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
17 static s16b new_floor_id; /*!<次のフロアのID / floor_id of the destination */
18 static u32b change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
19 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
23 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
24 * @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。
25 * @details Make sure that old temporal files are not remaining as gurbages.
28 void init_saved_floors(bool force)
30 char floor_savefile[1024];
37 /* Get "games" permissions */
42 for (i = 0; i < MAX_SAVED_FLOORS; i++)
44 saved_floor_type *sf_ptr = &saved_floors[i];
47 sprintf(floor_savefile, "%s.F%02d", savefile, i);
49 /* Grab permissions */
52 /* Try to create the file */
53 fd = fd_make(floor_savefile, mode);
55 /* 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。");
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。");
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");
67 msg_print("強制的に削除して実行を続けられます。");
68 if (!get_check("強制的に削除してもよろしいですか?")) quit("実行中止");
70 msg_print("Error: There are old temporal files.");
71 msg_print("Make sure you are not running two game processes simultaneously.");
72 msg_print("If the temporal files are garbages of old crashed process, ");
73 msg_print("you can delete it safely.");
74 if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
85 /* Grab permissions */
88 /* Simply kill the temporal file */
89 (void)fd_kill(floor_savefile);
91 /* Drop permissions */
97 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
100 /* vist_mark is from 1 */
101 latest_visit_mark = 1;
103 /* A sign to mark temporal files */
104 saved_floor_file_sign = time(NULL);
106 /* No next floor yet */
109 /* No change floor mode yet */
110 change_floor_mode = 0;
114 /* Drop "games" permissions */
121 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
122 * @details Should be called just before the game quit.
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 */
167 * @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.
168 * @param floor_id 保存フロアID
169 * @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。
171 saved_floor_type *get_sf_ptr(s16b floor_id)
175 /* floor_id No.0 indicates no floor */
176 if (!floor_id) return NULL;
178 for (i = 0; i < MAX_SAVED_FLOORS; i++)
180 saved_floor_type *sf_ptr = &saved_floors[i];
182 if (sf_ptr->floor_id == floor_id) return sf_ptr;
191 * @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
192 * @param sf_ptr 保存フロアの参照ポインタ
195 static void kill_saved_floor(saved_floor_type *sf_ptr)
197 char floor_savefile[1024];
203 if (!sf_ptr->floor_id) return;
205 if (sf_ptr->floor_id == p_ptr->floor_id)
207 /* Kill current floor */
210 /* Current floor doesn't have temporal file */
215 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
217 /* Grab permissions */
220 /* Simply kill the temporal file */
221 (void)fd_kill(floor_savefile);
223 /* Drop permissions */
227 /* No longer exists */
228 sf_ptr->floor_id = 0;
233 * @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.
234 * @return 利用可能な保存フロアID
236 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
238 s16b get_new_floor_id(void)
240 saved_floor_type *sf_ptr = NULL;
243 /* Look for empty space */
244 for (i = 0; i < MAX_SAVED_FLOORS; i++)
246 sf_ptr = &saved_floors[i];
248 if (!sf_ptr->floor_id) break;
252 if (i == MAX_SAVED_FLOORS)
255 u32b oldest_visit = 0xffffffffL;
257 /* Search for oldest */
258 for (i = 0; i < MAX_SAVED_FLOORS; i++)
260 sf_ptr = &saved_floors[i];
262 /* Don't kill current floor */
263 if (sf_ptr->floor_id == p_ptr->floor_id) continue;
265 /* Don't kill newer */
266 if (sf_ptr->visit_mark > oldest_visit) continue;
269 oldest_visit = sf_ptr->visit_mark;
272 /* Kill oldest saved floor */
273 sf_ptr = &saved_floors[oldest];
274 kill_saved_floor(sf_ptr);
280 /* Prepare new floor data */
281 sf_ptr->savefile_id = i;
282 sf_ptr->floor_id = max_floor_id;
283 sf_ptr->last_visit = 0;
284 sf_ptr->upper_floor_id = 0;
285 sf_ptr->lower_floor_id = 0;
286 sf_ptr->visit_mark = latest_visit_mark++;
288 /* sf_ptr->dun_level may be changed later */
289 sf_ptr->dun_level = dun_level;
292 /* Increment number of floor_id */
