3 /* Purpose: management of the saved floor */
6 * Copyright (c) 2002 Mogami
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 static s16b new_floor_id; /* floor_id of the destination */
18 static u32b change_floor_mode; /* Mode flags for changing floor */
19 static u32b latest_visit_mark; /* Max number of visit_mark */
23 * Initialize saved_floors array. Make sure that old temporal files
24 * are not remaining as gurbages.
26 void init_saved_floors(void)
28 char floor_savefile[1024];
36 /* Get "games" permissions */
41 for (i = 0; i < MAX_SAVED_FLOORS; i++)
43 saved_floor_type *sf_ptr = &saved_floors[i];
46 sprintf(floor_savefile, "%s.F%02d", savefile, i);
48 /* Grab permissions */
51 /* Try to create the file */
52 fd = fd_make(floor_savefile, mode);
54 /* Drop permissions */
63 msg_print("¥¨¥é¡¼¡§¸Å¤¤¥Æ¥ó¥Ý¥é¥ê¡¦¥Õ¥¡¥¤¥ë¤¬»Ä¤Ã¤Æ¤¤¤Þ¤¹¡£");
64 msg_print("ÊѶòÈÚÅܤòÆó½Å¤Ëµ¯Æ°¤·¤Æ¤¤¤Ê¤¤¤«³Îǧ¤·¤Æ¤¯¤À¤µ¤¤¡£");
65 msg_print("²áµî¤ËÊѶòÈÚÅܤ¬¥¯¥é¥Ã¥·¥å¤·¤¿¾ì¹ç¤Ï°ì»þ¥Õ¥¡¥¤¥ë¤ò");
66 msg_print("¶¯À©Åª¤Ëºï½ü¤·¤Æ¼Â¹Ô¤ò³¤±¤é¤ì¤Þ¤¹¡£");
67 if (!get_check("¶¯À©Åª¤Ëºï½ü¤·¤Æ¤â¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) quit("¼Â¹ÔÃæ»ß");
69 msg_print("Error: There are old temporal files.");
70 msg_print("Make sure you are not running two game processes simultaneously.");
71 msg_print("If the temporal files are garbages of old crashed process, ");
72 msg_print("you can delete it safely.");
73 if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
84 /* Grab permissions */
87 /* Simply kill the temporal file */
88 (void)fd_kill(floor_savefile);
90 /* Drop permissions */
96 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
99 /* vist_mark is from 1 */
100 latest_visit_mark = 1;
102 /* A sign to mark temporal files */
103 saved_floor_file_sign = time(NULL);
105 /* No next floor yet */
108 /* No change floor mode yet */
109 change_floor_mode = 0;
113 /* Drop "games" permissions */
121 * Kill temporal files
122 * Should be called just before the game quit
123 * and before new game discarding saved game.
125 void clear_saved_floor_files(void)
127 char floor_savefile[1024];
132 /* Get "games" permissions */
137 for (i = 0; i < MAX_SAVED_FLOORS; i++)
139 saved_floor_type *sf_ptr = &saved_floors[i];
141 /* No temporal file */
142 if (!sf_ptr->floor_id) continue;
143 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
146 sprintf(floor_savefile, "%s.F%02d", savefile, i);
148 /* Grab permissions */
151 /* Simply kill the temporal file */
152 (void)fd_kill(floor_savefile);
154 /* Drop permissions */
160 /* Drop "games" permissions */
168 * Get a pointer for an item of the saved_floors array.
