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
20 #include "floor-events.h"
21 #include "floor-generate.h"
27 #include "spells-floor.h"
28 #include "monster-status.h"
29 #include "object-hook.h"
31 #include "cmd-basic.h"
33 #include "player-effects.h"
38 static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
39 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
40 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
44 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
45 * @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。
46 * @details Make sure that old temporal files are not remaining as gurbages.
49 void init_saved_floors(bool force)
51 char floor_savefile[1024];
54 BIT_FLAGS mode = 0644;
58 /* Get "games" permissions */
63 for (i = 0; i < MAX_SAVED_FLOORS; i++)
65 saved_floor_type *sf_ptr = &saved_floors[i];
68 sprintf(floor_savefile, "%s.F%02d", savefile, i);
70 /* Grab permissions */
73 /* Try to create the file */
74 fd = fd_make(floor_savefile, mode);
76 /* Drop permissions */
84 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."));
85 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."));
86 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, "));
87 msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
88 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? ")))
89 quit(_("実行中止", "Aborted."));
99 /* Grab permissions */
102 /* Simply kill the temporal file */
103 (void)fd_kill(floor_savefile);
105 /* Drop permissions */
108 sf_ptr->floor_id = 0;
111 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
114 /* vist_mark is from 1 */
115 latest_visit_mark = 1;
117 /* A sign to mark temporal files */
118 saved_floor_file_sign = (u32b)time(NULL);
120 /* No next floor yet */
123 /* No change floor mode yet */
124 change_floor_mode = 0;
128 /* Drop "games" permissions */
135 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
136 * @details Should be called just before the game quit.
139 void clear_saved_floor_files(void)
141 char floor_savefile[1024];
146 /* Get "games" permissions */
151 for (i = 0; i < MAX_SAVED_FLOORS; i++)
153 saved_floor_type *sf_ptr = &saved_floors[i];
155 /* No temporal file */
156 if (!sf_ptr->floor_id) continue;
157 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
160 sprintf(floor_savefile, "%s.F%02d", savefile, i);
162 /* Grab permissions */
165 /* Simply kill the temporal file */
166 (void)fd_kill(floor_savefile);
168 /* Drop permissions */
174 /* Drop "games" permissions */
181 * @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.
182 * @param floor_id 保存フロアID
183 * @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。
185 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
189 /* floor_id No.0 indicates no floor */
190 if (!floor_id) return NULL;
192 for (i = 0; i < MAX_SAVED_FLOORS; i++)
194 saved_floor_type *sf_ptr = &saved_floors[i];
196 if (sf_ptr->floor_id == floor_id) return sf_ptr;
205 * @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
206 * @param sf_ptr 保存フロアの参照ポインタ
209 static void kill_saved_floor(saved_floor_type *sf_ptr)
211 char floor_savefile[1024];
215 if (!sf_ptr->floor_id) return;
217 if (sf_ptr->floor_id == p_ptr->floor_id)
219 /* Kill current floor */
222 /* Current floor doesn't have temporal file */
227 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
229 /* Grab permissions */
232 /* Simply kill the temporal file */
233 (void)fd_kill(floor_savefile);
235 /* Drop permissions */
239 /* No longer exists */
240 sf_ptr->floor_id = 0;
245 * @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.
