+++ /dev/null
-/* File: floors.c */
-
-/* Purpose: management of the saved floor */
-
-/*
- * Copyright (c) 2002 Mogami
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
- */
-
-#include "angband.h"
-#include "grid.h"
-
-
-static s16b new_floor_id; /* floor_id of the destination */
-static u32b change_floor_mode; /* Mode flags for changing floor */
-static u32b latest_visit_mark; /* Max number of visit_mark */
-
-
-/*
- * Initialize saved_floors array. Make sure that old temporal files
- * are not remaining as gurbages.
- */
-void init_saved_floors(bool force)
-{
- char floor_savefile[1024];
- int i;
- int fd = -1;
- int mode = 0644;
-
-#ifdef SET_UID
-# ifdef SECURE
- /* Get "games" permissions */
- beGames();
-# endif
-#endif
-
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- {
- saved_floor_type *sf_ptr = &saved_floors[i];
-
- /* File name */
- sprintf(floor_savefile, "%s.F%02d", savefile, i);
-
- /* Grab permissions */
- safe_setuid_grab();
-
- /* Try to create the file */
- fd = fd_make(floor_savefile, mode);
-
- /* Drop permissions */
- safe_setuid_drop();
-
- /* Failed! */
- if (fd < 0)
- {
- if (!force)
- {
-#ifdef JP
- msg_print("¥¨¥é¡¼¡§¸Å¤¤¥Æ¥ó¥Ý¥é¥ê¡¦¥Õ¥¡¥¤¥ë¤¬»Ä¤Ã¤Æ¤¤¤Þ¤¹¡£");
- msg_print("ÊѶòÈÚÅܤòÆó½Å¤Ëµ¯Æ°¤·¤Æ¤¤¤Ê¤¤¤«³Îǧ¤·¤Æ¤¯¤À¤µ¤¤¡£");
- msg_print("²áµî¤ËÊѶòÈÚÅܤ¬¥¯¥é¥Ã¥·¥å¤·¤¿¾ì¹ç¤Ï°ì»þ¥Õ¥¡¥¤¥ë¤ò");
- msg_print("¶¯À©Åª¤Ëºï½ü¤·¤Æ¼Â¹Ô¤ò³¤±¤é¤ì¤Þ¤¹¡£");
- if (!get_check("¶¯À©Åª¤Ëºï½ü¤·¤Æ¤â¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) quit("¼Â¹ÔÃæ»ß");
-#else
- msg_print("Error: There are old temporal files.");
- msg_print("Make sure you are not running two game processes simultaneously.");
- msg_print("If the temporal files are garbages of old crashed process, ");
- msg_print("you can delete it safely.");
- if (!get_check("Do you delete old temporal files? ")) quit("Aborted.");
-#endif
- force = TRUE;
- }
- }
- else
- {
- /* Close the "fd" */
- (void)fd_close(fd);
- }
-
- /* Grab permissions */
- safe_setuid_grab();
-
- /* Simply kill the temporal file */
- (void)fd_kill(floor_savefile);
-
- /* Drop permissions */
- safe_setuid_drop();
-
- sf_ptr->floor_id = 0;
- }
-
- /* No floor_id used yet (No.0 is reserved to indicate non existance) */
- max_floor_id = 1;
-
- /* vist_mark is from 1 */
- latest_visit_mark = 1;
-
- /* A sign to mark temporal files */
- saved_floor_file_sign = time(NULL);
-
- /* No next floor yet */
- new_floor_id = 0;
-
- /* No change floor mode yet */
- change_floor_mode = 0;
-
-#ifdef SET_UID
-# ifdef SECURE
- /* Drop "games" permissions */
- bePlayer();
-# endif
-#endif
-}
-
-
-/*
- * Kill temporal files
- * Should be called just before the game quit.
- */
-void clear_saved_floor_files(void)
-{
- char floor_savefile[1024];
- int i;
-
-#ifdef SET_UID
-# ifdef SECURE
- /* Get "games" permissions */
- beGames();
-# endif
-#endif
-
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- {
- saved_floor_type *sf_ptr = &saved_floors[i];
-
- /* No temporal file */
- if (!sf_ptr->floor_id) continue;
- if (sf_ptr->floor_id == p_ptr->floor_id) continue;
-
- /* File name */
- sprintf(floor_savefile, "%s.F%02d", savefile, i);
-
- /* Grab permissions */
- safe_setuid_grab();
-
- /* Simply kill the temporal file */
- (void)fd_kill(floor_savefile);
-
- /* Drop permissions */
- safe_setuid_drop();
- }
-
-#ifdef SET_UID
-# ifdef SECURE
- /* Drop "games" permissions */
- bePlayer();
-# endif
-#endif
-}
-
-
-/*
- * Get a pointer for an item of the saved_floors array.