170 saved_floor_type *get_sf_ptr(s16b floor_id)
174 /* floor_id No.0 indicates no floor */
175 if (!floor_id) return NULL;
177 for (i = 0; i < MAX_SAVED_FLOORS; i++)
179 saved_floor_type *sf_ptr = &saved_floors[i];
181 if (sf_ptr->floor_id == floor_id) return sf_ptr;
190 * kill a saved floor and get an empty space
192 static void kill_saved_floor(saved_floor_type *sf_ptr)
194 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 * Initialize new saved floor and get its floor id. If number of
228 * saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
230 s16b get_new_floor_id(void)
232 saved_floor_type *sf_ptr;
235 /* Look for empty space */
236 for (i = 0; i < MAX_SAVED_FLOORS; i++)
238 sf_ptr = &saved_floors[i];
240 if (!sf_ptr->floor_id) break;
244 if (i == MAX_SAVED_FLOORS)
247 u32b oldest_visit = 0xffffffffL;
249 /* Search for oldest */
250 for (i = 0; i < MAX_SAVED_FLOORS; i++)
252 sf_ptr = &saved_floors[i];
254 /* Don't kill current floor */
255 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
257 /* Don't kill newer */
258 if (sf_ptr->visit_mark > oldest_visit) continue;
261 oldest_visit = sf_ptr->visit_mark;
264 /* Kill oldest saved floor */
265 sf_ptr = &saved_floors[oldest];
266 kill_saved_floor(sf_ptr);
272 /* Prepare new floor data */
273 sf_ptr->savefile_id = i;
274 sf_ptr->floor_id = max_floor_id;
275 sf_ptr->last_visit = 0;
276 sf_ptr->upper_floor_id = 0;
277 sf_ptr->lower_floor_id = 0;
278 sf_ptr->visit_mark = latest_visit_mark++;
280 /* sf_ptr->dun_level is not yet decided */
283 /* Increment number of floor_id */
284 if (max_floor_id < MAX_SHORT) max_floor_id++;
286 /* 32767 floor_ids are all used up! Re-use ancient IDs */
287 else max_floor_id = 1;
289 return sf_ptr->floor_id;
294 * Prepare mode flags of changing floor
296 void prepare_change_floor_mode(u32b mode)
298 change_floor_mode |= mode;
303 * Builds the dead end
305 static void build_dead_end(void)
309 /* Clear and empty the cave */
312 /* Fill the arrays of floors and walls in the good proportions */
313 set_floor_and_wall(0);
316 cur_hgt = SCREEN_HGT;
317 cur_wid = SCREEN_WID;
319 /* Filled with permanent walls */
320 for (y = 0; y < MAX_HGT; y++)
322 for (x = 0; x < MAX_WID; x++)
324 /* Create "solid" perma-wall */
325 cave[y][x].feat = FEAT_PERM_SOLID;
329 /* Place at center of the floor */
333 /* Give one square */
334 place_floor_bold(py, px);
341 static void preserve_pet(void)
345 for (num = 0; num < MAX_PARTY_MON; num++)
347 party_mon[num].r_idx = 0;
352 COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
354 /* Delete from this floor */
355 delete_monster_idx(p_ptr->riding);
359 * If player is in wild mode, no pets are preserved
360 * except a monster whom player riding
362 if (!p_ptr->wild_mode)
364 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
366 monster_type *m_ptr = &m_list[i];
368 if (!m_ptr->r_idx) continue;
369 if (!is_pet(m_ptr)) continue;
370 if (i == p_ptr->riding) continue;
372 if (reinit_wilderness)
374 /* Don't lose sight of pets when getting a Quest */
378 int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
381 * Pets with nickname will follow even from 3 blocks away
382 * when you or the pet can see the other.
