1 #include "action/movement-execution.h"
2 #include "action/open-close-execution.h"
3 #include "art-definition/art-sword-types.h"
4 #include "cmd-action/cmd-attack.h"
5 #include "core/disturbance.h"
6 #include "core/player-update-types.h"
7 #include "core/stuff-handler.h"
8 #include "floor/floor.h"
9 #include "floor/pattern-walk.h"
10 #include "game-option/input-options.h"
11 #include "grid/feature.h"
12 #include "grid/grid.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "main/sound-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags-resistance.h"
18 #include "monster-race/race-flags1.h"
19 #include "monster-race/race-flags2.h"
20 #include "monster-race/race-flags7.h"
21 #include "monster-race/race-flags8.h"
22 #include "monster/monster-describer.h"
23 #include "monster/monster-info.h"
24 #include "monster/monster-status-setter.h"
25 #include "monster/monster-status.h"
26 #include "mutation/mutation-flag-types.h"
27 #include "object/warning.h"
28 #include "player/player-move.h"
29 #include "system/floor-type-definition.h"
30 #include "system/object-type-definition.h"
31 #include "util/bit-flags-calculator.h"
32 #include "view/display-messages.h"
35 #include "locale/english.h"
40 * Determine if a "boundary" grid is "floor mimic"
41 * @param grid_type *g_ptr
42 * @param feature_type *f_ptr
43 * @param feature_type *mimic_f_ptr
44 * @return 移動不能であればTRUE
46 static bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
48 bool is_boundary_floor = g_ptr->mimic > 0;
49 is_boundary_floor &= permanent_wall(f_ptr);
50 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
51 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
52 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
53 return is_boundary_floor;
57 * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す /
58 * Move player in the given direction, with the given "pickup" flag.
59 * @param creature_ptr プレーヤーへの参照ポインタ
61 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
62 * @param break_trap トラップ粉砕処理を行うならばTRUE
63 * @return 実際に移動が行われたならばTRUEを返す。
65 * This routine should (probably) always induce energy expenditure.\n
67 * Note that moving will *always* take a turn, and will *always* hit\n
68 * any monster which might be in the destination grid. Previously,\n
69 * moving into walls was "free" and did NOT hit invisible monsters.\n
71 void exe_movement(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
73 POSITION y = creature_ptr->y + ddy[dir];
74 POSITION x = creature_ptr->x + ddx[dir];
75 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
76 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
77 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
78 bool stormbringer = FALSE;
79 if (!floor_ptr->dun_level && !creature_ptr->wild_mode && ((x == 0) || (x == MAX_WID - 1) || (y == 0) || (y == MAX_HGT - 1))) {
80 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0)) {
81 if ((y == 0) && (x == 0)) {
82 creature_ptr->wilderness_y--;
83 creature_ptr->wilderness_x--;
84 creature_ptr->oldpy = floor_ptr->height - 2;
85 creature_ptr->oldpx = floor_ptr->width - 2;
86 creature_ptr->ambush_flag = FALSE;
87 } else if ((y == 0) && (x == MAX_WID - 1)) {
88 creature_ptr->wilderness_y--;
89 creature_ptr->wilderness_x++;
90 creature_ptr->oldpy = floor_ptr->height - 2;
91 creature_ptr->oldpx = 1;
92 creature_ptr->ambush_flag = FALSE;
93 } else if ((y == MAX_HGT - 1) && (x == 0)) {
94 creature_ptr->wilderness_y++;
95 creature_ptr->wilderness_x--;
96 creature_ptr->oldpy = 1;
97 creature_ptr->oldpx = floor_ptr->width - 2;
98 creature_ptr->ambush_flag = FALSE;
99 } else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1)) {
100 creature_ptr->wilderness_y++;
101 creature_ptr->wilderness_x++;
102 creature_ptr->oldpy = 1;
103 creature_ptr->oldpx = 1;
104 creature_ptr->ambush_flag = FALSE;
106 creature_ptr->wilderness_y--;
107 creature_ptr->oldpy = floor_ptr->height - 2;
108 creature_ptr->oldpx = x;
109 creature_ptr->ambush_flag = FALSE;
110 } else if (y == MAX_HGT - 1) {
111 creature_ptr->wilderness_y++;
112 creature_ptr->oldpy = 1;
113 creature_ptr->oldpx = x;
114 creature_ptr->ambush_flag = FALSE;
116 creature_ptr->wilderness_x--;
117 creature_ptr->oldpx = floor_ptr->width - 2;
118 creature_ptr->oldpy = y;
119 creature_ptr->ambush_flag = FALSE;
120 } else if (x == MAX_WID - 1) {
121 creature_ptr->wilderness_x++;
122 creature_ptr->oldpx = 1;
123 creature_ptr->oldpy = y;
124 creature_ptr->ambush_flag = FALSE;
127 creature_ptr->leaving = TRUE;
128 take_turn(creature_ptr, 100);
136 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
137 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER)
140 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER)
143 feature_type *f_ptr = &f_info[g_ptr->feat];
144 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) && (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS))
145 && !have_flag(f_ptr->flags, FF_PERMANENT);
146 GAME_TEXT m_name[MAX_NLEN];
147 bool can_move = TRUE;
148 bool do_past = FALSE;
149 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls)) {
150 monster_race *r_ptr = &r_info[m_ptr->r_idx];
151 if (!is_hostile(m_ptr)