- */
-saved_floor_type *get_sf_ptr(s16b floor_id)
-{
- int i;
-
- /* floor_id No.0 indicates no floor */
- if (!floor_id) return NULL;
-
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- {
- saved_floor_type *sf_ptr = &saved_floors[i];
-
- if (sf_ptr->floor_id == floor_id) return sf_ptr;
- }
-
- /* None found */
- return NULL;
-}
-
-
-/*
- * kill a saved floor and get an empty space
- */
-static void kill_saved_floor(saved_floor_type *sf_ptr)
-{
- char floor_savefile[1024];
-
- /* Already empty */
- if (!sf_ptr->floor_id) return;
-
- if (sf_ptr->floor_id == p_ptr->floor_id)
- {
- /* Kill current floor */
- p_ptr->floor_id = 0;
-
- /* Current floor doesn't have temporal file */
- }
- else
- {
- /* File name */
- sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
-
- /* Grab permissions */
- safe_setuid_grab();
-
- /* Simply kill the temporal file */
- (void)fd_kill(floor_savefile);
-
- /* Drop permissions */
- safe_setuid_drop();
- }
-
- /* No longer exists */
- sf_ptr->floor_id = 0;
-}
-
-
-/*
- * Initialize new saved floor and get its floor id. If number of
- * saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
- */
-s16b get_new_floor_id(void)
-{
- saved_floor_type *sf_ptr;
- int i;
-
- /* Look for empty space */
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- {
- sf_ptr = &saved_floors[i];
-
- if (!sf_ptr->floor_id) break;
- }
-
- /* None found */
- if (i == MAX_SAVED_FLOORS)
- {
- int oldest = 0;
- u32b oldest_visit = 0xffffffffL;
-
- /* Search for oldest */
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- {
- sf_ptr = &saved_floors[i];
-
- /* Don't kill current floor */
- if (sf_ptr->floor_id == p_ptr->floor_id) continue;
-
- /* Don't kill newer */
- if (sf_ptr->visit_mark > oldest_visit) continue;
-
- oldest = i;
- oldest_visit = sf_ptr->visit_mark;
- }
-
- /* Kill oldest saved floor */
- sf_ptr = &saved_floors[oldest];
- kill_saved_floor(sf_ptr);
-
- /* Use it */
- i = oldest;
- }
-
- /* Prepare new floor data */
- sf_ptr->savefile_id = i;
- sf_ptr->floor_id = max_floor_id;
- sf_ptr->last_visit = 0;
- sf_ptr->upper_floor_id = 0;
- sf_ptr->lower_floor_id = 0;
- sf_ptr->visit_mark = latest_visit_mark++;
-
- /* sf_ptr->dun_level is not yet decided */
-
-
- /* Increment number of floor_id */
- if (max_floor_id < MAX_SHORT) max_floor_id++;
-
- /* 32767 floor_ids are all used up! Re-use ancient IDs */
- else max_floor_id = 1;
-
- return sf_ptr->floor_id;
-}
-
-
-/*
- * Prepare mode flags of changing floor
- */
-void prepare_change_floor_mode(u32b mode)
-{
- change_floor_mode |= mode;
-}
-
-
-/*
- * Builds the dead end
- */
-static void build_dead_end(void)
-{
- int x,y;
-
- /* Clear and empty the cave */
- clear_cave();
-
- /* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(0);
-
- /* Smallest area */
- cur_hgt = SCREEN_HGT;
- cur_wid = SCREEN_WID;
-
- /* Filled with permanent walls */
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- /* Create "solid" perma-wall */
- cave[y][x].feat = FEAT_PERM_SOLID;
- }
- }
-
- /* Place at center of the floor */
- py = cur_hgt / 2;
- px = cur_wid / 2;
-
- /* Give one square */
- place_floor_bold(py, px);
-}
-
-
-/*
- * Preserve_pets
- */
-static void preserve_pet(void)
-{
- int num, i;
-
- for (num = 0; num < MAX_PARTY_MON; num++)
- {
- party_mon[num].r_idx = 0;
- }
-
- if (p_ptr->riding)
- {
- monster_type *m_ptr = &m_list[p_ptr->riding];
-
- /* Pet of other pet don't follow. */
- if (m_ptr->parent_m_idx)
- {
- p_ptr->riding = 0;
- p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
- p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
- }
- else
- {
- /* Preserve the mount */
- COPY(&party_mon[0], m_ptr, monster_type);
-
- /* Delete from this floor */
- delete_monster_idx(p_ptr->riding);
- }
- }
-
- /*
- * If player is in wild mode, no pets are preserved
- * except a monster whom player riding
- */
- if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
- {
- for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (i == p_ptr->riding) continue;
-
- if (reinit_wilderness)
- {
- /* Don't lose sight of pets when getting a Quest */
- }
- else
- {
- int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
-
- /* Confused (etc.) monsters don't follow. */
- if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
-
- /* Pet of other pet don't follow. */
- if (m_ptr->parent_m_idx) continue;
-
- /*
- * Pets with nickname will follow even from 3 blocks away
- * when you or the pet can see the other.