384 if (m_ptr->nickname &&
385 (player_has_los_bold(m_ptr->fy, m_ptr->fx) ||
386 los(m_ptr->fy, m_ptr->fx, py, px)))
388 if (dis > 3) continue;
392 if (dis > 1) continue;
394 if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
397 COPY(&party_mon[num], &m_list[i], monster_type);
400 /* Delete from this floor */
401 delete_monster_idx(i);
405 if (record_named_pet)
407 for (i = m_max - 1; i >=1; i--)
409 monster_type *m_ptr = &m_list[i];
412 if (!m_ptr->r_idx) continue;
413 if (!is_pet(m_ptr)) continue;
414 if (!m_ptr->nickname) continue;
415 if (p_ptr->riding == i) continue;
417 monster_desc(m_name, m_ptr, 0x88);
418 do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
425 * Place preserved pet monsters on new floor
427 static void place_pet(void)
431 if (p_ptr->wild_mode) max_num = 1;
432 else max_num = MAX_PARTY_MON;
434 for (i = 0; i < max_num; i++)
438 if (!(party_mon[i].r_idx)) continue;
443 p_ptr->riding = m_idx;
454 for (d = 1; d < 6; d++)
456 for (j = 1000; j > 0; j--)
458 scatter(&cy, &cx, py, px, d, 0);
459 if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !((cy == py) && (cx == px))) break;
463 if (d == 6 || p_ptr->inside_arena || p_ptr->inside_battle)
471 monster_type *m_ptr = &m_list[m_idx];
474 cave[cy][cx].m_idx = m_idx;
476 m_ptr->r_idx = party_mon[i].r_idx;
478 /* Copy all member of the structure */
479 *m_ptr = party_mon[i];
480 r_ptr = real_r_ptr(m_ptr);
488 m_ptr->hold_o_idx = 0;
491 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
493 /* Monster is still being nice */
494 m_ptr->mflag |= (MFLAG_NICE);
496 /* Must repair monsters */
497 repair_monsters = TRUE;
500 /* Update the monster */
501 update_mon(m_idx, TRUE);
504 /* Pre-calculated in precalc_cur_num_of_pet() */
505 /* r_ptr->cur_num++; */
507 /* Hack -- Count the number of "reproducers" */
508 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
510 /* Hack -- Notice new multi-hued monsters */
512 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
513 if ((ap_r_ptr->flags1 & RF1_ATTR_MULTI) || (ap_r_ptr->flags2 & RF2_SHAPECHANGER))
514 shimmer_monsters = TRUE;
519 monster_type *m_ptr = &party_mon[i];
520 monster_race *r_ptr = real_r_ptr(m_ptr);
523 monster_desc(m_name, m_ptr, 0);
525 msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
527 msg_format("You have lost sight of %s.", m_name);
529 if (record_named_pet && m_ptr->nickname)
531 monster_desc(m_name, m_ptr, 0x08);
532 do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
535 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
536 if (r_ptr->cur_num) r_ptr->cur_num--;
540 /* For accuracy of precalc_cur_num_of_pet() */
541 C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
546 * Hack -- Update location of unique monsters and artifacts
548 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly
549 * while new floor creation since dungeons may be re-created by
552 static void update_unique_artifact(s16b cur_floor_id)
556 /* Maintain unique monsters */
557 for (i = 1; i < m_max; i++)
560 monster_type *m_ptr = &m_list[i];
562 /* Skip dead monsters */
563 if (!m_ptr->r_idx) continue;
565 /* Extract real monster race */
566 r_ptr = real_r_ptr(m_ptr);
568 /* Memorize location of the unique monster */
569 if ((r_ptr->flags1 & RF1_UNIQUE) ||
570 (r_ptr->flags7 & RF7_UNIQUE_7))
572 r_ptr->floor_id = cur_floor_id;
576 /* Maintain artifatcs */
577 for (i = 1; i < o_max; i++)
579 object_type *o_ptr = &o_list[i];
581 /* Skip dead objects */
582 if (!o_ptr->k_idx) continue;
584 /* Memorize location of the artifact */
585 if (artifact_p(o_ptr))
587 a_info[o_ptr->name1].floor_id = cur_floor_id;
594 * When a monster is at a place where player will return,
595 * Get out of the my way!
