Ejemplo n.º 1
0
/*!
 * @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
 * @param cur_floor_id 現在のフロアID
 * @return なし
 * @details 
 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
 * while new floor creation since dungeons may be re-created by\n
 * auto-scum option.\n
 */
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 (object_is_fixed_artifact(o_ptr))
		{
			a_info[o_ptr->name1].floor_id = cur_floor_id;
		}
	}
}
Ejemplo n.º 2
0
/*!
 * @brief アイテムの質を選択して再生成する /
 * Apply magic to an item or turn it into an artifact. -Bernd-
 * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
 * @return なし
 */
static void wiz_reroll_item(object_type *o_ptr)
{
	object_type forge;
	object_type *q_ptr;

	char ch;

	bool changed = FALSE;


	/* Hack -- leave artifacts alone */
	if (object_is_artifact(o_ptr)) return;


	/* Get local object */
	q_ptr = &forge;

	/* Copy the object */
	object_copy(q_ptr, o_ptr);


	/* Main loop. Ask for magification and artifactification */
	while (TRUE)
	{
		/* Display full item debug information */
		wiz_display_item(q_ptr);

		/* Ask wizard what to do. */
		if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
		{
			/* Preserve wizard-generated artifacts */
			if (object_is_fixed_artifact(q_ptr))
			{
				a_info[q_ptr->name1].cur_num = 0;
				q_ptr->name1 = 0;
			}

			changed = FALSE;
			break;
		}

		/* Create/change it! */
		if (ch == 'A' || ch == 'a')
		{
			changed = TRUE;
			break;
		}

		/* Preserve wizard-generated artifacts */
		if (object_is_fixed_artifact(q_ptr))
		{
			a_info[q_ptr->name1].cur_num = 0;
			q_ptr->name1 = 0;
		}

		switch(ch)
		{
			/* Apply bad magic, but first clear object */
			case 'w': case 'W':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
				break;
			}
			/* Apply bad magic, but first clear object */
			case 'c': case 'C':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
				break;
			}
			/* Apply normal magic, but first clear object */
			case 'n': case 'N':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
				break;
			}
			/* Apply good magic, but first clear object */
			case 'g': case 'G':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
				break;
			}
			/* Apply great magic, but first clear object */
			case 'e': case 'E':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
				break;
			}
			/* Apply special magic, but first clear object */
			case 's': case 'S':
			{
				object_prep(q_ptr, o_ptr->k_idx);
				apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);

				/* Failed to create artifact; make a random one */
				if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
				break;
			}
		}
		q_ptr->iy = o_ptr->iy;
		q_ptr->ix = o_ptr->ix;
		q_ptr->next_o_idx = o_ptr->next_o_idx;
		q_ptr->marked = o_ptr->marked;
	}


	/* Notice change */
	if (changed)
	{
		/* Apply changes */
		object_copy(o_ptr, q_ptr);

		/* Recalculate bonuses */
		p_ptr->update |= (PU_BONUS);

		/* Combine / Reorder the pack (later) */
		p_ptr->notice |= (PN_COMBINE | PN_REORDER);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
	}
}
Ejemplo n.º 3
0
/*!
 * @brief 検査対象のアイテムを基準とした生成テストを行う /
 * Try to create an item again. Output some statistics.    -Bernd-
 * @param o_ptr 生成テストの基準となるアイテム情報の参照ポインタ
 * @return なし
 * The statistics are correct now.  We acquire a clean grid, and then
 * repeatedly place an object in this grid, copying it into an item
 * holder, and then deleting the object.  We fiddle with the artifact
 * counter flags to prevent weirdness.  We use the items to collect
 * statistics on item creation relative to the initial item.
 */
static void wiz_statistics(object_type *o_ptr)
{
	u32b i, matches, better, worse, other, correct;

	u32b test_roll = 1000000;

	char ch;
	cptr quality;

	u32b mode;

	object_type forge;
	object_type	*q_ptr;

	cptr q = "Rolls: %ld  Correct: %ld  Matches: %ld  Better: %ld  Worse: %ld  Other: %ld";

	cptr p = "Enter number of items to roll: ";
	char tmp_val[80];


	/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
	if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;


	/* Interact */
	while (TRUE)
	{
		cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";

		/* Display item */
		wiz_display_item(o_ptr);

		/* Get choices */
		if (!get_com(pmt, &ch, FALSE)) break;

		if (ch == 'n' || ch == 'N')
		{
			mode = 0L;
			quality = "normal";
		}
		else if (ch == 'g' || ch == 'G')
		{
			mode = AM_GOOD;
			quality = "good";
		}
		else if (ch == 'e' || ch == 'E')
		{
			mode = AM_GOOD | AM_GREAT;
			quality = "excellent";
		}
		else
		{
			break;
		}

		sprintf(tmp_val, "%ld", (long int)test_roll);
		if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
		test_roll = MAX(1, test_roll);