293 if (max_floor_id < MAX_SHORT) max_floor_id++;
295 /* 32767 floor_ids are all used up! Re-use ancient IDs */
296 else max_floor_id = 1;
298 return sf_ptr->floor_id;
303 * @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
304 * @param mode 追加したい所持フラグ
307 void prepare_change_floor_mode(u32b mode)
309 change_floor_mode |= mode;
313 * @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
316 static void build_dead_end(void)
320 /* Clear and empty the cave */
323 /* Fill the arrays of floors and walls in the good proportions */
324 set_floor_and_wall(0);
327 cur_hgt = SCREEN_HGT;
328 cur_wid = SCREEN_WID;
330 /* Filled with permanent walls */
331 for (y = 0; y < MAX_HGT; y++)
333 for (x = 0; x < MAX_WID; x++)
335 /* Create "solid" perma-wall */
336 place_solid_perm_bold(y, x);
340 /* Place at center of the floor */
341 p_ptr->y = cur_hgt / 2;
342 p_ptr->x = cur_wid / 2;
344 /* Give one square */
345 place_floor_bold(p_ptr->y, p_ptr->x);
347 wipe_generate_cave_flags();
352 #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 */
353 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 */
356 * @brief フロア移動時のペット保存処理 / Preserve_pets
359 static void preserve_pet(void)
363 for (num = 0; num < MAX_PARTY_MON; num++)
365 party_mon[num].r_idx = 0;
370 monster_type *m_ptr = &m_list[p_ptr->riding];
372 /* Pet of other pet don't follow. */
373 if (m_ptr->parent_m_idx)
376 p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
377 p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
381 /* Preserve the mount */
382 (void)COPY(&party_mon[0], m_ptr, monster_type);
384 /* Delete from this floor */
385 delete_monster_idx(p_ptr->riding);
390 * If player is in wild mode, no pets are preserved
391 * except a monster whom player riding
393 if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
395 for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
397 monster_type *m_ptr = &m_list[i];
399 if (!m_ptr->r_idx) continue;
400 if (!is_pet(m_ptr)) continue;
401 if (i == p_ptr->riding) continue;
403 if (reinit_wilderness)
405 /* Don't lose sight of pets when getting a Quest */
409 int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
411 /* Confused (etc.) monsters don't follow. */
412 if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
414 /* Pet of other pet don't follow. */
415 if (m_ptr->parent_m_idx) continue;
418 * Pets with nickname will follow even from 3 blocks away
419 * when you or the pet can see the other.
421 if (m_ptr->nickname &&
422 ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
423 (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))))
425 if (dis > 3) continue;
429 if (dis > 1) continue;
433 (void)COPY(&party_mon[num], &m_list[i], monster_type);
437 /* Delete from this floor */
438 delete_monster_idx(i);
442 if (record_named_pet)
444 for (i = m_max - 1; i >=1; i--)
446 monster_type *m_ptr = &m_list[i];
449 if (!m_ptr->r_idx) continue;
450 if (!is_pet(m_ptr)) continue;
451 if (!m_ptr->nickname) continue;
452 if (p_ptr->riding == i) continue;
454 monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
455 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
460 /* Pet of other pet may disappear. */
461 for (i = m_max - 1; i >=1; i--)
463 monster_type *m_ptr = &m_list[i];
465 /* Are there its parent? */
466 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
468 /* Its parent have gone, it also goes away. */
474 /* Acquire the monster name */
475 monster_desc(m_name, m_ptr, 0);
478 msg_format("%sは消え去った!", m_name);
480 msg_format("%^s disappears!", m_name);
484 /* Delete the monster */
485 delete_monster_idx(i);
492 * @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
495 * To prevent multiple generation of unique monster who is the minion of player
497 void precalc_cur_num_of_pet(void)
501 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
503 for (i = 0; i < max_num; i++)
505 m_ptr = &party_mon[i];
507 /* Skip empty monsters */
508 if (!m_ptr->r_idx) continue;
510 /* Hack -- Increase the racial counter */
511 real_r_ptr(m_ptr)->cur_num++;
516 * @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
519 static void place_pet(void)
522 int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