597 static void get_out_monster(void)
603 int m_idx = cave[oy][ox].m_idx;
605 /* Nothing to do if no monster */
608 /* Look until done */
613 /* Pick a (possibly illegal) location */
614 int ny = rand_spread(oy, dis);
615 int nx = rand_spread(ox, dis);
619 /* Stop after 1000 tries */
620 if (tries > 10000) return;
623 * Increase distance after doing enough tries
624 * compared to area of possible space
626 if (tries > 20 * dis * dis) dis++;
628 /* Ignore illegal locations */
629 if (!in_bounds(ny, nx)) continue;
631 /* Require "empty" floor space */
632 if (!cave_empty_bold(ny, nx)) continue;
634 /* Hack -- no teleport onto glyph of warding */
635 if (is_glyph_grid(&cave[ny][nx])) continue;
636 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
638 /* ...nor onto the Pattern */
639 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
640 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
642 /*** It's a good place ***/
644 m_ptr = &m_list[m_idx];
646 /* Update the new location */
647 cave[ny][nx].m_idx = m_idx;
649 /* Update the old location */
650 cave[oy][ox].m_idx = 0;
652 /* Move the monster */
656 /* No need to do update_mon() */
665 * Maintain quest monsters, mark next floor_id at stairs, save current
666 * floor, and prepare to enter next floor.
668 void leave_floor(void)
670 cave_type *c_ptr = NULL;
671 saved_floor_type *sf_ptr;
675 /* Preserve pets and prepare to take these to next floor */
678 /* New floor is not yet prepared */
682 /* From somewhere of the surface to somewhere of the surface */
685 /* No need to save current floor */
689 /* Search the quest monster index */
690 for (i = 0; i < max_quests; i++)
692 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
693 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
694 (quest[i].type == QUEST_TYPE_RANDOM)) &&
695 (quest[i].level == dun_level) &&
696 (dungeon_type == quest[i].dungeon) &&
697 !(quest[i].flags & QUEST_FLAG_PRESET))
699 quest_r_idx = quest[i].r_idx;
703 /* Maintain quest monsters */
704 for (i = 1; i < m_max; i++)
707 monster_type *m_ptr = &m_list[i];
709 /* Skip dead monsters */
710 if (!m_ptr->r_idx) continue;
712 /* Only maintain quest monsters */
713 if (quest_r_idx != m_ptr->r_idx) continue;
715 /* Extract real monster race */
716 r_ptr = real_r_ptr(m_ptr);
718 /* Ignore unique monsters */
719 if ((r_ptr->flags1 & RF1_UNIQUE) ||
720 (r_ptr->flags7 & RF7_UNIQUE_7)) continue;
722 /* Delete non-unique quest monsters */
723 delete_monster_idx(i);
726 /* Check if there is a same item */
727 for (i = 0; i < INVEN_PACK; i++)
729 object_type *o_ptr = &inventory[i];
731 /* Skip dead objects */
732 if (!o_ptr->k_idx) continue;
734 /* Delete old memorized location of the artifact */
735 if (artifact_p(o_ptr))
737 a_info[o_ptr->name1].floor_id = 0;
741 /* Extract current floor info or NULL */
742 sf_ptr = get_sf_ptr(p_ptr->floor_id);
744 /* Choose random stairs */
745 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
747 int x, y, sx = 0, sy = 0;
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];
761 if (change_floor_mode & CFM_UP)
763 /* Found fixed stairs */
764 if (c_ptr->special &&
765 c_ptr->special == sf_ptr->upper_floor_id)
771 if (c_ptr->feat == FEAT_LESS ||
772 c_ptr->feat == FEAT_LESS_LESS)
775 else if (change_floor_mode & CFM_DOWN)
777 /* Found fixed stairs */
778 if (c_ptr->special &&
779 c_ptr->special == sf_ptr->lower_floor_id)
785 if (c_ptr->feat == FEAT_MORE ||
786 c_ptr->feat == FEAT_MORE_MORE)
807 /* No stairs found! -- No return */
808 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
810 /* Mega Hack -- It's not the stairs you enter. Disable it. */
811 cave[py][px].special = 0;
815 /* Choose random one */
818 /* Point stair location */
824 /* Extract new dungeon level */
825 if (!(change_floor_mode & CFM_CLEAR_ALL))