246 * @return 利用可能な保存フロアID
248 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
250 FLOOR_IDX get_new_floor_id(void)
252 saved_floor_type *sf_ptr = NULL;
255 /* Look for empty space */
256 for (i = 0; i < MAX_SAVED_FLOORS; i++)
258 sf_ptr = &saved_floors[i];
260 if (!sf_ptr->floor_id) break;
264 if (i == MAX_SAVED_FLOORS)
267 u32b oldest_visit = 0xffffffffL;
269 /* Search for oldest */
270 for (i = 0; i < MAX_SAVED_FLOORS; i++)
272 sf_ptr = &saved_floors[i];
274 /* Don't kill current floor */
275 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
277 /* Don't kill newer */
278 if (sf_ptr->visit_mark > oldest_visit) continue;
281 oldest_visit = sf_ptr->visit_mark;
284 /* Kill oldest saved floor */
285 sf_ptr = &saved_floors[oldest];
286 kill_saved_floor(sf_ptr);
292 /* Prepare new floor data */
293 sf_ptr->savefile_id = i;
294 sf_ptr->floor_id = max_floor_id;
295 sf_ptr->last_visit = 0;
296 sf_ptr->upper_floor_id = 0;
297 sf_ptr->lower_floor_id = 0;
298 sf_ptr->visit_mark = latest_visit_mark++;
300 /* sf_ptr->dun_level may be changed later */
301 sf_ptr->dun_level = current_floor_ptr->dun_level;
304 /* Increment number of floor_id */
305 if (max_floor_id < MAX_SHORT) max_floor_id++;
307 /* 32767 floor_ids are all used up! Re-use ancient IDs */
308 else max_floor_id = 1;
310 return sf_ptr->floor_id;
315 * @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
316 * @param mode 追加したい所持フラグ
319 void prepare_change_floor_mode(BIT_FLAGS mode)
321 change_floor_mode |= mode;
325 * @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
328 static void build_dead_end(void)
332 /* Clear and empty the current_floor_ptr->grid_array */
335 /* Fill the arrays of floors and walls in the good proportions */
336 set_floor_and_wall(0);
339 current_floor_ptr->height = SCREEN_HGT;
340 current_floor_ptr->width = SCREEN_WID;
342 /* Filled with permanent walls */
343 for (y = 0; y < MAX_HGT; y++)
345 for (x = 0; x < MAX_WID; x++)
347 /* Create "solid" perma-wall */
348 place_solid_perm_bold(y, x);
352 /* Place at center of the floor */
353 p_ptr->y = current_floor_ptr->height / 2;
354 p_ptr->x = current_floor_ptr->width / 2;
356 /* Give one square */
357 place_floor_bold(p_ptr->y, p_ptr->x);
359 wipe_generate_random_floor_flags();
364 #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 */
365 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 */
368 * @brief フロア移動時のペット保存処理 / Preserve_pets
371 static void preserve_pet(void)
376 for (num = 0; num < MAX_PARTY_MON; num++)
378 party_mon[num].r_idx = 0;
383 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
385 /* Pet of other pet don't follow. */
386 if (m_ptr->parent_m_idx)
389 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
390 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
394 /* Preserve the mount */
395 (void)COPY(&party_mon[0], m_ptr, monster_type);
397 /* Delete from this floor */
398 delete_monster_idx(p_ptr->riding);
403 * If player is in wild mode, no pets are preserved
404 * except a monster whom player riding
406 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
408 for (i = current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
410 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
412 if (!monster_is_valid(m_ptr)) continue;
413 if (!is_pet(m_ptr)) continue;
414 if (i == p_ptr->riding) continue;
416 if (reinit_wilderness)
418 /* Don't lose sight of pets when getting a Quest */
422 POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
424 /* Confused (etc.) monsters don't follow. */
425 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
427 /* Pet of other pet don't follow. */
428 if (m_ptr->parent_m_idx) continue;
431 * Pets with nickname will follow even from 3 blocks away
432 * when you or the pet can see the other.
