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)
26 * Note that you must tunnel in order to hit invisible monsters
27 * in walls, though moving into walls still takes a turn anyway.
29 * Digging is very difficult without a "digger" weapon, but can be
30 * accomplished by strong players using heavy weapons.
33 void do_cmd_tunnel(player_type *creature_ptr)
36 if (creature_ptr->special_defense & KATA_MUSOU)
37 set_action(creature_ptr, ACTION_NONE);
40 command_rep = command_arg - 1;
41 creature_ptr->redraw |= PR_STATE;
46 if (!get_rep_dir(creature_ptr, &dir, FALSE)) {
48 disturb(creature_ptr, FALSE, FALSE);
53 POSITION y = creature_ptr->y + ddy[dir];
54 POSITION x = creature_ptr->x + ddx[dir];
56 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
57 FEAT_IDX feat = get_feat_mimic(g_ptr);
58 if (has_flag(f_info[feat].flags, FF_DOOR))
59 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
60 else if (!has_flag(f_info[feat].flags, FF_TUNNEL))
61 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
62 else if (g_ptr->m_idx) {
63 PlayerEnergy(creature_ptr).set_player_turn_energy(100);
64 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
65 do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
67 more = exe_tunnel(creature_ptr, y, x);
70 disturb(creature_ptr, FALSE, FALSE);