		/* Let us know what we are doing */
		msg_format("Creating a lot of %s items. Base level = %d.",
					  quality, dun_level);
		msg_print(NULL);

		/* Set counters to zero */
		correct = matches = better = worse = other = 0;

		/* Let's rock and roll */
		for (i = 0; i <= test_roll; i++)
		{
			/* Output every few rolls */
			if ((i < 100) || (i % 100 == 0))
			{
				/* Do not wait */
				inkey_scan = TRUE;

				/* Allow interupt */
				if (inkey())
				{
					/* Flush */
					flush();

					/* Stop rolling */
					break;
				}

				/* Dump the stats */
				prt(format(q, i, correct, matches, better, worse, other), 0, 0);
				Term_fresh();
			}


			/* Get local object */
			q_ptr = &forge;

			/* Wipe the object */
			object_wipe(q_ptr);

			/* Create an object */
			make_object(q_ptr, mode);


			/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
			if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;


			/* Test for the same tval and sval. */
			if ((o_ptr->tval) != (q_ptr->tval)) continue;
			if ((o_ptr->sval) != (q_ptr->sval)) continue;

			/* One more correct item */
			correct++;

			/* Check for match */
			if ((q_ptr->pval == o_ptr->pval) &&
				 (q_ptr->to_a == o_ptr->to_a) &&
				 (q_ptr->to_h == o_ptr->to_h) &&
				 (q_ptr->to_d == o_ptr->to_d) &&
				 (q_ptr->name1 == o_ptr->name1))
			{
				matches++;
			}

			/* Check for better */
			else if ((q_ptr->pval >= o_ptr->pval) &&
						(q_ptr->to_a >= o_ptr->to_a) &&
						(q_ptr->to_h >= o_ptr->to_h) &&
						(q_ptr->to_d >= o_ptr->to_d))
			{
				better++;
			}

			/* Check for worse */
			else if ((q_ptr->pval <= o_ptr->pval) &&
						(q_ptr->to_a <= o_ptr->to_a) &&
						(q_ptr->to_h <= o_ptr->to_h) &&
						(q_ptr->to_d <= o_ptr->to_d))
			{
				worse++;
			}

			/* Assume different */
			else
			{
				other++;
			}
		}

		/* Final dump */
		msg_format(q, i, correct, matches, better, worse, other);
		msg_print(NULL);
	}


	/* Hack -- Normally only make a single artifact */
	if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
}
Ejemplo n.º 4
0
/*!
 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
 * @return なし
 */
void leave_floor(void)
{
	cave_type *c_ptr = NULL;
	feature_type *f_ptr;
	saved_floor_type *sf_ptr;
	int quest_r_idx = 0;
	DUNGEON_IDX i;

	/* Preserve pets and prepare to take these to next floor */
	preserve_pet();

	/* Remove all mirrors without explosion */
	remove_all_mirrors(FALSE);

	if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(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();
	}


	/* Search the quest monster index */
	for (i = 0; i < max_q_idx; 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 (object_is_fixed_artifact(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[p_ptr->y][p_ptr->x];
		f_ptr = &f_info[c_ptr->feat];

		/* Get back to old saved floor? */
		if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
		{
			/* Saved floor is exist.  Use it. */
			new_floor_id = c_ptr->special;
		}

		/* Mark shaft up/down */
		if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
		{
			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))
	{
		/* 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;
		}
	}

	/* 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));
		}
	}
}
Ejemplo n.º 5
0
/*!
 * @brief フロアの切り替え処理 / Enter new floor.
 * @return なし
 * @details
 * If the floor is an old saved floor, it will be\n
 * restored from the temporal file.  If the floor is new one, new cave\n
 * will be generated.\n
 */
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[p_ptr->y][p_ptr->x];

					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;
			}
		}

		/* Break connection to killed floor */
		else
		{
			if (change_floor_mode & CFM_UP)
				sf_ptr->lower_floor_id = 0;
			else if (change_floor_mode & CFM_DOWN)
				sf_ptr->upper_floor_id = 0;
		}

		/* Maintain monsters and artifacts */
		if (loaded)
		{
			IDX i;
			s32b tmp_last_visit = sf_ptr->last_visit;
			s32b absence_ticks;
			int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
			int alloc_times;

			while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
			absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;