524 for (i = 0; i < max_num; i++)
526 position cy = 0, cx = 0;
529 if (!(party_mon[i].r_idx)) continue;
534 p_ptr->riding = m_idx;
545 for (d = 1; d < 6; d++)
547 for (j = 1000; j > 0; j--)
549 scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
550 if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
554 m_idx = (d == 6) ? 0 : m_pop();
559 monster_type *m_ptr = &m_list[m_idx];
562 cave[cy][cx].m_idx = m_idx;
564 m_ptr->r_idx = party_mon[i].r_idx;
566 /* Copy all member of the structure */
567 *m_ptr = party_mon[i];
568 r_ptr = real_r_ptr(m_ptr);
573 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
576 m_ptr->hold_o_idx = 0;
579 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
581 /* Monster is still being nice */
582 m_ptr->mflag |= (MFLAG_NICE);
584 /* Must repair monsters */
585 repair_monsters = TRUE;
588 /* Update the monster */
589 update_mon(m_idx, TRUE);
592 /* Pre-calculated in precalc_cur_num_of_pet() */
593 /* r_ptr->cur_num++; */
595 /* Hack -- Count the number of "reproducers" */
596 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
598 /* Hack -- Notice new multi-hued monsters */
600 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
601 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
602 shimmer_monsters = TRUE;
607 monster_type *m_ptr = &party_mon[i];
608 monster_race *r_ptr = real_r_ptr(m_ptr);
611 monster_desc(m_name, m_ptr, 0);
613 msg_format("%sとはぐれてしまった。", m_name);
615 msg_format("You have lost sight of %s.", m_name);
617 if (record_named_pet && m_ptr->nickname)
619 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
620 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
623 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
624 if (r_ptr->cur_num) r_ptr->cur_num--;
628 /* For accuracy of precalc_cur_num_of_pet() */
629 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
634 * @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
635 * @param cur_floor_id 現在のフロアID
638 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
639 * while new floor creation since dungeons may be re-created by\n
640 * auto-scum option.\n
642 static void update_unique_artifact(s16b cur_floor_id)
646 /* Maintain unique monsters */
647 for (i = 1; i < m_max; i++)
650 monster_type *m_ptr = &m_list[i];
652 /* Skip dead monsters */
653 if (!m_ptr->r_idx) continue;
655 /* Extract real monster race */
656 r_ptr = real_r_ptr(m_ptr);
658 /* Memorize location of the unique monster */
659 if ((r_ptr->flags1 & RF1_UNIQUE) ||
660 (r_ptr->flags7 & RF7_NAZGUL))
662 r_ptr->floor_id = cur_floor_id;
666 /* Maintain artifatcs */
667 for (i = 1; i < o_max; i++)
669 object_type *o_ptr = &o_list[i];
671 /* Skip dead objects */
672 if (!o_ptr->k_idx) continue;
674 /* Memorize location of the artifact */
675 if (object_is_fixed_artifact(o_ptr))
677 a_info[o_ptr->name1].floor_id = cur_floor_id;
684 * @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,
687 static void get_out_monster(void)
693 int m_idx = cave[oy][ox].m_idx;
695 /* Nothing to do if no monster */
698 /* Look until done */
703 /* Pick a (possibly illegal) location */
704 int ny = rand_spread(oy, dis);
705 int nx = rand_spread(ox, dis);
709 /* Stop after 1000 tries */
710 if (tries > 10000) return;
713 * Increase distance after doing enough tries
714 * compared to area of possible space
716 if (tries > 20 * dis * dis) dis++;
718 /* Ignore illegal locations */
719 if (!in_bounds(ny, nx)) continue;
721 /* Require "empty" floor space */
722 if (!cave_empty_bold(ny, nx)) continue;
724 /* Hack -- no teleport onto glyph of warding */
725 if (is_glyph_grid(&cave[ny][nx])) continue;
726 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
728 /* ...nor onto the Pattern */
729 if (pattern_tile(ny, nx)) continue;
731 /*** It's a good place ***/
733 m_ptr = &m_list[m_idx];
735 /* Update the old location */
736 cave[oy][ox].m_idx = 0;
738 /* Update the new location */
739 cave[ny][nx].m_idx = m_idx;
741 /* Move the monster */
745 /* No need to do update_mon() */
753 * 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?
755 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
759 * @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.
