/*! * @brief 現在フロアの書き込み / * Write the current dungeon (new method) * @return なし */ static bool wr_dungeon(void) { saved_floor_type *cur_sf_ptr; int i; /* Forget the lite */ forget_lite(); /* Forget the view */ forget_view(); /* Forget the view */ clear_mon_lite(); /* Update lite/view */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE); /* Update monsters */ p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW); /*** Meta info ***/ /* Number of floor_id used from birth */ wr_s16b(max_floor_id); /* Current dungeon type */ wr_byte(dungeon_type); /*** No saved floor (On the surface etc.) ***/ if (!p_ptr->floor_id) { /* No array elements */ wr_byte(0); /* Write the current floor data */ wr_saved_floor(NULL); /* Success */ return TRUE; } /*** In the dungeon ***/ /* Number of array elements */ wr_byte(MAX_SAVED_FLOORS); /* Write the saved_floors array */ for (i = 0; i < MAX_SAVED_FLOORS; i++) { saved_floor_type *sf_ptr = &saved_floors[i]; wr_s16b(sf_ptr->floor_id); wr_byte(sf_ptr->savefile_id); wr_s16b(sf_ptr->dun_level); wr_s32b(sf_ptr->last_visit); wr_u32b(sf_ptr->visit_mark); wr_s16b(sf_ptr->upper_floor_id); wr_s16b(sf_ptr->lower_floor_id); } /* Extract pointer to current floor */ cur_sf_ptr = get_sf_ptr(p_ptr->floor_id); /* Save current floor to temporal file */ if (!save_floor(cur_sf_ptr, (SLF_SECOND))) return FALSE; /* Move data in temporal files to the savefile */ for (i = 0; i < MAX_SAVED_FLOORS; i++) { saved_floor_type *sf_ptr = &saved_floors[i]; /* Unused element */ if (!sf_ptr->floor_id) continue; /* Load temporal saved floor file */ if (load_floor(sf_ptr, (SLF_SECOND | SLF_NO_KILL))) { /* Mark success */ wr_byte(0); /* Write saved floor data to the save file */ wr_saved_floor(sf_ptr); } else { /* Mark failure */ wr_byte(1); } } /* Restore current floor */ if (!load_floor(cur_sf_ptr, (SLF_SECOND))) return FALSE; /* Success */ return TRUE; }
/*! * @brief プレイヤーの手による能動的な階段生成処理 / * Create stairs at or move previously created stairs into the player location. * @return なし */ 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("効果がありません!"); #else msg_print("There is no effect!"); #endif return; } /* Artifacts resists */ if (!cave_valid_bold(p_ptr->y, p_ptr->x)) { #ifdef JP msg_print("床上のアイテムが呪文を跳ね返した。"); #else msg_print("The object resists the spell."); #endif return; } /* Destroy all objects in the grid */ delete_object(p_ptr->y, p_ptr->x); /* Extract current floor data */ sf_ptr = get_sf_ptr(p_ptr->floor_id); /* Paranoia */ if (!sf_ptr) { /* No floor id? -- Create now! */ p_ptr->floor_id = get_new_floor_id(); 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) { cave_set_feat(p_ptr->y, p_ptr->x, (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair); } else { cave_set_feat(p_ptr->y, p_ptr->x, (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair); } /* Connect this stairs to the destination */ cave[p_ptr->y][p_ptr->x].special = dest_floor_id; }
/*! * @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)); } } }
/*! * @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(); }