void _grasp_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Vampiric Grasp");
        break;
    case SPELL_DESC:
        var_set_string(res, "Pulls a target creature to you.");
        break;
    case SPELL_CAST:
    {
        int           m_idx;
        bool          fear = FALSE;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[MAX_NLEN];

        var_set_bool(res, FALSE);

        if (!target_set(TARGET_KILL)) break;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;

        var_set_bool(res, TRUE);

        m_idx = cave[target_row][target_col].m_idx;
        m_ptr = &m_list[m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s is unaffected!", m_name);
                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s resists!", m_name);
                break;
            }
        }
        msg_format("You grasp %s.", m_name);
        teleport_monster_to(m_idx, py, px, 100, TELEPORT_PASSIVE);
        mon_take_hit(m_idx, damroll(10, 10), &fear, extract_note_dies(real_r_ptr(m_ptr)));
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Exemple #2
0
/*!
 * @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
 * @return なし
 * @details
 * 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++;
	}
}
Exemple #3
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;
		}
	}
}
Exemple #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));
		}
	}
}
Exemple #5
0
/*!
 * @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
 * @return なし
 */
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++)
	{
		POSITION cy = 0, cx = 0;
		MONSTER_IDX 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 = p_ptr->y;
				cx = p_ptr->x;
			}
		}
		else
		{
			int j;
			POSITION d;

			for (d = 1; d < 6; d++)
			{
				for (j = 1000; j > 0; j--)
				{
					scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
					if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) 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->mtimed[MTIMED_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とはぐれてしまった。", 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, RECORD_NAMED_PET_LOST_SIGHT, 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() */
	(void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
}
Exemple #6
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();
}
/*
 * Generates a random dungeon level            -RAK-
 *
 * Hack -- regenerate any "overflow" levels
 */
void generate_cave(void)
{
    int num;

    /* Fill the arrays of floors and walls in the good proportions */
    set_floor_and_wall(dungeon_type);

    /* Generate */
    for (num = 0; TRUE; num++)
    {
        bool okay = TRUE;
        cptr why = NULL;

        clear_cave();

        /* Build the arena -KMW- */
        if (p_ptr->inside_arena)
        {
            arena_gen();
        }
        /* Build the battle -KMW- */
        else if (p_ptr->inside_battle)
        {
            battle_gen();
        }
        /* Enter a special quest level from the wilderness (QUEST_ENTER(id)) */
        else if (enter_quest)
        {
            quests_generate(enter_quest);
            enter_quest = 0;
        }
        /* Build the town */
        else if (!dun_level)
        {
            /* Make the wilderness */
            if (p_ptr->wild_mode) wilderness_gen_small();
            else wilderness_gen();
        }
        /* Build a real level, possibly a quest level.
         * The quest level might want to generate itself 
         * or it might simply need to 'place quest monsters' */
        else
        {
            quest_ptr q;
            quests_on_generate(dungeon_type, dun_level);
            q = quests_get_current();
            if (q && (q->flags & QF_GENERATE))
                quest_generate(q);
            else
            {
                okay = level_gen(&why);
                if (okay && q)
                    okay = quest_post_generate(q);
            }
        }


        if (o_max >= max_o_idx)
        {
            why = "too many objects";
            okay = FALSE;
        }
        else if (m_max >= max_m_idx)
        {
            why = "too many monsters";
            okay = FALSE;
        }

        if (okay)
            break;
        if (why)
            msg_format("Generation restarted (%s)", why);

        wipe_o_list();
        wipe_m_list();
    }
    glow_deep_lava_and_bldg();
    p_ptr->enter_dungeon = FALSE;
    wipe_generate_cave_flags();

#if 0
    wiz_lite(FALSE);
    detect_all(255);
    if (1)
    {
        int i, ct = 0;
        char buf[MAX_NLEN];
        for (i = 0; i < max_o_idx; i++)
        {
            if (!o_list[i].k_idx) continue;
            ct++;
            identify_item(&o_list[i]);
            o_list[i].ident |= IDENT_MENTAL;
            if (o_list[i].name1 || o_list[i].name2)
            {
                object_desc(buf, &o_list[i], 0);
                msg_print(buf);
            }
        }
        msg_format("Objects=%d", ct);
    }
    {
        int i;
        int lvl = 0, ct = 0, uniques = 0, ct_drops = 0;
        for (i = 1; i < max_m_idx; i++)
        {
        monster_type *m_ptr = &m_list[i];
        monster_race *r_ptr;

            if (!m_ptr->r_idx) continue;
            r_ptr = real_r_ptr(m_ptr);
            ct++;
            ct_drops += m_ptr->drop_ct;
            lvl += r_ptr->level;
            if (r_ptr->flags1 & RF1_UNIQUE)
                uniques++;
        }
        msg_format("DL=%d, Monsters=%d, Drops=%d, <ML>= %d, Uniques=%d", dun_level, ct, ct_drops, lvl/MAX(ct, 1), uniques);
        for (i = 0; i < ct_drops; i++)
        {
            object_type forge;
            char        buf[MAX_NLEN];

            make_object(&forge, 0); /* TODO: DROP_GOOD? */
            /*if (forge.name1 || forge.name2)*/
            if (forge.curse_flags)
            {
                identify_item(&forge);
                forge.ident |= IDENT_MENTAL;
                object_desc(buf, &forge, 0);
                msg_print(buf);
            }
        }
    }
#endif
}