2 * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 * The running algorithm: -CJS-
14 * In the diagrams below, the player has just arrived in the
15 * grid marked as '@', and he has just come from a grid marked
16 * as 'o', and he is about to enter the grid marked as 'x'.
18 * Of course, if the "requested" move was impossible, then you
19 * will of course be blocked, and will stop.
21 * Overview: You keep moving until something interesting happens.
22 * If you are in an enclosed space, you follow corners. This is
23 * the usual corridor scheme. If you are in an open space, you go
24 * straight, but stop before entering enclosed space. This is
25 * analogous to reaching doorways. If you have enclosed space on
26 * one side only (that is, running along side a wall) stop if
27 * your wall opens out, or your open space closes in. Either case
28 * corresponds to a doorway.
30 * What happens depends on what you can really SEE. (i.e. if you
31 * have no light, then running along a dark corridor is JUST like
32 * running in a dark room.) The algorithm works equally well in
33 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
35 * These conditions are kept in static memory:
36 * find_openarea You are in the open on at least one
38 * find_breakleft You have a wall on the left, and will
40 * find_breakright You have a wall on the right, and will
43 * To initialize these conditions, we examine the grids adjacent
44 * to the grid marked 'x', two on each side (marked 'L' and 'R').
45 * If either one of the two grids on a given side is seen to be
46 * closed, then that side is considered to be closed. If both
47 * sides are closed, then it is an enclosed (corridor) run.
53 * Looking at more than just the immediate squares is
54 * significant. Consider the following case. A run along the
55 * corridor will stop just before entering the center point,
56 * because a choice is clearly established. Running in any of
57 * three available directions will be defined as a corridor run.
58 * Note that a minor hack is inserted to make the angled corridor
59 * entry (with one side blocked near and the other side blocked
60 * further away from the runner) work correctly. The runner moves
61 * diagonally, but then saves the previous direction as being
62 * straight into the gap. Otherwise, the tail end of the other
63 * entry would be perceived as an alternative on the next move.
71 * Likewise, a run along a wall, and then into a doorway (two
72 * runs) will work correctly. A single run rightwards from \@ will
73 * stop at 1. Another run right and down will enter the corridor
74 * and make the corner, stopping at the 2.
76 * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
78 * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
80 * \#\#\#\#\#\#\#\#\#\#\#\#\#
82 * After any move, the function area_affect is called to
83 * determine the new surroundings, and the direction of
84 * subsequent moves. It examines the current player location
85 * (at which the runner has just arrived) and the previous
86 * direction (from which the runner is considered to have come).
88 * Moving one square in some direction places you adjacent to
89 * three or five new squares (for straight and diagonal moves
90 * respectively) to which you were not previously adjacent,
91 * marked as '!' in the diagrams below.
94 * .o@@! (normal) .o.! (diagonal)
95 * ...! (east) ..@@! (south east)
98 * You STOP if any of the new squares are interesting in any way:
99 * for example, if they contain visible monsters or treasure.
101 * You STOP if any of the newly adjacent squares seem to be open,
102 * and you are also looking for a break on that side. (that is,
103 * find_openarea AND find_break).
105 * You STOP if any of the newly adjacent squares do NOT seem to be
106 * open and you are in an open area, and that side was previously
109 * Corners: If you are not in the open (i.e. you are in a corridor)
110 * and there is only one way to go in the new squares, then turn in
111 * that direction. If there are more than two new ways to go, STOP.
112 * If there are two ways to go, and those ways are separated by a
113 * square which does not seem to be open, then STOP.
115 * Otherwise, we have a potential corner. There are two new open
116 * squares, which are also adjacent. One of the new squares is
117 * diagonally located, the other is straight on (as in the diagram).
118 * We consider two more squares further out (marked below as ?).
120 * We assign "option" to the straight-on grid, and "option2" to the
121 * diagonal grid, and "check_dir" to the grid marked 's'.
