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/player-update-types.h"
6 #include "core/stuff-handler.h"
7 #include "floor/floor.h"
8 #include "game-option/input-options.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "main/sound-definitions-table.h"
13 #include "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags-resistance.h"
16 #include "monster-race/race-flags1.h"
17 #include "monster-race/race-flags2.h"
18 #include "monster-race/race-flags7.h"
19 #include "monster-race/race-flags8.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-status.h"
23 #include "mutation/mutation-flag-types.h"
24 #include "object/warning.h"
25 #include "player/player-move.h" // todo グローバル変数等が相互依存している.
26 #include "system/object-type-definition.h"
27 #include "util/bit-flags-calculator.h"
28 #include "view/display-messages.h"
32 * Determine if a "boundary" grid is "floor mimic"
33 * @param grid_type *g_ptr
34 * @param feature_type *f_ptr
35 * @param feature_type *mimic_f_ptr
36 * @return 移動不能であればTRUE
38 static bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
40 bool is_boundary_floor = g_ptr->mimic > 0;
41 is_boundary_floor &= permanent_wall(f_ptr);
42 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
43 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
44 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
45 return is_boundary_floor;
49 * @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 /
50 * Move player in the given direction, with the given "pickup" flag.
51 * @param creature_ptr プレーヤーへの参照ポインタ
53 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
54 * @param break_trap トラップ粉砕処理を行うならばTRUE
55 * @return 実際に移動が行われたならばTRUEを返す。
57 * This routine should (probably) always induce energy expenditure.\n
59 * Note that moving will *always* take a turn, and will *always* hit\n
60 * any monster which might be in the destination grid. Previously,\n
61 * moving into walls was "free" and did NOT hit invisible monsters.\n
63 void exe_movement(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
65 POSITION y = creature_ptr->y + ddy[dir];
66 POSITION x = creature_ptr->x + ddx[dir];
67 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
68 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
69 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
70 bool stormbringer = FALSE;
71 if (!floor_ptr->dun_level && !creature_ptr->wild_mode && ((x == 0) || (x == MAX_WID - 1) || (y == 0) || (y == MAX_HGT - 1))) {
72 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0)) {
73 if ((y == 0) && (x == 0)) {
74 creature_ptr->wilderness_y--;
75 creature_ptr->wilderness_x--;
76 creature_ptr->oldpy = floor_ptr->height - 2;
77 creature_ptr->oldpx = floor_ptr->width - 2;
78 creature_ptr->ambush_flag = FALSE;
79 } else if ((y == 0) && (x == MAX_WID - 1)) {
80 creature_ptr->wilderness_y--;
81 creature_ptr->wilderness_x++;
82 creature_ptr->oldpy = floor_ptr->height - 2;
83 creature_ptr->oldpx = 1;
84 creature_ptr->ambush_flag = FALSE;
85 } else if ((y == MAX_HGT - 1) && (x == 0)) {
86 creature_ptr->wilderness_y++;
87 creature_ptr->wilderness_x--;
88 creature_ptr->oldpy = 1;
89 creature_ptr->oldpx = floor_ptr->width - 2;
90 creature_ptr->ambush_flag = FALSE;
91 } else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1)) {
92 creature_ptr->wilderness_y++;
93 creature_ptr->wilderness_x++;
94 creature_ptr->oldpy = 1;
95 creature_ptr->oldpx = 1;
96 creature_ptr->ambush_flag = FALSE;
98 creature_ptr->wilderness_y--;
99 creature_ptr->oldpy = floor_ptr->height - 2;
100 creature_ptr->oldpx = x;
101 creature_ptr->ambush_flag = FALSE;
102 } else if (y == MAX_HGT - 1) {
103 creature_ptr->wilderness_y++;
104 creature_ptr->oldpy = 1;
105 creature_ptr->oldpx = x;
106 creature_ptr->ambush_flag = FALSE;
108 creature_ptr->wilderness_x--;
109 creature_ptr->oldpx = floor_ptr->width - 2;
110 creature_ptr->oldpy = y;
111 creature_ptr->ambush_flag = FALSE;
112 } else if (x == MAX_WID - 1) {
113 creature_ptr->wilderness_x++;
114 creature_ptr->oldpx = 1;
115 creature_ptr->oldpy = y;
116 creature_ptr->ambush_flag = FALSE;
119 creature_ptr->leaving = TRUE;
120 take_turn(creature_ptr, 100);
128 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
129 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER)
132 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER)
135 feature_type *f_ptr = &f_info[g_ptr->feat];
136 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))
137 && !have_flag(f_ptr->flags, FF_PERMANENT);
138 GAME_TEXT m_name[MAX_NLEN];
139 bool can_move = TRUE;
140 bool do_past = FALSE;
141 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls)) {
142 monster_race *r_ptr = &r_info[m_ptr->r_idx];
143 if (!is_hostile(m_ptr)
144 && !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun
145 || ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero))
146 && pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