			/* 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 timed status (except MTIMED_CSLEEP) */
					(void)set_monster_fast(i, 0);
					(void)set_monster_slow(i, 0);
					(void)set_monster_stunned(i, 0);
					(void)set_monster_confused(i, 0);
					(void)set_monster_monfear(i, 0);
					(void)set_monster_invulner(i, 0, FALSE);
				}

				/* 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 (!object_is_fixed_artifact(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;
				}
			}

			(void)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("階段は行き止まりだった。");
#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[p_ptr->y][p_ptr->x];

				/*** Create connected stairs ***/

				/* No stairs down from Quest */
				if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
				}

				/* No stairs up when ironman_downward */
				else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
				}

				/* 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("突然階段が塞がれてしまった。");
#else
				msg_print("Suddenly the stairs is blocked!");
#endif
			}
			else
			{
#ifdef JP
				msg_print("ゴトゴトと何か音がした。");
#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();

	/* Reset travel target place */
	forget_travel_flow();

	/* 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;

	/* No dungeon feeling yet */
	p_ptr->feeling_turn = old_turn;
	p_ptr->feeling = 0;

	/* Clear all flags */
	change_floor_mode = 0L;

	select_floor_music();
}
Ejemplo n.º 6
0
/*
 * Check if an object is artifact
 */
bool object_is_artifact(object_type *o_ptr)
{
	if (object_is_fixed_artifact(o_ptr) || o_ptr->art_name) return TRUE;

	return FALSE;
}
Ejemplo n.º 7
0
/*
 * Places "streamers" of rock through dungeon
 *
 * Note that their are actually six different terrain features used
 * to represent streamers.  Three each of magma and quartz, one for
 * basic vein, one with hidden gold, and one with known gold.  The
 * hidden gold types are currently unused.
 */
void build_streamer(int feat, int chance)
{
    int        i, tx, ty;
    int        y, x, dir;
    int dummy = 0;

    cave_type *c_ptr;
    feature_type *f_ptr;

    feature_type *streamer_ptr = &f_info[feat];
    bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
    bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);

    /* Hack -- Choose starting point */
    y = rand_spread(cur_hgt / 2, cur_hgt / 6);
    x = rand_spread(cur_wid / 2, cur_wid / 6);

    /* Choose a random compass direction */
    dir = ddd[randint0(8)];

    /* Place streamer into dungeon */
    while (dummy < SAFE_MAX_ATTEMPTS)
    {
        dummy++;

        /* One grid per density */
        for (i = 0; i < DUN_STR_DEN; i++)
        {
            int d = DUN_STR_RNG;

            /* Pick a nearby grid */
            while (1)
            {
                ty = rand_spread(y, d);
                tx = rand_spread(x, d);
                if (!in_bounds2(ty, tx)) continue;
                break;
            }

            /* Access the grid */
            c_ptr = &cave[ty][tx];
            f_ptr = &f_info[c_ptr->feat];

            if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
                continue;

            /* Do not convert permanent features */
            if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;

            /* Only convert "granite" walls */
            if (streamer_is_wall)
            {
                if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
                if (is_closed_door(c_ptr->feat)) continue;
            }

            if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0)))
            {
                /* Delete the monster (if any) */
                delete_monster(ty, tx);
            }

            if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
            {
                s16b this_o_idx, next_o_idx = 0;

                /* Scan all objects in the grid */
                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                    /* Acquire object */
                    object_type *o_ptr = &o_list[this_o_idx];

                    /* Acquire next object */
                    next_o_idx = o_ptr->next_o_idx;

                    /* Hack -- Preserve unknown artifacts */
                    if (object_is_fixed_artifact(o_ptr))
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name1].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (o_ptr->name3)
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name3].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (cheat_peek && o_ptr->art_name)
                    {
                        msg_print("One of the random artifacts was deleted by streamer.");
                    }
                }

                /* Delete objects */
                delete_object(ty, tx);
            }

            /* Clear previous contents, add proper vein type */
            c_ptr->feat = feat;

            /* Paranoia: Clear mimic field */
            c_ptr->mimic = 0;

            if (streamer_may_have_gold)
            {
                /* Hack -- Add some known treasure */
                if (one_in_(chance))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                }

                /* Hack -- Add some hidden treasure */
                else if (one_in_(chance / 4))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                    cave_alter_feat(ty, tx, FF_ENSECRET);
                }
            }
        }

        if (dummy >= SAFE_MAX_ATTEMPTS)
        {
            if (cheat_room)
            {
                msg_print("Warning! Could not place streamer!");

            }
            return;
        }


        /* Advance the streamer */
        y += ddy[dir];
        x += ddx[dir];

        /* Quit before leaving the dungeon */
        if (!in_bounds(y, x)) break;
    }
}