127 * If they are both seen to be closed, then it is seen that no benefit
128 * is gained from moving straight. It is a known corner. To cut the
129 * corner, go diagonally, otherwise go straight, but pretend you
130 * stepped diagonally into that next location for a full view next
131 * time. Conversely, if one of the ? squares is not seen to be closed,
132 * then there is a potential choice. We check to see whether it is a
133 * potential corner or an intersection/room entrance. If the square
134 * two spaces straight ahead, and the space marked with 's' are both
135 * unknown space, then it is a potential corner and enter if
136 * find_examine is set, otherwise must stop because it is not a
137 * corner. (find_examine option is removed and always is TRUE.)
141 #include "player/player-move.h"
142 #include "art-definition/art-bow-types.h"
143 #include "art-definition/art-sword-types.h"
144 #include "autopick/autopick.h"
145 #include "cmd-action/cmd-attack.h"
146 #include "cmd/cmd-basic.h"
147 #include "core/special-internal-keys.h"
148 #include "core/stuff-handler.h"
149 #include "dungeon/dungeon.h"
150 #include "dungeon/quest.h"
151 #include "effect/effect-characteristics.h"
152 #include "floor/floor-object.h"
153 #include "game-option/auto-destruction-options.h"
154 #include "game-option/disturbance-options.h"
155 #include "game-option/input-options.h"
156 #include "game-option/map-screen-options.h"
157 #include "game-option/play-record-options.h"
158 #include "game-option/special-options.h"
159 #include "game-option/text-display-options.h"
160 #include "grid/feature.h"
161 #include "grid/grid.h"
162 #include "grid/trap.h"
163 #include "inventory/inventory-object.h"
164 #include "inventory/player-inventory.h"
165 #include "io/targeting.h"
166 #include "main/sound-definitions-table.h"
167 #include "main/sound-of-music.h"
168 #include "monster-race/race-flags-resistance.h"
169 #include "monster-race/race-flags1.h"
170 #include "monster-race/race-flags2.h"
171 #include "monster-race/race-flags7.h"
172 #include "monster-race/race-flags8.h"
173 #include "monster/monster-describer.h"
174 #include "monster/monster-info.h"
175 #include "monster/monster-status.h"
176 #include "monster/monster-update.h"
177 #include "mspell/monster-spell.h"
178 #include "object-enchant/special-object-flags.h"
179 #include "object/object-flavor.h"
180 #include "object/object-hook.h"
181 #include "object/object-mark-types.h"
182 #include "object/object-info.h"
183 #include "object/warning.h"
184 #include "perception/object-perception.h"
185 #include "player/player-class.h"
186 #include "player/player-effects.h"
187 #include "player/player-personalities-types.h"
188 #include "player/player-race-types.h"
189 #include "player/player-status.h"
190 #include "realm/realm-song-numbers.h"
191 #include "spell-kind/spells-floor.h"
192 #include "spell/process-effect.h"
193 #include "spell/spell-types.h"
194 #include "spell/spells3.h"
195 #include "view/display-main-window.h"
196 #include "world/world.h"
201 * @brief 地形やその上のアイテムの隠された要素を全て明かす /
202 * Search for hidden things
203 * @param creature_ptr プレーヤーへの参照ポインタ
204 * @param y 対象となるマスのY座標
205 * @param x 対象となるマスのX座標
208 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
211 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
212 g_ptr = &floor_ptr->grid_array[y][x];
214 if (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat))
216 disclose_grid(creature_ptr, y, x);
217 msg_print(_("トラップを発見した。", "You have found a trap."));
218 disturb(creature_ptr, FALSE, TRUE);
221 if (is_hidden_door(creature_ptr, g_ptr))
223 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
224 disclose_grid(creature_ptr, y, x);
225 disturb(creature_ptr, FALSE, FALSE);
228 /* Scan all objects in the grid */
229 OBJECT_IDX next_o_idx = 0;
230 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
233 o_ptr = &floor_ptr->o_list[this_o_idx];
234 next_o_idx = o_ptr->next_o_idx;
235 if (o_ptr->tval != TV_CHEST) continue;
236 if (!chest_traps[o_ptr->pval]) continue;
237 if (!object_is_known(o_ptr))
239 msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
241 disturb(creature_ptr, FALSE, FALSE);
248 * @brief プレイヤーの探索処理判定
249 * @param creature_ptr プレーヤーへの参照ポインタ
252 void search(player_type *creature_ptr)
254 /* Start with base search ability */
255 PERCENTAGE chance = creature_ptr->skill_srh;
257 /* Penalize various conditions */
258 if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
259 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
261 /* Search the nearby grids, which are always in bounds */
262 for (DIRECTION i = 0; i < 9; ++ i)
264 /* Sometimes, notice things */
265 if (randint0(100) < chance)
267 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
274 * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
275 * Helper routine for py_pickup() and py_pickup_floor().