434 if (m_ptr->nickname &&
435 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
436 (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))))
438 if (dis > 3) continue;
442 if (dis > 1) continue;
446 (void)COPY(&party_mon[num], ¤t_floor_ptr->m_list[i], monster_type);
450 /* Delete from this floor */
451 delete_monster_idx(i);
455 if (record_named_pet)
457 for (i = current_floor_ptr->m_max - 1; i >=1; i--)
459 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
460 GAME_TEXT m_name[MAX_NLEN];
462 if (!monster_is_valid(m_ptr)) continue;
463 if (!is_pet(m_ptr)) continue;
464 if (!m_ptr->nickname) continue;
465 if (p_ptr->riding == i) continue;
467 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
468 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
473 /* Pet of other pet may disappear. */
474 for (i = current_floor_ptr->m_max - 1; i >=1; i--)
476 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
478 /* Are there its parent? */
479 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
481 /* Its parent have gone, it also goes away. */
485 GAME_TEXT m_name[MAX_NLEN];
486 monster_desc(m_name, m_ptr, 0);
487 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
490 delete_monster_idx(i);
497 * @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
500 * To prevent multiple generation of unique monster who is the minion of player
502 void precalc_cur_num_of_pet(void)
506 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
508 for (i = 0; i < max_num; i++)
510 m_ptr = &party_mon[i];
512 /* Skip empty monsters */
513 if (!monster_is_valid(m_ptr)) continue;
515 /* Hack -- Increase the racial counter */
516 real_r_ptr(m_ptr)->cur_num++;
521 * @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
524 static void place_pet(void)
527 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
529 for (i = 0; i < max_num; i++)
531 POSITION cy = 0, cx = 0;
534 if (!(party_mon[i].r_idx)) continue;
539 p_ptr->riding = m_idx;
551 for (d = 1; d < A_MAX; d++)
553 for (j = 1000; j > 0; j--)
555 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
556 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
560 m_idx = (d == 6) ? 0 : m_pop();
565 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
568 current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
570 m_ptr->r_idx = party_mon[i].r_idx;
572 /* Copy all member of the structure */
573 *m_ptr = party_mon[i];
574 r_ptr = real_r_ptr(m_ptr);
579 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
580 m_ptr->hold_o_idx = 0;
583 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
585 /* Monster is still being nice */
586 m_ptr->mflag |= (MFLAG_NICE);
588 /* Must repair monsters */
589 repair_monsters = TRUE;
591 update_monster(m_idx, TRUE);
594 /* Pre-calculated in precalc_cur_num_of_pet() */
595 /* r_ptr->cur_num++; */
597 /* Hack -- Count the number of "reproducers" */
598 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
603 monster_type *m_ptr = &party_mon[i];
604 monster_race *r_ptr = real_r_ptr(m_ptr);
605 GAME_TEXT m_name[MAX_NLEN];
607 monster_desc(m_name, m_ptr, 0);
608 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
609 if (record_named_pet && m_ptr->nickname)
611 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
612 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
615 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
616 if (r_ptr->cur_num) r_ptr->cur_num--;
620 /* For accuracy of precalc_cur_num_of_pet() */
621 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
626 * @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
627 * @param cur_floor_id 現在のフロアID
630 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
631 * while new floor creation since dungeons may be re-created by\n
632 * auto-scum option.\n
634 static void update_unique_artifact(s16b cur_floor_id)
638 /* Maintain unique monsters */
639 for (i = 1; i < current_floor_ptr->m_max; i++)
642 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
644 if (!monster_is_valid(m_ptr)) continue;
646 /* Extract real monster race */
647 r_ptr = real_r_ptr(m_ptr);
649 /* Memorize location of the unique monster */
650 if ((r_ptr->flags1 & RF1_UNIQUE) ||
651 (r_ptr->flags7 & RF7_NAZGUL))
653 r_ptr->floor_id = cur_floor_id;
657 /* Maintain artifatcs */
658 for (i = 1; i < current_floor_ptr->o_max; i++)
660 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
662 /* Skip dead objects */
663 if (!o_ptr->k_idx) continue;
665 /* Memorize location of the artifact */
666 if (object_is_fixed_artifact(o_ptr))
668 a_info[o_ptr->name1].floor_id = cur_floor_id;
675 * @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,
678 static void get_out_monster(void)
682 POSITION oy = p_ptr->y;
683 POSITION ox = p_ptr->x;
684 MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
686 /* Nothing to do if no monster */
689 /* Look until done */
694 /* Pick a (possibly illegal) location */
695 POSITION ny = rand_spread(oy, dis);
696 POSITION nx = rand_spread(ox, dis);
700 /* Stop after 1000 tries */
701 if (tries > 10000) return;
704 * Increase distance after doing enough tries
705 * compared to area of possible space
707 if (tries > 20 * dis * dis) dis++;
709 /* Ignore illegal locations */
710 if (!in_bounds(ny, nx)) continue;
712 /* Require "empty" floor space */
713 if (!cave_empty_bold(ny, nx)) continue;
715 /* Hack -- no teleport onto glyph of warding */
716 if (is_glyph_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
717 if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
719 /* ...nor onto the Pattern */
720 if (pattern_tile(ny, nx)) continue;
722 /*** It's a good place ***/
724 m_ptr = ¤t_floor_ptr->m_list[m_idx];
726 /* Update the old location */
727 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
729 /* Update the new location */
730 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
732 /* Move the monster */
736 /* No need to do update_monster() */
744 * @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.