829 /* Extract stair position */
830 c_ptr = &cave[py][px];
832 /* Get back to old saved floor? */
833 if (dun_level && c_ptr->special && get_sf_ptr(c_ptr->special))
835 /* Saved floor is exist. Use it. */
836 new_floor_id = c_ptr->special;
839 /* Extract level movement number */
840 if (change_floor_mode & CFM_DOWN) move_num = 1;
841 else if (change_floor_mode & CFM_UP) move_num = -1;
843 /* Mark shaft up/down */
844 if (c_ptr->feat == FEAT_LESS_LESS ||
845 c_ptr->feat == FEAT_MORE_MORE)
847 prepare_change_floor_mode(CFM_SHAFT);
848 move_num += SGN(move_num);
851 /* Get out from or Enter the dungeon */
852 if (change_floor_mode & CFM_DOWN)
855 move_num = d_info[c_ptr->special].mindepth;
857 else if (change_floor_mode & CFM_UP)
859 if (dun_level + move_num < d_info[dungeon_type].mindepth)
860 move_num = -dun_level;
863 dun_level += move_num;
866 /* Leaving the dungeon to town */
867 if (!dun_level && dungeon_type)
869 p_ptr->leaving_dungeon = TRUE;
870 if (!vanilla_town && !lite_town)
872 p_ptr->wilderness_y = d_info[dungeon_type].dy;
873 p_ptr->wilderness_x = d_info[dungeon_type].dx;
875 p_ptr->recall_dungeon = dungeon_type;
878 /* Reach to the surface -- Clear all saved floors */
879 prepare_change_floor_mode(CFM_CLEAR_ALL);
882 if (change_floor_mode & CFM_CLEAR_ALL)
886 /* Kill all saved floors */
887 for (i = 0; i < MAX_SAVED_FLOORS; i++)
888 kill_saved_floor(&saved_floors[i]);
890 /* Reset visit_mark count */
891 latest_visit_mark = 1;
893 else if (change_floor_mode & CFM_NO_RETURN)
895 /* Kill current floor */
896 kill_saved_floor(sf_ptr);
899 /* No current floor -- Left/Enter dungeon etc... */
900 if (!p_ptr->floor_id)
902 /* No longer need to save current floor */
907 /* Mark next floor_id on the previous floor */
911 new_floor_id = get_new_floor_id();
913 /* Connect from here */
916 c_ptr->special = new_floor_id;
919 /* Record new dungeon level */
920 get_sf_ptr(new_floor_id)->dun_level = dun_level;
923 /* Fix connection -- level teleportation or trap door */
924 if (change_floor_mode & CFM_RAND_CONNECT)
926 if (change_floor_mode & CFM_UP)
927 sf_ptr->upper_floor_id = new_floor_id;
928 else if (change_floor_mode & CFM_DOWN)
929 sf_ptr->lower_floor_id = new_floor_id;
932 /* If you can return, you need to save previous floor */
933 if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL)))
935 /* Get out of the my way! */
938 /* Record the last visit turn of current floor */
939 sf_ptr->last_visit = turn;
941 /* Forget the lite */
944 /* Forget the view */
947 /* Forget the view */
950 /* Save current floor */
951 if (!save_floor(sf_ptr, 0))
953 /* Save failed -- No return */
954 prepare_change_floor_mode(CFM_NO_RETURN);
956 /* Kill current floor */
957 kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
964 * Enter new floor. If the floor is an old saved floor, it will be
965 * restored from the temporal file. If the floor is new one, new cave
968 void change_floor(void)
970 saved_floor_type *sf_ptr;
973 /* The dungeon is not ready */
974 character_dungeon = FALSE;
976 /* No longer in the trap detecteded region */
977 p_ptr->dtrap = FALSE;
979 /* Mega-Hack -- no panel yet */
985 /* Mega-Hack -- not ambushed on the wildness? */
994 /* Paranoia -- Now on the surface */
1001 /* No floor_id yet */
1005 new_floor_id = get_new_floor_id();
1008 /* Pointer for infomations of new floor */
1009 sf_ptr = get_sf_ptr(new_floor_id);
1011 /* Try to restore old floor */
1012 if (sf_ptr->last_visit)
1014 /* Old saved floor is exist */
1015 if (load_floor(sf_ptr, 0))
1019 /* Forbid return stairs */
1020 if (change_floor_mode & CFM_NO_RETURN)
1022 cave_type *c_ptr = &cave[py][px];
1024 /* Reset to floor */
1025 place_floor_grid(c_ptr);
1032 * Set lower/upper_floor_id of new floor when the new
1033 * floor is right-above/right-under the current floor.