152 && !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun
153 || ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero))
154 && pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
155 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
156 monster_desc(creature_ptr, m_name, m_ptr, 0);
158 if (!creature_ptr->image)
159 monster_race_track(creature_ptr, m_ptr->ap_r_idx);
161 health_track(creature_ptr, g_ptr->m_idx);
164 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER)) {
165 do_cmd_attack(creature_ptr, y, x, 0);
167 } else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0)) {
170 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
171 free_turn(creature_ptr);
175 do_cmd_attack(creature_ptr, y, x, 0);
180 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
181 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
182 if (can_move && creature_ptr->riding) {
183 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE) {
184 msg_print(_("動けない!", "Can't move!"));
185 free_turn(creature_ptr);
187 disturb(creature_ptr, FALSE, TRUE);
188 } else if (monster_fear_remaining(riding_m_ptr)) {
189 GAME_TEXT steed_name[MAX_NLEN];
190 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
191 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
193 disturb(creature_ptr, FALSE, TRUE);
194 } else if (creature_ptr->riding_ryoute) {
196 disturb(creature_ptr, FALSE, TRUE);
197 } else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) {
199 } else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM)) {
201 } else if (have_flag(f_ptr->flags, FF_WATER) && !(riding_r_ptr->flags7 & RF7_AQUATIC)
202 && (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE))) {
203 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
204 free_turn(creature_ptr);
206 disturb(creature_ptr, FALSE, TRUE);
207 } else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) {
208 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name);
209 free_turn(creature_ptr);
211 disturb(creature_ptr, FALSE, TRUE);
212 } else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) {
213 msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(g_ptr)].name);
214 free_turn(creature_ptr);
216 disturb(creature_ptr, FALSE, TRUE);
219 if (can_move && monster_stunned_remaining(riding_m_ptr) && one_in_(2)) {
220 GAME_TEXT steed_name[MAX_NLEN];
221 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
222 msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
224 disturb(creature_ptr, FALSE, TRUE);
229 } else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation) {
230 msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(g_ptr)].name);
231 free_turn(creature_ptr);
232 creature_ptr->running = 0;
234 } else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) {
235 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD)))
236 creature_ptr->energy_use *= 2;
237 } else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic) {
238 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat)) {
239 (void)exe_disarm(creature_ptr, y, x, dir);
242 } else if (!p_can_enter && !p_can_kill_walls) {
243 FEAT_IDX feat = get_feat_mimic(g_ptr);
244 feature_type *mimic_f_ptr = &f_info[feat];
245 concptr name = f_name + mimic_f_ptr->name;
247 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x)) {
248 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
249 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
252 msg_format("%sが行く手をはばんでいるようだ。", name);
254 msg_format("You feel %s %s blocking your way.", is_a_vowel(name[0]) ? "an" : "a", name);
256 g_ptr->info |= (CAVE_MARK);
257 lite_spot(creature_ptr, y, x);
260 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) {
261 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
262 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
263 free_turn(creature_ptr);
265 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x))
269 msg_format("%sが行く手をはばんでいる。", name);
271 msg_format("There is %s %s blocking your way.", is_a_vowel(name[0]) ? "an" : "a", name);
273 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
274 free_turn(creature_ptr);
278 disturb(creature_ptr, FALSE, TRUE);
279 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
280 sound(SOUND_HITWALL);
283 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x)) {
284 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
285 free_turn(creature_ptr);
287 disturb(creature_ptr, FALSE, TRUE);
294 if (creature_ptr->warning && (!process_warning(creature_ptr, x, y))) {
295 creature_ptr->energy_use = 25;
300 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
302 if (creature_ptr->wild_mode) {
304 creature_ptr->oldpy = 1;
307 creature_ptr->oldpy = MAX_HGT - 2;
310 creature_ptr->oldpy = MAX_HGT / 2;
313 creature_ptr->oldpx = 1;
316 creature_ptr->oldpx = MAX_WID - 2;
319 creature_ptr->oldpx = MAX_WID / 2;
322 if (p_can_kill_walls) {
323 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
324 creature_ptr->update |= PU_FLOW;
327 u32b mpe_mode = MPE_ENERGY_USE;
328 if (do_pickup != always_pickup)
329 mpe_mode |= MPE_DO_PICKUP;
332 mpe_mode |= MPE_BREAK_TRAP;
334 (void)move_player_effect(creature_ptr, y, x, mpe_mode);