745 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
748 static void locate_connected_stairs(saved_floor_type *sf_ptr)
750 POSITION x, y, sx = 0, sy = 0;
751 POSITION x_table[20];
752 POSITION y_table[20];
756 /* Search usable stairs */
757 for (y = 0; y < current_floor_ptr->height; y++)
759 for (x = 0; x < current_floor_ptr->width; x++)
761 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
762 feature_type *f_ptr = &f_info[g_ptr->feat];
765 if (change_floor_mode & CFM_UP)
767 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
768 !have_flag(f_ptr->flags, FF_SPECIAL))
772 /* Found fixed stairs? */
773 if (g_ptr->special &&
774 g_ptr->special == sf_ptr->upper_floor_id)
782 else if (change_floor_mode & CFM_DOWN)
784 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
785 !have_flag(f_ptr->flags, FF_SPECIAL))
789 /* Found fixed stairs */
790 if (g_ptr->special &&
791 g_ptr->special == sf_ptr->lower_floor_id)
801 if (have_flag(f_ptr->flags, FF_BLDG))
807 if (ok && (num < 20))
824 /* No stairs found! -- No return */
825 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
827 /* Mega Hack -- It's not the stairs you enter. Disable it. */
828 if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
832 /* Choose random one */
835 /* Point stair location */
836 p_ptr->y = y_table[i];
837 p_ptr->x = x_table[i];
842 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
843 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
846 void leave_floor(void)
848 grid_type *g_ptr = NULL;
850 saved_floor_type *sf_ptr;
851 MONRACE_IDX quest_r_idx = 0;
854 /* Preserve pets and prepare to take these to next floor */
857 /* Remove all mirrors without explosion */
858 remove_all_mirrors(FALSE);
860 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
862 /* New floor is not yet prepared */
865 /* Temporary get a floor_id (for Arena) */
866 if (!p_ptr->floor_id &&
867 (change_floor_mode & CFM_SAVE_FLOORS) &&
868 !(change_floor_mode & CFM_NO_RETURN))
870 /* Get temporal floor_id */
871 p_ptr->floor_id = get_new_floor_id();
874 /* Search the quest monster index */
875 for (i = 0; i < max_q_idx; i++)
877 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
878 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
879 (quest[i].type == QUEST_TYPE_RANDOM)) &&
880 (quest[i].level == current_floor_ptr->dun_level) &&
881 (p_ptr->dungeon_idx == quest[i].dungeon) &&
882 !(quest[i].flags & QUEST_FLAG_PRESET))
884 quest_r_idx = quest[i].r_idx;
888 /* Maintain quest monsters */
889 for (i = 1; i < current_floor_ptr->m_max; i++)
892 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
894 if (!monster_is_valid(m_ptr)) continue;
896 /* Only maintain quest monsters */
897 if (quest_r_idx != m_ptr->r_idx) continue;
899 /* Extract real monster race */
900 r_ptr = real_r_ptr(m_ptr);
902 /* Ignore unique monsters */
903 if ((r_ptr->flags1 & RF1_UNIQUE) ||
904 (r_ptr->flags7 & RF7_NAZGUL)) continue;
906 /* Delete non-unique quest monsters */
907 delete_monster_idx(i);
910 /* Check if there is a same item */
911 for (i = 0; i < INVEN_PACK; i++)
913 object_type *o_ptr = &p_ptr->inventory_list[i];
915 /* Skip dead objects */
916 if (!o_ptr->k_idx) continue;
918 /* Delete old memorized location of the artifact */
919 if (object_is_fixed_artifact(o_ptr))
921 a_info[o_ptr->name1].floor_id = 0;
925 /* Extract current floor info or NULL */
926 sf_ptr = get_sf_ptr(p_ptr->floor_id);
928 /* Choose random stairs */