1035 * Stair creation/Teleport level/Trap door will take
1036 * you the same floor when you used it later again.
1038 if (p_ptr->floor_id)
1040 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1042 if (change_floor_mode & CFM_UP)
1044 /* New floor is right-above */
1045 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1046 sf_ptr->lower_floor_id = p_ptr->floor_id;
1048 else if (change_floor_mode & CFM_DOWN)
1050 /* New floor is right-under */
1051 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1052 sf_ptr->upper_floor_id = p_ptr->floor_id;
1056 /* Maintain monsters and artifacts */
1060 s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
1061 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1064 /* Maintain monsters */
1065 for (i = 1; i < m_max; i++)
1067 monster_race *r_ptr;
1068 monster_type *m_ptr = &m_list[i];
1070 /* Skip dead monsters */
1071 if (!m_ptr->r_idx) continue;
1076 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1081 /* Remove invulnerability */
1082 m_ptr->invulner = 0;
1084 /* Remove fast status */
1087 /* Remove slow status */
1093 /* Remove confusion */
1094 m_ptr->confused = 0;
1097 /* Extract real monster race */
1098 r_ptr = real_r_ptr(m_ptr);
1100 /* Ignore non-unique */
1101 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1102 !(r_ptr->flags7 & RF7_UNIQUE_7)) continue;
1104 /* Appear at a different floor? */
1105 if (r_ptr->floor_id != new_floor_id)
1107 /* Disapper from here */
1108 delete_monster_idx(i);
1112 /* Maintain artifatcs */
1113 for (i = 1; i < o_max; i++)
1115 object_type *o_ptr = &o_list[i];
1117 /* Skip dead objects */
1118 if (!o_ptr->k_idx) continue;
1120 /* Ignore non-artifact */
1121 if (!artifact_p(o_ptr)) continue;
1123 /* Appear at a different floor? */
1124 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1126 /* Disappear from here */
1127 delete_object_idx(i);
1131 /* Cancel preserve */
1132 a_info[o_ptr->name1].cur_num = 1;
1136 place_quest_monsters();
1138 /* Place some random monsters */
1139 alloc_times = absence_ticks / alloc_chance;
1141 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1144 for (i = 0; i < alloc_times; i++)
1146 /* Make a (group of) new monster */
1147 (void)alloc_monster(0, 0);
1151 /* New floor_id or failed to restore */
1152 else /* if (!loaded) */
1154 if (sf_ptr->last_visit)
1156 /* Temporal file is broken? */
1158 msg_print("³¬ÃʤϹԤ»ß¤Þ¤ê¤À¤Ã¤¿¡£");
1160 msg_print("The staircases come to a dead end...");
1163 /* Create simple dead end */
1166 /* Break connection */
1167 if (change_floor_mode & CFM_UP)
1169 sf_ptr->upper_floor_id = 0;
1171 else if (change_floor_mode & CFM_DOWN)
1173 sf_ptr->lower_floor_id = 0;
1178 /* Newly create cave */
1182 /* Record last visit turn */
1183 sf_ptr->last_visit = turn;
1185 /* Set correct dun_level value */
1186 sf_ptr->dun_level = dun_level;
1188 /* Creat connected stairs */
1189 if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL)) && dun_level)
1193 /* Extract stair position */
1194 cave_type *c_ptr = &cave[py][px];
1196 /*** Create connected stairs ***/
1198 /* No stairs down from Quest */
1199 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1201 if (change_floor_mode & CFM_SHAFT)
1202 c_ptr->feat = FEAT_MORE_MORE;
1204 c_ptr->feat = FEAT_MORE;
1207 /* No stairs up when ironman_downward */
1208 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1210 if (change_floor_mode & CFM_SHAFT)
1211 c_ptr->feat = FEAT_LESS_LESS;
1213 c_ptr->feat = FEAT_LESS;
1223 /* Paranoia -- Clear mimic */
1226 /* Connect to previous floor */
1227 c_ptr->special = p_ptr->floor_id;
1232 /* Arrive at random grid */
1233 if (change_floor_mode & (CFM_RAND_PLACE))
1235 (void)new_player_spot();
1238 /* You see stairs blocked */
1239 else if (change_floor_mode & CFM_NO_RETURN)
1244 msg_print("ÆÍÁ³³¬Ãʤ¬ºÉ¤¬¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
1246 msg_print("Suddenly the stairs is blocked!");
1252 msg_print("¥´¥È¥´¥È¤È²¿¤«²»¤¬¤·¤¿¡£");
1254 msg_print("You hear some noises.");
1262 * The "turn" is not always different number because
1263 * the level teleport doesn't take any turn. Use
1264 * visit mark instead of last visit turn to find the
1265 * oldest saved floor.