276 * @param creature_ptr プレーヤーへの参照ポインタ
277 * @param o_idx 取得したオブジェクトの参照ID
280 * アイテムを拾った際に「2つのケーキを持っている」\n
281 * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
283 * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
285 * Add the given dungeon object to the character's inventory.\n
286 * Delete the object afterwards.\n
288 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
291 GAME_TEXT o_name[MAX_NLEN];
292 GAME_TEXT old_name[MAX_NLEN];
296 GAME_TEXT o_name[MAX_NLEN];
300 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
303 object_desc(owner_ptr, old_name, o_ptr, OD_NAME_ONLY);
304 object_desc_kosuu(kazu_str, o_ptr);
305 hirottakazu = o_ptr->number;
308 /* Carry the object */
309 INVENTORY_IDX slot = store_item_to_inventory(owner_ptr, o_ptr);
311 /* Get the object again */
312 o_ptr = &owner_ptr->inventory_list[slot];
314 delete_object_idx(owner_ptr, o_idx);
316 if (owner_ptr->pseikaku == PERSONALITY_MUNCHKIN)
318 bool old_known = identify_item(owner_ptr, o_ptr);
320 /* Auto-inscription/destroy */
321 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
323 /* If it is destroyed, don't pick it up */
324 if (o_ptr->marked & OM_AUTODESTROY) return;
327 object_desc(owner_ptr, o_name, o_ptr, 0);
330 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == PERSONALITY_COMBAT))
332 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
333 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
334 msg_format("%sに襲いかかる...", owner_ptr->name);
340 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
344 if (o_ptr->number > hirottakazu) {
345 msg_format("%s拾って、%s(%c)を持っている。",
346 kazu_str, o_name, index_to_label(slot));
348 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
353 strcpy(record_o_name, old_name);
355 msg_format("You have %s (%c).", o_name, index_to_label(slot));
356 strcpy(record_o_name, o_name);
358 record_turn = current_world_ptr->game_turn;
359 check_find_art_quest_completion(owner_ptr, o_ptr);
364 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
365 * @param creature_ptr プレーヤーへの参照ポインタ
366 * @param pickup 自動拾い処理を行うならばTRUEとする
369 * Player "wants" to pick up an object or gold.
370 * Note that we ONLY handle things that can be picked up.
371 * See "move_player(creature_ptr, )" for handling of other things.