- */
- if (m_ptr->nickname &&
- (player_has_los_bold(m_ptr->fy, m_ptr->fx) ||
- los(m_ptr->fy, m_ptr->fx, py, px)))
- {
- if (dis > 3) continue;
- }
- else
- {
- if (dis > 1) continue;
- }
- }
-
- COPY(&party_mon[num], &m_list[i], monster_type);
-
- num++;
-
- /* Delete from this floor */
- delete_monster_idx(i);
- }
- }
-
- if (record_named_pet)
- {
- for (i = m_max - 1; i >=1; i--)
- {
- monster_type *m_ptr = &m_list[i];
- char m_name[80];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (!m_ptr->nickname) continue;
- if (p_ptr->riding == i) continue;
-
- monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
- }
- }
-
-
- /* Pet of other pet may disappear. */
- for (i = m_max - 1; i >=1; i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- /* Are there its parent? */
- if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
- {
- /* Its parent have gone, it also goes away. */
-
- if (m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
-#ifdef JP
- msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s disappears!", m_name);
-#endif
- }
-
- /* Delete the monster */
- delete_monster_idx(i);
- }
- }
-}
-
-
-/*
- * Pre-calculate the racial counters of preserved pets
- * To prevent multiple generation of unique monster who is the minion of player
- */
-void precalc_cur_num_of_pet(void)
-{
- monster_type *m_ptr;
- int i;
- int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
-
- for (i = 0; i < max_num; i++)
- {
- m_ptr = &party_mon[i];
-
- /* Skip empty monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Hack -- Increase the racial counter */
- real_r_ptr(m_ptr)->cur_num++;
- }
-}
-
-
-/*
- * Place preserved pet monsters on new floor
- */
-static void place_pet(void)
-{
- int i;
- int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
-
- for (i = 0; i < max_num; i++)
- {
- int cy, cx, m_idx;
-
- if (!(party_mon[i].r_idx)) continue;
-
- if (i == 0)
- {
- m_idx = m_pop();
- p_ptr->riding = m_idx;
- if (m_idx)
- {
- cy = py;
- cx = px;
- }
- }
- else
- {
- int j, d;
-
- for (d = 1; d < 6; d++)
- {
- for (j = 1000; j > 0; j--)
- {
- scatter(&cy, &cx, py, px, d, 0);
- if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !player_bold(cy, cx)) break;
- }
- if (j) break;
- }
- m_idx = (d == 6) ? 0 : m_pop();
- }
-
- if (m_idx)
- {
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr;
-
- cave[cy][cx].m_idx = m_idx;
-
- m_ptr->r_idx = party_mon[i].r_idx;
-
- /* Copy all member of the structure */
- *m_ptr = party_mon[i];
- r_ptr = real_r_ptr(m_ptr);
-
- m_ptr->fy = cy;
- m_ptr->fx = cx;
- m_ptr->ml = TRUE;
- m_ptr->csleep = 0;
-
- /* Paranoia */
- m_ptr->hold_o_idx = 0;
- m_ptr->target_y = 0;
-
- if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
- {
- /* Monster is still being nice */
- m_ptr->mflag |= (MFLAG_NICE);
-
- /* Must repair monsters */
- repair_monsters = TRUE;
- }
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
- lite_spot(cy, cx);
-
- /* Pre-calculated in precalc_cur_num_of_pet() */
- /* r_ptr->cur_num++; */
-
- /* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
-
- /* Hack -- Notice new multi-hued monsters */
- {
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
- shimmer_monsters = TRUE;
- }
- }
- else
- {
- monster_type *m_ptr = &party_mon[i];
- monster_race *r_ptr = real_r_ptr(m_ptr);
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
-#else
- msg_format("You have lost sight of %s.", m_name);
-#endif
- if (record_named_pet && m_ptr->nickname)
- {
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
- }
-
- /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
- if (r_ptr->cur_num) r_ptr->cur_num--;
- }
- }
-
- /* For accuracy of precalc_cur_num_of_pet() */
- C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
-}
-
-
-/*
- * Hack -- Update location of unique monsters and artifacts
- *
- * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly
- * while new floor creation since dungeons may be re-created by
- * auto-scum option.