929 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
931 locate_connected_stairs(sf_ptr);
934 /* Extract new dungeon level */
935 if (change_floor_mode & CFM_SAVE_FLOORS)
937 /* Extract stair position */
938 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
939 f_ptr = &f_info[g_ptr->feat];
941 /* Get back to old saved floor? */
942 if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
944 /* Saved floor is exist. Use it. */
945 new_floor_id = g_ptr->special;
948 /* Mark shaft up/down */
949 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
951 prepare_change_floor_mode(CFM_SHAFT);
955 /* Climb up/down some sort of stairs */
956 if (change_floor_mode & (CFM_DOWN | CFM_UP))
960 /* Extract level movement number */
961 if (change_floor_mode & CFM_DOWN) move_num = 1;
962 else if (change_floor_mode & CFM_UP) move_num = -1;
964 /* Shafts are deeper than normal stairs */
965 if (change_floor_mode & CFM_SHAFT)
966 move_num += SGN(move_num);
968 /* Get out from or Enter the dungeon */
969 if (change_floor_mode & CFM_DOWN)
971 if (!current_floor_ptr->dun_level)
972 move_num = d_info[p_ptr->dungeon_idx].mindepth;
974 else if (change_floor_mode & CFM_UP)
976 if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
977 move_num = -current_floor_ptr->dun_level;
980 current_floor_ptr->dun_level += move_num;
983 /* Leaving the dungeon to town */
984 if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
986 p_ptr->leaving_dungeon = TRUE;
987 if (!vanilla_town && !lite_town)
989 p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
990 p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
992 p_ptr->recall_dungeon = p_ptr->dungeon_idx;
993 p_ptr->dungeon_idx = 0;
995 /* Reach to the surface -- Clear all saved floors */
996 change_floor_mode &= ~CFM_SAVE_FLOORS;
999 /* Kill some old saved floors */
1000 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1002 /* Kill all saved floors */
1003 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1004 kill_saved_floor(&saved_floors[i]);
1006 /* Reset visit_mark count */
1007 latest_visit_mark = 1;
1009 else if (change_floor_mode & CFM_NO_RETURN)
1011 /* Kill current floor */
1012 kill_saved_floor(sf_ptr);
1015 /* No current floor -- Left/Enter dungeon etc... */
1016 if (!p_ptr->floor_id)
1018 /* No longer need to save current floor */
1023 /* Mark next floor_id on the previous floor */
1027 new_floor_id = get_new_floor_id();
1029 /* Connect from here */
1030 if (g_ptr && !feat_uses_special(g_ptr->feat))
1032 g_ptr->special = new_floor_id;
1036 /* Fix connection -- level teleportation or trap door */
1037 if (change_floor_mode & CFM_RAND_CONNECT)
1039 if (change_floor_mode & CFM_UP)
1040 sf_ptr->upper_floor_id = new_floor_id;
1041 else if (change_floor_mode & CFM_DOWN)
1042 sf_ptr->lower_floor_id = new_floor_id;
1045 /* If you can return, you need to save previous floor */
1046 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1047 !(change_floor_mode & CFM_NO_RETURN))
1049 /* Get out of the my way! */
1052 /* Record the last visit current_world_ptr->game_turn of current floor */
1053 sf_ptr->last_visit = current_world_ptr->game_turn;
1059 /* Save current floor */
1060 if (!save_floor(sf_ptr, 0))
1062 /* Save failed -- No return */
1063 prepare_change_floor_mode(CFM_NO_RETURN);
1065 /* Kill current floor */
1066 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
1073 * @brief フロアの切り替え処理 / Enter new floor.