760 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
763 static void locate_connected_stairs(saved_floor_type *sf_ptr)
765 int x, y, sx = 0, sy = 0;
771 /* Search usable stairs */
772 for (y = 0; y < cur_hgt; y++)
774 for (x = 0; x < cur_wid; x++)
776 cave_type *c_ptr = &cave[y][x];
777 feature_type *f_ptr = &f_info[c_ptr->feat];
780 if (change_floor_mode & CFM_UP)
782 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
783 !have_flag(f_ptr->flags, FF_SPECIAL))
787 /* Found fixed stairs? */
788 if (c_ptr->special &&
789 c_ptr->special == sf_ptr->upper_floor_id)
797 else if (change_floor_mode & CFM_DOWN)
799 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
800 !have_flag(f_ptr->flags, FF_SPECIAL))
804 /* Found fixed stairs */
805 if (c_ptr->special &&
806 c_ptr->special == sf_ptr->lower_floor_id)
816 if (have_flag(f_ptr->flags, FF_BLDG))
822 if (ok && (num < 20))
839 /* No stairs found! -- No return */
840 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
842 /* Mega Hack -- It's not the stairs you enter. Disable it. */
843 if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
847 /* Choose random one */
850 /* Point stair location */
851 p_ptr->y = y_table[i];
852 p_ptr->x = x_table[i];
857 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
858 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
861 void leave_floor(void)
863 cave_type *c_ptr = NULL;
865 saved_floor_type *sf_ptr;
869 /* Preserve pets and prepare to take these to next floor */
872 /* Remove all mirrors without explosion */
873 remove_all_mirrors(FALSE);
875 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
877 /* New floor is not yet prepared */
880 /* Temporary get a floor_id (for Arena) */
881 if (!p_ptr->floor_id &&
882 (change_floor_mode & CFM_SAVE_FLOORS) &&
883 !(change_floor_mode & CFM_NO_RETURN))
885 /* Get temporal floor_id */
886 p_ptr->floor_id = get_new_floor_id();
890 /* Search the quest monster index */
891 for (i = 0; i < max_quests; i++)
893 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
894 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
895 (quest[i].type == QUEST_TYPE_RANDOM)) &&
896 (quest[i].level == dun_level) &&
897 (dungeon_type == quest[i].dungeon) &&
898 !(quest[i].flags & QUEST_FLAG_PRESET))
900 quest_r_idx = quest[i].r_idx;
904 /* Maintain quest monsters */
905 for (i = 1; i < m_max; i++)
908 monster_type *m_ptr = &m_list[i];
910 /* Skip dead monsters */
911 if (!m_ptr->r_idx) continue;
913 /* Only maintain quest monsters */
914 if (quest_r_idx != m_ptr->r_idx) continue;
916 /* Extract real monster race */
917 r_ptr = real_r_ptr(m_ptr);
919 /* Ignore unique monsters */
920 if ((r_ptr->flags1 & RF1_UNIQUE) ||
921 (r_ptr->flags7 & RF7_NAZGUL)) continue;
923 /* Delete non-unique quest monsters */
924 delete_monster_idx(i);
927 /* Check if there is a same item */
928 for (i = 0; i < INVEN_PACK; i++)
930 object_type *o_ptr = &inventory[i];
932 /* Skip dead objects */
933 if (!o_ptr->k_idx) continue;
935 /* Delete old memorized location of the artifact */
936 if (object_is_fixed_artifact(o_ptr))
938 a_info[o_ptr->name1].floor_id = 0;
942 /* Extract current floor info or NULL */
943 sf_ptr = get_sf_ptr(p_ptr->floor_id);
945 /* Choose random stairs */
946 if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
948 locate_connected_stairs(sf_ptr);
951 /* Extract new dungeon level */
952 if (change_floor_mode & CFM_SAVE_FLOORS)
954 /* Extract stair position */
955 c_ptr = &cave[p_ptr->y][p_ptr->x];
956 f_ptr = &f_info[c_ptr->feat];
958 /* Get back to old saved floor? */
959 if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
961 /* Saved floor is exist. Use it. */
962 new_floor_id = c_ptr->special;
965 /* Mark shaft up/down */
966 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
968 prepare_change_floor_mode(CFM_SHAFT);