- */
-static void update_unique_artifact(s16b cur_floor_id)
-{
- int i;
-
- /* Maintain unique monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Extract real monster race */
- r_ptr = real_r_ptr(m_ptr);
-
- /* Memorize location of the unique monster */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags7 & RF7_NAZGUL))
- {
- r_ptr->floor_id = cur_floor_id;
- }
- }
-
- /* Maintain artifatcs */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Memorize location of the artifact */
- if (artifact_p(o_ptr))
- {
- a_info[o_ptr->name1].floor_id = cur_floor_id;
- }
- }
-}
-
-
-/*
- * When a monster is at a place where player will return,
- * Get out of the my way!
- */
-static void get_out_monster(void)
-{
- int tries = 0;
- int dis = 1;
- int oy = py;
- int ox = px;
- int m_idx = cave[oy][ox].m_idx;
-
- /* Nothing to do if no monster */
- if (!m_idx) return;
-
- /* Look until done */
- while (TRUE)
- {
- monster_type *m_ptr;
-
- /* Pick a (possibly illegal) location */
- int ny = rand_spread(oy, dis);
- int nx = rand_spread(ox, dis);
-
- tries++;
-
- /* Stop after 1000 tries */
- if (tries > 10000) return;
-
- /*
- * Increase distance after doing enough tries
- * compared to area of possible space
- */
- if (tries > 20 * dis * dis) dis++;
-
- /* Ignore illegal locations */
- if (!in_bounds(ny, nx)) continue;
-
- /* Require "empty" floor space */
- if (!cave_empty_bold(ny, nx)) continue;
-
- /* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
-
- /* ...nor onto the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
-
- /*** It's a good place ***/
-
- m_ptr = &m_list[m_idx];
-
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
- /* Update the old location */
- cave[oy][ox].m_idx = 0;
-
- /* Move the monster */
- m_ptr->fy = ny;
- m_ptr->fx = nx;
-
- /* No need to do update_mon() */
-
- /* Success */
- return;
- }
-}
-
-
-/*
- * Is this feature has special meaning (except floor_id) with c_ptr->special?
- */
-static bool feat_uses_special(byte feat)
-{
- switch (feat)
- {
- case FEAT_QUEST_ENTER:
- case FEAT_QUEST_EXIT:
- case FEAT_QUEST_DOWN:
- case FEAT_QUEST_UP:
- case FEAT_TOWN:
- case FEAT_ENTRANCE:
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-/*
- * Virtually teleport onto the stairs that is connecting between two
- * floors.
- *
- * Teleport level spell and trap doors will always lead the player to
- * the one of the floors connected by the one of the stairs in the
- * current floor.
- */
-static void locate_connected_stairs(saved_floor_type *sf_ptr)
-{
- int x, y, sx = 0, sy = 0;
- int x_table[20];
- int y_table[20];
- int num = 0;
- int i;
-
- /* Search usable stairs */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- cave_type *c_ptr = &cave[y][x];
- bool ok = FALSE;
-
- if (change_floor_mode & CFM_UP)
- {
- if (c_ptr->feat == FEAT_LESS ||
- c_ptr->feat == FEAT_LESS_LESS)
- {
- ok = TRUE;
-
- /* Found fixed stairs? */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->upper_floor_id)
- {
- sx = x;
- sy = y;
- }
- }
- }
- else if (change_floor_mode & CFM_DOWN)
- {
- if (c_ptr->feat == FEAT_MORE ||
- c_ptr->feat == FEAT_MORE_MORE)
- {
- ok = TRUE;
-
- /* Found fixed stairs */
- if (c_ptr->special &&
- c_ptr->special == sf_ptr->lower_floor_id)
- {
- sx = x;
- sy = y;
- }
- }
- }
-
- if (ok && num < 20)
- {
- x_table[num] = x;
- y_table[num] = y;
- num++;
- }
- }
- }
-
- if (sx)
- {
- /* Already fixed */
- py = sy;
- px = sx;
- }
- else if (!num)
- {
- /* No stairs found! -- No return */
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
-
- /* Mega Hack -- It's not the stairs you enter. Disable it. */
- if (!feat_uses_special(cave[py][px].feat)) cave[py][px].special = 0;
- }
- else
- {
- /* Choose random one */
- i = randint0(num);
-
- /* Point stair location */
- py = y_table[i];
- px = x_table[i];
- }
-}
-
-/*
- * Maintain quest monsters, mark next floor_id at stairs, save current
- * floor, and prepare to enter next floor.