1076 * If the floor is an old saved floor, it will be\n
1077 * restored from the temporal file. If the floor is new one, new current_floor_ptr->grid_array\n
1078 * will be generated.\n
1080 void change_floor(void)
1082 saved_floor_type *sf_ptr;
1083 bool loaded = FALSE;
1085 /* The dungeon is not ready */
1086 current_world_ptr->character_dungeon = FALSE;
1088 /* No longer in the trap detecteded region */
1089 p_ptr->dtrap = FALSE;
1091 /* Mega-Hack -- no panel yet */
1097 /* Mega-Hack -- not ambushed on the wildness? */
1098 p_ptr->ambush_flag = FALSE;
1100 /* No saved floors (On the surface etc.) */
1101 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1102 !(change_floor_mode & CFM_FIRST_FLOOR))
1104 /* Create current_floor_ptr->grid_array */
1105 generate_random_floor();
1107 /* Paranoia -- No new saved floor */
1111 /* In the dungeon */
1114 /* No floor_id yet */
1118 new_floor_id = get_new_floor_id();
1121 /* Pointer for infomations of new floor */
1122 sf_ptr = get_sf_ptr(new_floor_id);
1124 /* Try to restore old floor */
1125 if (sf_ptr->last_visit)
1127 /* Old saved floor is exist */
1128 if (load_floor(sf_ptr, 0))
1132 /* Forbid return stairs */
1133 if (change_floor_mode & CFM_NO_RETURN)
1135 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
1137 if (!feat_uses_special(g_ptr->feat))
1139 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1141 /* Reset to floor */
1142 g_ptr->feat = feat_ground_type[randint0(100)];
1152 * Set lower/upper_floor_id of new floor when the new
1153 * floor is right-above/right-under the current floor.
1155 * Stair creation/Teleport level/Trap door will take
1156 * you the same floor when you used it later again.
1158 if (p_ptr->floor_id)
1160 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1162 if (change_floor_mode & CFM_UP)
1164 /* New floor is right-above */
1165 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1166 sf_ptr->lower_floor_id = p_ptr->floor_id;
1168 else if (change_floor_mode & CFM_DOWN)
1170 /* New floor is right-under */
1171 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1172 sf_ptr->upper_floor_id = p_ptr->floor_id;
1176 /* Break connection to killed floor */
1179 if (change_floor_mode & CFM_UP)
1180 sf_ptr->lower_floor_id = 0;
1181 else if (change_floor_mode & CFM_DOWN)
1182 sf_ptr->upper_floor_id = 0;
1185 /* Maintain monsters and artifacts */
1189 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
1190 GAME_TURN absence_ticks;
1191 int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
1192 GAME_TURN alloc_times;
1194 while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1195 absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
1197 /* Maintain monsters */
1198 for (i = 1; i < current_floor_ptr->m_max; i++)
1200 monster_race *r_ptr;
1201 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1203 if (!monster_is_valid(m_ptr)) continue;
1208 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1210 /* Remove timed status (except MTIMED_CSLEEP) */
1211 (void)set_monster_fast(i, 0);
1212 (void)set_monster_slow(i, 0);
1213 (void)set_monster_stunned(i, 0);
1214 (void)set_monster_confused(i, 0);
1215 (void)set_monster_monfear(i, 0);
1216 (void)set_monster_invulner(i, 0, FALSE);
1219 /* Extract real monster race */
1220 r_ptr = real_r_ptr(m_ptr);
1222 /* Ignore non-unique */
1223 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1224 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1226 /* Appear at a different floor? */
1227 if (r_ptr->floor_id != new_floor_id)
1229 /* Disapper from here */
1230 delete_monster_idx(i);
1234 /* Maintain artifatcs */
