1 #include "cmd-action/cmd-tunnel.h"
2 #include "action/tunnel-execution.h"
3 #include "cmd-action/cmd-attack.h"
4 #include "core/disturbance.h"
5 #include "core/player-redraw-types.h"
6 #include "floor/geometry.h"
7 #include "grid/feature.h"
9 #include "io/input-key-requester.h"
10 #include "player-status/player-energy.h"
11 #include "player/attack-defense-types.h"
12 #include "player/special-defense-types.h"
13 #include "status/action-setter.h"
14 #include "system/floor-type-definition.h"
15 #include "system/player-type-definition.h"
16 #include "target/target-getter.h"
17 #include "util/bit-flags-calculator.h"
18 #include "view/display-messages.h"
21 * @brief 「掘る」動作コマンドのメインルーチン /
22 * Tunnels through "walls" (including rubble and closed doors)
25 * Note that you must tunnel in order to hit invisible monsters
26 * in walls, though moving into walls still takes a turn anyway.
28 * Digging is very difficult without a "digger" weapon, but can be
29 * accomplished by strong players using heavy weapons.
32 void do_cmd_tunnel(player_type *creature_ptr)
35 if (creature_ptr->special_defense & KATA_MUSOU)
36 set_action(creature_ptr, ACTION_NONE);
39 command_rep = command_arg - 1;
40 creature_ptr->redraw |= PR_STATE;
45 if (!get_rep_dir(creature_ptr, &dir, false)) {
47 disturb(creature_ptr, false, false);
52 POSITION y = creature_ptr->y + ddy[dir];
53 POSITION x = creature_ptr->x + ddx[dir];
55 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
56 FEAT_IDX feat = get_feat_mimic(g_ptr);
57 if (has_flag(f_info[feat].flags, FF_DOOR))
58 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
59 else if (!has_flag(f_info[feat].flags, FF_TUNNEL))
60 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
61 else if (g_ptr->m_idx) {
62 PlayerEnergy(creature_ptr).set_player_turn_energy(100);
63 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
64 do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
66 more = exe_tunnel(creature_ptr, y, x);
69 disturb(creature_ptr, false, false);