1267 sf_ptr->visit_mark = latest_visit_mark++;
1270 /* Place preserved pet monsters */
1273 /* Hack -- maintain unique and artifacts */
1274 update_unique_artifact(new_floor_id);
1276 /* Now the player is in new floor */
1277 p_ptr->floor_id = new_floor_id;
1279 /* The dungeon is ready */
1280 character_dungeon = TRUE;
1282 /* Hack -- Munchkin characters always get whole map */
1283 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1284 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1286 /* Remember when this level was "created" */
1289 /* Clear all flags */
1290 change_floor_mode = 0L;
1296 * Create stairs at or move previously created stairs into the player
1299 void stair_creation(void)
1301 saved_floor_type *sf_ptr;
1302 saved_floor_type *dest_sf_ptr;
1306 s16b dest_floor_id = 0;
1309 /* Forbid up staircases on Ironman mode */
1310 if (ironman_downward) up = FALSE;
1312 /* Forbid down staircases on quest level */
1313 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1315 /* No effect out of standard dungeon floor */
1316 if (!dun_level || (!up && !down) ||
1317 (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) ||
1318 p_ptr->inside_arena || p_ptr->inside_battle)
1320 /* arena or quest */
1322 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
1324 msg_print("There is no effect!");
1329 /* Artifacts resists */
1330 if (!cave_valid_bold(py, px))
1333 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1335 msg_print("The object resists the spell.");
1341 /* Destroy all objects in the grid */
1342 delete_object(py, px);
1344 /* Extract current floor data */
1345 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1347 /* Choose randomly */
1350 if (randint0(100) < 50) up = FALSE;
1354 /* Destination is already fixed */
1357 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1361 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1365 /* Search old stairs leading to the destination */
1370 for (y = 0; y < cur_hgt; y++)
1372 for (x = 0; x < cur_wid; x++)
1374 cave_type *c_ptr = &cave[y][x];
1376 if (!c_ptr->special) continue;
1377 if (c_ptr->special != dest_floor_id) continue;
1379 /* Remove old stairs */
1381 cave_set_feat(y, x, floor_type[randint0(100)]);
1386 /* No old destination -- Get new one now */
1389 dest_floor_id = get_new_floor_id();
1393 sf_ptr->upper_floor_id = dest_floor_id;
1395 sf_ptr->lower_floor_id = dest_floor_id;
1398 /* Extract destination floor data */
1399 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1402 /* Create a staircase */
1405 if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level <= dun_level - 2)
1406 cave_set_feat(py, px, FEAT_LESS_LESS);
1408 cave_set_feat(py, px, FEAT_LESS);
1412 if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level >= dun_level + 2)
1413 cave_set_feat(py, px, FEAT_MORE_MORE);
1415 cave_set_feat(py, px, FEAT_MORE);
1419 /* Connect this stairs to the destination */
1420 cave[py][px].special = dest_floor_id;