972 /* Climb up/down some sort of stairs */
973 if (change_floor_mode & (CFM_DOWN | CFM_UP))
977 /* Extract level movement number */
978 if (change_floor_mode & CFM_DOWN) move_num = 1;
979 else if (change_floor_mode & CFM_UP) move_num = -1;
981 /* Shafts are deeper than normal stairs */
982 if (change_floor_mode & CFM_SHAFT)
983 move_num += SGN(move_num);
985 /* Get out from or Enter the dungeon */
986 if (change_floor_mode & CFM_DOWN)
989 move_num = d_info[dungeon_type].mindepth;
991 else if (change_floor_mode & CFM_UP)
993 if (dun_level + move_num < d_info[dungeon_type].mindepth)
994 move_num = -dun_level;
997 dun_level += move_num;
1000 /* Leaving the dungeon to town */
1001 if (!dun_level && dungeon_type)
1003 p_ptr->leaving_dungeon = TRUE;
1004 if (!vanilla_town && !lite_town)
1006 p_ptr->wilderness_y = d_info[dungeon_type].dy;
1007 p_ptr->wilderness_x = d_info[dungeon_type].dx;
1009 p_ptr->recall_dungeon = dungeon_type;
1012 /* Reach to the surface -- Clear all saved floors */
1013 change_floor_mode &= ~CFM_SAVE_FLOORS;
1016 /* Kill some old saved floors */
1017 if (!(change_floor_mode & CFM_SAVE_FLOORS))
1019 /* Kill all saved floors */
1020 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1021 kill_saved_floor(&saved_floors[i]);
1023 /* Reset visit_mark count */
1024 latest_visit_mark = 1;
1026 else if (change_floor_mode & CFM_NO_RETURN)
1028 /* Kill current floor */
1029 kill_saved_floor(sf_ptr);
1032 /* No current floor -- Left/Enter dungeon etc... */
1033 if (!p_ptr->floor_id)
1035 /* No longer need to save current floor */
1040 /* Mark next floor_id on the previous floor */
1044 new_floor_id = get_new_floor_id();
1046 /* Connect from here */
1047 if (c_ptr && !feat_uses_special(c_ptr->feat))
1049 c_ptr->special = new_floor_id;
1053 /* Fix connection -- level teleportation or trap door */
1054 if (change_floor_mode & CFM_RAND_CONNECT)
1056 if (change_floor_mode & CFM_UP)
1057 sf_ptr->upper_floor_id = new_floor_id;
1058 else if (change_floor_mode & CFM_DOWN)
1059 sf_ptr->lower_floor_id = new_floor_id;
1062 /* If you can return, you need to save previous floor */
1063 if ((change_floor_mode & CFM_SAVE_FLOORS) &&
1064 !(change_floor_mode & CFM_NO_RETURN))
1066 /* Get out of the my way! */
1069 /* Record the last visit turn of current floor */
1070 sf_ptr->last_visit = turn;
1072 /* Forget the lite */
1075 /* Forget the view */
1078 /* Forget the view */
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(p_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 cave\n
1100 * will be generated.\n
1102 void change_floor(void)
1104 saved_floor_type *sf_ptr;
1105 bool loaded = FALSE;
1107 /* The dungeon is not ready */
1108 character_dungeon = FALSE;
1110 /* No longer in the trap detecteded region */
1111 p_ptr->dtrap = FALSE;
1113 /* Mega-Hack -- no panel yet */
1119 /* Mega-Hack -- not ambushed on the wildness? */
1120 ambush_flag = FALSE;
1122 /* No saved floors (On the surface etc.) */
1123 if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
1124 !(change_floor_mode & CFM_FIRST_FLOOR))
1129 /* Paranoia -- No new saved floor */
1133 /* In the dungeon */
1136 /* No floor_id yet */
1140 new_floor_id = get_new_floor_id();
1143 /* Pointer for infomations of new floor */
1144 sf_ptr = get_sf_ptr(new_floor_id);
1146 /* Try to restore old floor */
1147 if (sf_ptr->last_visit)
1149 /* Old saved floor is exist */
1150 if (load_floor(sf_ptr, 0))
1154 /* Forbid return stairs */
1155 if (change_floor_mode & CFM_NO_RETURN)
1157 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1159 if (!feat_uses_special(c_ptr->feat))
1161 if (change_floor_mode & (CFM_DOWN | CFM_UP))
1163 /* Reset to floor */
1164 c_ptr->feat = floor_type[randint0(100)];
1174 * Set lower/upper_floor_id of new floor when the new
1175 * floor is right-above/right-under the current floor.