- */
-void leave_floor(void)
-{
- cave_type *c_ptr = NULL;
- saved_floor_type *sf_ptr;
- int quest_r_idx = 0;
- int i;
-
- /* Preserve pets and prepare to take these to next floor */
- preserve_pet();
-
- /* Remove all mirrors without explosion */
- remove_all_mirrors(FALSE);
-
- /* New floor is not yet prepared */
- new_floor_id = 0;
-
- /* Temporary get a floor_id (for Arena) */
- if (!p_ptr->floor_id &&
- (change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_NO_RETURN))
- {
- /* Get temporal floor_id */
- p_ptr->floor_id = get_new_floor_id();
-
- /* Record the dungeon level */
- get_sf_ptr(p_ptr->floor_id)->dun_level = dun_level;
- }
-
-
- /* Search the quest monster index */
- for (i = 0; i < max_quests; i++)
- {
- if ((quest[i].status == QUEST_STATUS_TAKEN) &&
- ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
- (quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].level == dun_level) &&
- (dungeon_type == quest[i].dungeon) &&
- !(quest[i].flags & QUEST_FLAG_PRESET))
- {
- quest_r_idx = quest[i].r_idx;
- }
- }
-
- /* Maintain quest monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Only maintain quest monsters */
- if (quest_r_idx != m_ptr->r_idx) continue;
-
- /* Extract real monster race */
- r_ptr = real_r_ptr(m_ptr);
-
- /* Ignore unique monsters */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags7 & RF7_NAZGUL)) continue;
-
- /* Delete non-unique quest monsters */
- delete_monster_idx(i);
- }
-
- /* Check if there is a same item */
- for (i = 0; i < INVEN_PACK; i++)
- {
- object_type *o_ptr = &inventory[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Delete old memorized location of the artifact */
- if (artifact_p(o_ptr))
- {
- a_info[o_ptr->name1].floor_id = 0;
- }
- }
-
- /* Extract current floor info or NULL */
- sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- /* Choose random stairs */
- if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
- {
- locate_connected_stairs(sf_ptr);
- }
-
- /* Extract new dungeon level */
- if (change_floor_mode & CFM_SAVE_FLOORS)
- {
- /* Extract stair position */
- c_ptr = &cave[py][px];
-
- /* Get back to old saved floor? */
- if (c_ptr->special && !feat_uses_special(c_ptr->feat) && get_sf_ptr(c_ptr->special))
- {
- /* Saved floor is exist. Use it. */
- new_floor_id = c_ptr->special;
- }
-
- /* Mark shaft up/down */
- if (c_ptr->feat == FEAT_LESS_LESS ||
- c_ptr->feat == FEAT_MORE_MORE)
- {
- prepare_change_floor_mode(CFM_SHAFT);
- }
- }
-
- /* Climb up/down some sort of stairs */
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
- {
- int move_num = 0;
-
- /* Extract level movement number */
- if (change_floor_mode & CFM_DOWN) move_num = 1;
- else if (change_floor_mode & CFM_UP) move_num = -1;
-
- /* Shafts are deeper than normal stairs */
- if (change_floor_mode & CFM_SHAFT)
- move_num += SGN(move_num);
-
- /* Get out from or Enter the dungeon */
- if (change_floor_mode & CFM_DOWN)
- {
- if (!dun_level)
- move_num = d_info[dungeon_type].mindepth;
- }
- else if (change_floor_mode & CFM_UP)
- {
- if (dun_level + move_num < d_info[dungeon_type].mindepth)
- move_num = -dun_level;
- }
-
- dun_level += move_num;
- }
-
- /* Leaving the dungeon to town */
- if (!dun_level && dungeon_type)
- {
- p_ptr->leaving_dungeon = TRUE;
- if (!vanilla_town && !lite_town)
- {
- p_ptr->wilderness_y = d_info[dungeon_type].dy;
- p_ptr->wilderness_x = d_info[dungeon_type].dx;
- }
- p_ptr->recall_dungeon = dungeon_type;
- dungeon_type = 0;
-
- /* Reach to the surface -- Clear all saved floors */