1235 for (i = 1; i < current_floor_ptr->o_max; i++)
1237 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
1239 /* Skip dead objects */
1240 if (!o_ptr->k_idx) continue;
1242 /* Ignore non-artifact */
1243 if (!object_is_fixed_artifact(o_ptr)) continue;
1245 /* Appear at a different floor? */
1246 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1248 /* Disappear from here */
1249 delete_object_idx(i);
1253 /* Cancel preserve */
1254 a_info[o_ptr->name1].cur_num = 1;
1258 (void)place_quest_monsters();
1260 /* Place some random monsters */
1261 alloc_times = absence_ticks / alloc_chance;
1263 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1266 for (i = 0; i < alloc_times; i++)
1268 /* Make a (group of) new monster */
1269 (void)alloc_monster(0, 0);
1274 /* New floor_id or failed to restore */
1275 else /* if (!loaded) */
1277 if (sf_ptr->last_visit)
1279 /* Temporal file is broken? */
1280 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1282 /* Create simple dead end */
1285 /* Break connection */
1286 if (change_floor_mode & CFM_UP)
1288 sf_ptr->upper_floor_id = 0;
1290 else if (change_floor_mode & CFM_DOWN)
1292 sf_ptr->lower_floor_id = 0;
1297 /* Newly create current_floor_ptr->grid_array */
1298 generate_random_floor();
1301 /* Record last visit current_world_ptr->game_turn */
1302 sf_ptr->last_visit = current_world_ptr->game_turn;
1304 /* Set correct current_floor_ptr->dun_level value */
1305 sf_ptr->dun_level = current_floor_ptr->dun_level;
1307 /* Create connected stairs */
1308 if (!(change_floor_mode & CFM_NO_RETURN))
1310 /* Extract stair position */
1311 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
1313 /*** Create connected stairs ***/
1315 /* No stairs down from Quest */
1316 if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
1318 g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1321 /* No stairs up when ironman_downward */
1322 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1324 g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1327 /* Paranoia -- Clear mimic */
1330 /* Connect to previous floor */
1331 g_ptr->special = p_ptr->floor_id;
1335 /* Arrive at random grid */
1336 if (change_floor_mode & (CFM_RAND_PLACE))
1338 (void)new_player_spot();
1341 /* You see stairs blocked */
1342 else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
1346 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1350 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1357 * The "current_world_ptr->game_turn" is not always different number because
1358 * the level teleport doesn't take any current_world_ptr->game_turn. Use
1359 * visit mark instead of last visit current_world_ptr->game_turn to find the
1360 * oldest saved floor.
1362 sf_ptr->visit_mark = latest_visit_mark++;
1365 /* Place preserved pet monsters */
1368 /* Reset travel target place */
1369 forget_travel_flow();
1371 /* Hack -- maintain unique and artifacts */
1372 update_unique_artifact(new_floor_id);
1374 /* Now the player is in new floor */
1375 p_ptr->floor_id = new_floor_id;
1377 /* The dungeon is ready */
1378 current_world_ptr->character_dungeon = TRUE;
1380 /* Hack -- Munchkin characters always get whole map */
1381 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1382 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1384 /* Remember when this level was "created" */
1385 current_floor_ptr->generated_turn = current_world_ptr->game_turn;
1387 /* No dungeon feeling yet */
1388 p_ptr->feeling_turn = current_floor_ptr->generated_turn;
1391 /* Clear all flags */
1392 change_floor_mode = 0L;
1394 select_floor_music();