1177 * Stair creation/Teleport level/Trap door will take
1178 * you the same floor when you used it later again.
1180 if (p_ptr->floor_id)
1182 saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
1184 if (change_floor_mode & CFM_UP)
1186 /* New floor is right-above */
1187 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1188 sf_ptr->lower_floor_id = p_ptr->floor_id;
1190 else if (change_floor_mode & CFM_DOWN)
1192 /* New floor is right-under */
1193 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1194 sf_ptr->upper_floor_id = p_ptr->floor_id;
1198 /* Break connection to killed floor */
1201 if (change_floor_mode & CFM_UP)
1202 sf_ptr->lower_floor_id = 0;
1203 else if (change_floor_mode & CFM_DOWN)
1204 sf_ptr->upper_floor_id = 0;
1207 /* Maintain monsters and artifacts */
1211 s32b tmp_last_visit = sf_ptr->last_visit;
1213 int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
1216 while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1217 absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
1219 /* Maintain monsters */
1220 for (i = 1; i < m_max; i++)
1222 monster_race *r_ptr;
1223 monster_type *m_ptr = &m_list[i];
1225 /* Skip dead monsters */
1226 if (!m_ptr->r_idx) continue;
1231 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1233 /* Remove timed status (except MTIMED_CSLEEP) */
1234 (void)set_monster_fast(i, 0);
1235 (void)set_monster_slow(i, 0);
1236 (void)set_monster_stunned(i, 0);
1237 (void)set_monster_confused(i, 0);
1238 (void)set_monster_monfear(i, 0);
1239 (void)set_monster_invulner(i, 0, FALSE);
1242 /* Extract real monster race */
1243 r_ptr = real_r_ptr(m_ptr);
1245 /* Ignore non-unique */
1246 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1247 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1249 /* Appear at a different floor? */
1250 if (r_ptr->floor_id != new_floor_id)
1252 /* Disapper from here */
1253 delete_monster_idx(i);
1257 /* Maintain artifatcs */
1258 for (i = 1; i < o_max; i++)
1260 object_type *o_ptr = &o_list[i];
1262 /* Skip dead objects */
1263 if (!o_ptr->k_idx) continue;
1265 /* Ignore non-artifact */
1266 if (!object_is_fixed_artifact(o_ptr)) continue;
1268 /* Appear at a different floor? */
1269 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1271 /* Disappear from here */
1272 delete_object_idx(i);
1276 /* Cancel preserve */
1277 a_info[o_ptr->name1].cur_num = 1;
1281 (void)place_quest_monsters();
1283 /* Place some random monsters */
1284 alloc_times = absence_ticks / alloc_chance;
1286 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1289 for (i = 0; i < alloc_times; i++)
1291 /* Make a (group of) new monster */
1292 (void)alloc_monster(0, 0);
1297 /* New floor_id or failed to restore */
1298 else /* if (!loaded) */
1300 if (sf_ptr->last_visit)
1302 /* Temporal file is broken? */
1304 msg_print("階段は行き止まりだった。");
1306 msg_print("The staircases come to a dead end...");
1309 /* Create simple dead end */
1312 /* Break connection */
1313 if (change_floor_mode & CFM_UP)
1315 sf_ptr->upper_floor_id = 0;
1317 else if (change_floor_mode & CFM_DOWN)
1319 sf_ptr->lower_floor_id = 0;
1324 /* Newly create cave */
1328 /* Record last visit turn */
1329 sf_ptr->last_visit = turn;
1331 /* Set correct dun_level value */
1332 sf_ptr->dun_level = dun_level;
1334 /* Create connected stairs */
1335 if (!(change_floor_mode & CFM_NO_RETURN))
1337 /* Extract stair position */
1338 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1340 /*** Create connected stairs ***/
1342 /* No stairs down from Quest */
1343 if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
1345 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
1348 /* No stairs up when ironman_downward */
1349 else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
1351 c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
1354 /* Paranoia -- Clear mimic */
1357 /* Connect to previous floor */
1358 c_ptr->special = p_ptr->floor_id;
1362 /* Arrive at random grid */
1363 if (change_floor_mode & (CFM_RAND_PLACE))
1365 (void)new_player_spot();
1368 /* You see stairs blocked */
1369 else if ((change_floor_mode & CFM_NO_RETURN) &&
1370 (change_floor_mode & (CFM_DOWN | CFM_UP)))
1375 msg_print("突然階段が塞がれてしまった。");
1377 msg_print("Suddenly the stairs is blocked!");
1383 msg_print("ゴトゴトと何か音がした。");
1385 msg_print("You hear some noises.");
1393 * The "turn" is not always different number because
1394 * the level teleport doesn't take any turn. Use
1395 * visit mark instead of last visit turn to find the
1396 * oldest saved floor.