- change_floor_mode &= ~CFM_SAVE_FLOORS;
- }
-
- /* Kill some old saved floors */
- if (!(change_floor_mode & CFM_SAVE_FLOORS))
- {
- int i;
-
- /* Kill all saved floors */
- for (i = 0; i < MAX_SAVED_FLOORS; i++)
- kill_saved_floor(&saved_floors[i]);
-
- /* Reset visit_mark count */
- latest_visit_mark = 1;
- }
- else if (change_floor_mode & CFM_NO_RETURN)
- {
- /* Kill current floor */
- kill_saved_floor(sf_ptr);
- }
-
- /* No current floor -- Left/Enter dungeon etc... */
- if (!p_ptr->floor_id)
- {
- /* No longer need to save current floor */
- return;
- }
-
-
- /* Mark next floor_id on the previous floor */
- if (!new_floor_id)
- {
- /* Get new id */
- new_floor_id = get_new_floor_id();
-
- /* Connect from here */
- if (c_ptr && !feat_uses_special(c_ptr->feat))
- {
- c_ptr->special = new_floor_id;
- }
-
- /* Record new dungeon level */
- get_sf_ptr(new_floor_id)->dun_level = dun_level;
- }
-
- /* Fix connection -- level teleportation or trap door */
- if (change_floor_mode & CFM_RAND_CONNECT)
- {
- if (change_floor_mode & CFM_UP)
- sf_ptr->upper_floor_id = new_floor_id;
- else if (change_floor_mode & CFM_DOWN)
- sf_ptr->lower_floor_id = new_floor_id;
- }
-
- /* If you can return, you need to save previous floor */
- if ((change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_NO_RETURN))
- {
- /* Get out of the my way! */
- get_out_monster();
-
- /* Record the last visit turn of current floor */
- sf_ptr->last_visit = turn;
-
- /* Forget the lite */
- forget_lite();
-
- /* Forget the view */
- forget_view();
-
- /* Forget the view */
- clear_mon_lite();
-
- /* Save current floor */
- if (!save_floor(sf_ptr, 0))
- {
- /* Save failed -- No return */
- prepare_change_floor_mode(CFM_NO_RETURN);
-
- /* Kill current floor */
- kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
- }
- }
-}
-
-
-/*
- * Enter new floor. If the floor is an old saved floor, it will be
- * restored from the temporal file. If the floor is new one, new cave
- * will be generated.
- */
-void change_floor(void)
-{
- saved_floor_type *sf_ptr;
- bool loaded = FALSE;
-
- /* The dungeon is not ready */
- character_dungeon = FALSE;
-
- /* No longer in the trap detecteded region */
- p_ptr->dtrap = FALSE;
-
- /* Mega-Hack -- no panel yet */
- panel_row_min = 0;
- panel_row_max = 0;
- panel_col_min = 0;
- panel_col_max = 0;
-
- /* Mega-Hack -- not ambushed on the wildness? */
- ambush_flag = FALSE;
-
- /* No saved floors (On the surface etc.) */
- if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
- !(change_floor_mode & CFM_FIRST_FLOOR))
- {
- /* Create cave */
- generate_cave();
-
- /* Paranoia -- No new saved floor */
- new_floor_id = 0;
- }
-
- /* In the dungeon */
- else
- {
- /* No floor_id yet */
- if (!new_floor_id)
- {
- /* Get new id */
- new_floor_id = get_new_floor_id();
- }
-
- /* Pointer for infomations of new floor */
- sf_ptr = get_sf_ptr(new_floor_id);
-
- /* Try to restore old floor */
- if (sf_ptr->last_visit)
- {
- /* Old saved floor is exist */
- if (load_floor(sf_ptr, 0))
- {
- loaded = TRUE;
-
- /* Forbid return stairs */
- if (change_floor_mode & CFM_NO_RETURN)
- {
- cave_type *c_ptr = &cave[py][px];
-
- if (!feat_uses_special(c_ptr->feat))
- {
- if (change_floor_mode & (CFM_DOWN | CFM_UP))
- {
- /* Reset to floor */
- c_ptr->feat = floor_type[randint0(100)];
- }
-
- c_ptr->special = 0;
- }
- }
- }
- }
-
- /*
- * Set lower/upper_floor_id of new floor when the new
- * floor is right-above/right-under the current floor.
