if (!OBJECT_IS_VALID(o_ptr)) continue;
1262 /* Ignore non-artifact */
1263 if (!object_is_fixed_artifact(o_ptr)) continue;
1265 /* Appear at a different floor? */
1266 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1268 /* Disappear from here */
1269 delete_object_idx(i);
1273 /* Cancel preserve */
1274 a_info[o_ptr->name1].cur_num = 1;
1278 (void)place_quest_monsters(creature_ptr->current_floor_ptr, creature_ptr);
1280 /* Place some random monsters */
1281 alloc_times = absence_ticks / alloc_chance;
1283 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1286 for (i = 0; i < alloc_times; i++)
1288 /* Make a (group of) new monster */
1289 (void)alloc_monster(0, 0);
1294 /* New floor_id or failed to restore */
1295 else /* if (!loaded) */
1297 if (sf_ptr->last_visit)
1299 /* Temporal file is broken? */
1300 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1302 /* Create simple dead end */
1303 build_dead_end(creature_ptr->current_floor_ptr);
1305 /* Break connection */
1306 if (creature_ptr->change_floor_mode & CFM_UP)
1308 sf_ptr->upper_floor_id = 0;
1310 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1312 sf_ptr->lower_floor_id = 0;
1317 generate_floor(creature_ptr->current_floor_ptr);
1320 /* Record last visit turn */
1321 sf_ptr->last_visit = current_world_ptr->game_turn;
1323 /* Set correct dun_level value */
1324 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
1326 /* Create connected stairs */
1327 if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1329 /* Extract stair position */
1330 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1332 /*** Create connected stairs ***/
1334 /* No stairs down from Quest */
1335 if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->current_floor_ptr->dun_level))
1337 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1340 /* No stairs up when ironman_downward */
1341 else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
1343 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1346 /* Paranoia -- Clear mimic */
1349 /* Connect to previous floor */
1350 g_ptr->special = creature_ptr->floor_id;
1354 /* Arrive at random grid */
1355 if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
1357 (void)new_player_spot(creature_ptr);
1360 /* You see stairs blocked */
1361 else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
1363 if (!creature_ptr->blind)
1365 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1369 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1376 * The "turn" is not always different number because
1377 * the level teleport doesn't take any turn. Use
1378 * visit mark instead of last visit turn to find the
1379 * oldest saved floor.
1381 sf_ptr->visit_mark = latest_visit_mark++;
1384 /* Place preserved pet monsters */
1385 place_pet(creature_ptr);
1387 /* Reset travel target place */
1388 forget_travel_flow();
1390 /* Hack -- maintain unique and artifacts */
1391 update_unique_artifact(new_floor_id);
1393 /* Now the player is in new floor */
1394 creature_ptr->floor_id = new_floor_id;
1396 /* The dungeon is ready */
1397 current_world_ptr->character_dungeon = TRUE;
1399 /* Hack -- Munchkin characters always get whole map */
1400 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1401 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
1403 /* Remember when this level was "created" */
1404 creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
1406 /* No dungeon feeling yet */
1407 creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
1408 creature_ptr->feeling = 0;
1410 /* Clear all flags */
1411 creature_ptr->change_floor_mode = 0L;
1413 select_floor_music(creature_ptr);
1414 creature_ptr->change_floor_mode = 0;