1398 sf_ptr->visit_mark = latest_visit_mark++;
1401 /* Place preserved pet monsters */
1404 /* Reset travel target place */
1405 forget_travel_flow();
1407 /* Hack -- maintain unique and artifacts */
1408 update_unique_artifact(new_floor_id);
1410 /* Now the player is in new floor */
1411 p_ptr->floor_id = new_floor_id;
1413 /* The dungeon is ready */
1414 character_dungeon = TRUE;
1416 /* Hack -- Munchkin characters always get whole map */
1417 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1418 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1420 /* Remember when this level was "created" */
1423 /* No dungeon feeling yet */
1424 p_ptr->feeling_turn = old_turn;
1427 /* Clear all flags */
1428 change_floor_mode = 0L;
1430 select_floor_music();
1434 * @brief プレイヤーの手による能動的な階段生成処理 /
1435 * Create stairs at or move previously created stairs into the player location.
1438 void stair_creation(void)
1440 saved_floor_type *sf_ptr;
1441 saved_floor_type *dest_sf_ptr;
1445 s16b dest_floor_id = 0;
1448 /* Forbid up staircases on Ironman mode */
1449 if (ironman_downward) up = FALSE;
1451 /* Forbid down staircases on quest level */
1452 if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
1454 /* No effect out of standard dungeon floor */
1455 if (!dun_level || (!up && !down) ||
1456 (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
1457 p_ptr->inside_arena || p_ptr->inside_battle)
1459 /* arena or quest */
1461 msg_print("効果がありません!");
1463 msg_print("There is no effect!");
1468 /* Artifacts resists */
1469 if (!cave_valid_bold(p_ptr->y, p_ptr->x))
1472 msg_print("床上のアイテムが呪文を跳ね返した。");
1474 msg_print("The object resists the spell.");
1480 /* Destroy all objects in the grid */
1481 delete_object(p_ptr->y, p_ptr->x);
1483 /* Extract current floor data */
1484 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1489 /* No floor id? -- Create now! */
1490 p_ptr->floor_id = get_new_floor_id();
1491 sf_ptr = get_sf_ptr(p_ptr->floor_id);
1494 /* Choose randomly */
1497 if (randint0(100) < 50) up = FALSE;
1501 /* Destination is already fixed */
1504 if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
1508 if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
1512 /* Search old stairs leading to the destination */
1517 for (y = 0; y < cur_hgt; y++)
1519 for (x = 0; x < cur_wid; x++)
1521 cave_type *c_ptr = &cave[y][x];
1523 if (!c_ptr->special) continue;
1524 if (feat_uses_special(c_ptr->feat)) continue;
1525 if (c_ptr->special != dest_floor_id) continue;
1527 /* Remove old stairs */
1529 cave_set_feat(y, x, floor_type[randint0(100)]);
1534 /* No old destination -- Get new one now */
1537 dest_floor_id = get_new_floor_id();
1541 sf_ptr->upper_floor_id = dest_floor_id;
1543 sf_ptr->lower_floor_id = dest_floor_id;
1546 /* Extract destination floor data */
1547 dest_sf_ptr = get_sf_ptr(dest_floor_id);
1550 /* Create a staircase */
1553 cave_set_feat(p_ptr->y, p_ptr->x,
1554 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
1555 feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
1559 cave_set_feat(p_ptr->y, p_ptr->x,
1560 (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
1561 feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
1565 /* Connect this stairs to the destination */
1566 cave[p_ptr->y][p_ptr->x].special = dest_floor_id;