- *
- * Stair creation/Teleport level/Trap door will take
- * you the same floor when you used it later again.
- */
- if (p_ptr->floor_id)
- {
- saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- if (change_floor_mode & CFM_UP)
- {
- /* New floor is right-above */
- if (cur_sf_ptr->upper_floor_id == new_floor_id)
- sf_ptr->lower_floor_id = p_ptr->floor_id;
- }
- else if (change_floor_mode & CFM_DOWN)
- {
- /* New floor is right-under */
- if (cur_sf_ptr->lower_floor_id == new_floor_id)
- sf_ptr->upper_floor_id = p_ptr->floor_id;
- }
- }
-
- /* Maintain monsters and artifacts */
- if (loaded)
- {
- int i;
- s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
- int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
- int alloc_times;
-
- /* Maintain monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_race *r_ptr;
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- if (!is_pet(m_ptr))
- {
- /* Restore HP */
- m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
-
- /* Remove fear */
- m_ptr->monfear = 0;
-
- /* Remove invulnerability */
- m_ptr->invulner = 0;
-
- /* Remove fast status */
- m_ptr->fast = 0;
-
- /* Remove slow status */
- m_ptr->slow = 0;
-
- /* Remove stun */
- m_ptr->stunned = 0;
-
- /* Remove confusion */
- m_ptr->confused = 0;
- }
-
- /* Extract real monster race */
- r_ptr = real_r_ptr(m_ptr);
-
- /* Ignore non-unique */
- if (!(r_ptr->flags1 & RF1_UNIQUE) &&
- !(r_ptr->flags7 & RF7_NAZGUL)) continue;
-
- /* Appear at a different floor? */
- if (r_ptr->floor_id != new_floor_id)
- {
- /* Disapper from here */
- delete_monster_idx(i);
- }
- }
-
- /* Maintain artifatcs */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Ignore non-artifact */
- if (!artifact_p(o_ptr)) continue;
-
- /* Appear at a different floor? */
- if (a_info[o_ptr->name1].floor_id != new_floor_id)
- {
- /* Disappear from here */
- delete_object_idx(i);
- }
- else
- {
- /* Cancel preserve */
- a_info[o_ptr->name1].cur_num = 1;
- }
- }
-
- place_quest_monsters();
-
- /* Place some random monsters */
- alloc_times = absence_ticks / alloc_chance;
-
- if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
- alloc_times++;
-
- for (i = 0; i < alloc_times; i++)
- {
- /* Make a (group of) new monster */
- (void)alloc_monster(0, 0);
- }
- }
-
- /* New floor_id or failed to restore */
- else /* if (!loaded) */
- {
- if (sf_ptr->last_visit)
- {
- /* Temporal file is broken? */
-#ifdef JP
- msg_print("³¬ÃʤϹԤ»ß¤Þ¤ê¤À¤Ã¤¿¡£");
-#else
- msg_print("The staircases come to a dead end...");
-#endif
-
- /* Create simple dead end */
- build_dead_end();
-
- /* Break connection */
- if (change_floor_mode & CFM_UP)
- {
- sf_ptr->upper_floor_id = 0;
- }
- else if (change_floor_mode & CFM_DOWN)
- {
- sf_ptr->lower_floor_id = 0;
- }
- }
- else
- {
- /* Newly create cave */
- generate_cave();
- }
-
- /* Record last visit turn */
- sf_ptr->last_visit = turn;
-
- /* Set correct dun_level value */
- sf_ptr->dun_level = dun_level;
-
- /* Create connected stairs */
- if (!(change_floor_mode & CFM_NO_RETURN))
- {
- /* Extract stair position */
- cave_type *c_ptr = &cave[py][px];
-
- /*** Create connected stairs ***/
-
- /* No stairs down from Quest */
- if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
- {
- if (change_floor_mode & CFM_SHAFT)
- c_ptr->feat = FEAT_MORE_MORE;
- else
- c_ptr->feat = FEAT_MORE;
- }
-
- /* No stairs up when ironman_downward */
- else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
- {
- if (change_floor_mode & CFM_SHAFT)
- c_ptr->feat = FEAT_LESS_LESS;
- else
- c_ptr->feat = FEAT_LESS;
- }
-
- /* Paranoia -- Clear mimic */
- c_ptr->mimic = 0;
-
- /* Connect to previous floor */
- c_ptr->special = p_ptr->floor_id;
- }
- }
-
- /* Arrive at random grid */
- if (change_floor_mode & (CFM_RAND_PLACE))
- {
- (void)new_player_spot();
- }
-
- /* You see stairs blocked */
- else if ((change_floor_mode & CFM_NO_RETURN) &&
- (change_floor_mode & (CFM_DOWN | CFM_UP)))
- {
- if (!p_ptr->blind)
- {
-#ifdef JP
- msg_print("ÆÍÁ³³¬Ãʤ¬ºÉ¤¬¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("Suddenly the stairs is blocked!");
-#endif
- }
- else
- {
-#ifdef JP
- msg_print("¥´¥È¥´¥È¤È²¿¤«²»¤¬¤·¤¿¡£");
-#else
- msg_print("You hear some noises.");
-#endif
- }
- }
-
- /*
- * Update visit mark
- *
- * The "turn" is not always different number because
- * the level teleport doesn't take any turn. Use
- * visit mark instead of last visit turn to find the
- * oldest saved floor.