147 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
148 monster_desc(creature_ptr, m_name, m_ptr, 0);
150 if (!creature_ptr->image)
151 monster_race_track(creature_ptr, m_ptr->ap_r_idx);
153 health_track(creature_ptr, g_ptr->m_idx);
156 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER)) {
157 do_cmd_attack(creature_ptr, y, x, 0);
159 } else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0)) {
162 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
163 free_turn(creature_ptr);
167 do_cmd_attack(creature_ptr, y, x, 0);
172 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
173 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
174 if (can_move && creature_ptr->riding) {
175 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE) {
176 msg_print(_("動けない!", "Can't move!"));
177 free_turn(creature_ptr);
179 disturb(creature_ptr, FALSE, TRUE);
180 } else if (monster_fear_remaining(riding_m_ptr)) {
181 GAME_TEXT steed_name[MAX_NLEN];
182 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
183 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
185 disturb(creature_ptr, FALSE, TRUE);
186 } else if (creature_ptr->riding_ryoute) {
188 disturb(creature_ptr, FALSE, TRUE);
189 } else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) {
191 } else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM)) {
193 } else if (have_flag(f_ptr->flags, FF_WATER) && !(riding_r_ptr->flags7 & RF7_AQUATIC)
194 && (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE))) {
195 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
196 free_turn(creature_ptr);
198 disturb(creature_ptr, FALSE, TRUE);
199 } else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) {
200 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);
201 free_turn(creature_ptr);
203 disturb(creature_ptr, FALSE, TRUE);
204 } else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) {
205 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);
206 free_turn(creature_ptr);
208 disturb(creature_ptr, FALSE, TRUE);
211 if (can_move && monster_stunned_remaining(riding_m_ptr) && one_in_(2)) {
212 GAME_TEXT steed_name[MAX_NLEN];
213 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
214 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);
216 disturb(creature_ptr, FALSE, TRUE);
221 } else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation) {
222 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);
223 free_turn(creature_ptr);
224 creature_ptr->running = 0;
226 } else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) {
227 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD)))
228 creature_ptr->energy_use *= 2;
229 } else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic) {
230 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat)) {
231 (void)exe_disarm(creature_ptr, y, x, dir);
234 } else if (!p_can_enter && !p_can_kill_walls) {
235 FEAT_IDX feat = get_feat_mimic(g_ptr);
236 feature_type *mimic_f_ptr = &f_info[feat];
237 concptr name = f_name + mimic_f_ptr->name;
239 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x)) {
240 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
241 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
244 msg_format("%sが行く手をはばんでいるようだ。", name);
246 msg_format("You feel %s %s blocking your way.", is_a_vowel(name[0]) ? "an" : "a", name);
248 g_ptr->info |= (CAVE_MARK);
249 lite_spot(creature_ptr, y, x);
252 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) {
253 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
254 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
255 free_turn(creature_ptr);
257 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x))
261 msg_format("%sが行く手をはばんでいる。", name);
263 msg_format("There is %s %s blocking your way.", is_a_vowel(name[0]) ? "an" : "a", name);
265 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
266 free_turn(creature_ptr);
270 disturb(creature_ptr, FALSE, TRUE);
271 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
272 sound(SOUND_HITWALL);
275 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x)) {
276 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
277 free_turn(creature_ptr);
279 disturb(creature_ptr, FALSE, TRUE);
286 if (creature_ptr->warning && (!process_warning(creature_ptr, x, y))) {
287 creature_ptr->energy_use = 25;
292 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
294 if (creature_ptr->wild_mode) {
296 creature_ptr->oldpy = 1;
299 creature_ptr->oldpy = MAX_HGT - 2;
302 creature_ptr->oldpy = MAX_HGT / 2;
305 creature_ptr->oldpx = 1;
308 creature_ptr->oldpx = MAX_WID - 2;
311 creature_ptr->oldpx = MAX_WID / 2;
314 if (p_can_kill_walls) {
315 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
316 creature_ptr->update |= PU_FLOW;
319 u32b mpe_mode = MPE_ENERGY_USE;
320 if (do_pickup != always_pickup)
321 mpe_mode |= MPE_DO_PICKUP;
324 mpe_mode |= MPE_BREAK_TRAP;
326 (void)move_player_effect(creature_ptr, y, x, mpe_mode);