- */
- sf_ptr->visit_mark = latest_visit_mark++;
- }
-
- /* Place preserved pet monsters */
- place_pet();
-
- /* Hack -- maintain unique and artifacts */
- update_unique_artifact(new_floor_id);
-
- /* Now the player is in new floor */
- p_ptr->floor_id = new_floor_id;
-
- /* The dungeon is ready */
- character_dungeon = TRUE;
-
- /* Hack -- Munchkin characters always get whole map */
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
- wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
-
- /* Remember when this level was "created" */
- old_turn = turn;
-
- /* Clear all flags */
- change_floor_mode = 0L;
-}
-
-
-
-/*
- * Create stairs at or move previously created stairs into the player
- * location.
- */
-void stair_creation(void)
-{
- saved_floor_type *sf_ptr;
- saved_floor_type *dest_sf_ptr;
-
- bool up = TRUE;
- bool down = TRUE;
- s16b dest_floor_id = 0;
-
-
- /* Forbid up staircases on Ironman mode */
- if (ironman_downward) up = FALSE;
-
- /* Forbid down staircases on quest level */
- if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
-
- /* No effect out of standard dungeon floor */
- if (!dun_level || (!up && !down) ||
- (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
- p_ptr->inside_arena || p_ptr->inside_battle)
- {
- /* arena or quest */
-#ifdef JP
- msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
-#else
- msg_print("There is no effect!");
-#endif
- return;
- }
-
- /* Artifacts resists */
- if (!cave_valid_bold(py, px))
- {
-#ifdef JP
- msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
-#else
- msg_print("The object resists the spell.");
-#endif
-
- return;
- }
-
- /* Destroy all objects in the grid */
- delete_object(py, px);
-
- /* Extract current floor data */
- sf_ptr = get_sf_ptr(p_ptr->floor_id);
-
- /* Choose randomly */
- if (up && down)
- {
- if (randint0(100) < 50) up = FALSE;
- else down = FALSE;
- }
-
- /* Destination is already fixed */
- if (up)
- {
- if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
- }
- else
- {
- if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
- }
-
-
- /* Search old stairs leading to the destination */
- if (dest_floor_id)
- {
- int x, y;
-
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- cave_type *c_ptr = &cave[y][x];
-
- if (!c_ptr->special) continue;
- if (feat_uses_special(c_ptr->feat)) continue;
- if (c_ptr->special != dest_floor_id) continue;
-
- /* Remove old stairs */
- c_ptr->special = 0;
- cave_set_feat(y, x, floor_type[randint0(100)]);
- }
- }
- }
-
- /* No old destination -- Get new one now */
- else
- {
- dest_floor_id = get_new_floor_id();
-
- /* Fix it */
- if (up)
- sf_ptr->upper_floor_id = dest_floor_id;
- else
- sf_ptr->lower_floor_id = dest_floor_id;
- }
-
- /* Extract destination floor data */
- dest_sf_ptr = get_sf_ptr(dest_floor_id);
-
-
- /* Create a staircase */
- if (up)
- {
- if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level <= dun_level - 2)
- cave_set_feat(py, px, FEAT_LESS_LESS);
- else
- cave_set_feat(py, px, FEAT_LESS);
- }
- else
- {
- if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level >= dun_level + 2)
- cave_set_feat(py, px, FEAT_MORE_MORE);
- else
- cave_set_feat(py, px, FEAT_MORE);
- }
-
-
- /* Connect this stairs to the destination */
- cave[py][px].special = dest_floor_id;
-}