373 void carry(player_type *creature_ptr, bool pickup)
375 /* Recenter the map around the player */
376 verify_panel(creature_ptr);
378 creature_ptr->update |= (PU_MONSTERS);
379 creature_ptr->redraw |= (PR_MAP);
380 creature_ptr->window |= (PW_OVERHEAD);
381 handle_stuff(creature_ptr);
383 /* Automatically pickup/destroy/inscribe items */
384 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
385 autopick_pickup_items(creature_ptr, g_ptr);
389 py_pickup_floor(creature_ptr, pickup);
393 /* Scan the pile of objects */
394 OBJECT_IDX next_o_idx = 0;
395 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
398 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
399 GAME_TEXT o_name[MAX_NLEN];
400 object_desc(creature_ptr, o_name, o_ptr, 0);
401 next_o_idx = o_ptr->next_o_idx;
403 disturb(creature_ptr, FALSE, FALSE);
405 if (o_ptr->tval == TV_GOLD)
407 int value = (long)o_ptr->pval;
408 delete_object_idx(creature_ptr, this_o_idx);
409 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
410 (long)value, o_name);
414 creature_ptr->au += value;
415 creature_ptr->redraw |= (PR_GOLD);
416 creature_ptr->window |= (PW_PLAYER);
420 /* Hack - some objects were handled in autopick_pickup_items(). */
421 if (o_ptr->marked & OM_NOMSG)
423 o_ptr->marked &= ~OM_NOMSG;
429 msg_format(_("%sがある。", "You see %s."), o_name);
433 if (!check_store_item_to_inventory(o_ptr))
435 msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
439 int is_pickup_successful = TRUE;
440 if (carry_query_flag)
442 char out_val[MAX_NLEN + 20];
443 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
444 is_pickup_successful = get_check(out_val);
447 if (is_pickup_successful)
449 py_pickup_aux(creature_ptr, this_o_idx);
456 * @brief パターンによる移動制限処理
457 * @param creature_ptr プレーヤーへの参照ポインタ
458 * @param c_y プレイヤーの移動元Y座標
459 * @param c_x プレイヤーの移動元X座標
460 * @param n_y プレイヤーの移動先Y座標
461 * @param n_x プレイヤーの移動先X座標
462 * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
464 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
466 feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
467 feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
468 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
469 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
471 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
473 int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
474 int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
476 if (pattern_type_new == PATTERN_TILE_START)
478 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
480 if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?",
481 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
490 if ((pattern_type_new == PATTERN_TILE_OLD) ||
491 (pattern_type_new == PATTERN_TILE_END) ||
492 (pattern_type_new == PATTERN_TILE_WRECKED))
494 if (is_pattern_tile_cur)
500 msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
501 "You must start walking the Pattern from the startpoint."));
507 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
508 (pattern_type_cur == PATTERN_TILE_TELEPORT))
513 if (pattern_type_cur == PATTERN_TILE_START)
515 if (is_pattern_tile_new)
519 msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
524 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
525 (pattern_type_cur == PATTERN_TILE_END) ||
526 (pattern_type_cur == PATTERN_TILE_WRECKED))
528 if (!is_pattern_tile_new)
530 msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
539 if (!is_pattern_tile_cur)
541 msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
542 "You must start walking the Pattern from the startpoint."));
547 byte ok_move = PATTERN_TILE_START;
548 switch (pattern_type_cur)
551 ok_move = PATTERN_TILE_2;
554 ok_move = PATTERN_TILE_3;
557 ok_move = PATTERN_TILE_4;
560 ok_move = PATTERN_TILE_1;
563 if (current_world_ptr->wizard)
564 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
568 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
570 if (!is_pattern_tile_new)
571 msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
573 msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
580 * @brief 移動に伴うプレイヤーのステータス変化処理
581 * @param creature_ptr プレーヤーへの参照ポインタ
584 * @param mpe_mode 移動オプションフラグ
585 * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
587 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
589 POSITION oy = creature_ptr->y;
590 POSITION ox = creature_ptr->x;
591 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
592 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
593 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
594 feature_type *f_ptr = &f_info[g_ptr->feat];
595 feature_type *of_ptr = &f_info[oc_ptr->feat];
597 if (!(mpe_mode & MPE_STAYING))
599 MONSTER_IDX om_idx = oc_ptr->m_idx;
600 MONSTER_IDX nm_idx = g_ptr->m_idx;
602 creature_ptr->y = ny;
603 creature_ptr->x = nx;
605 /* Hack -- For moving monster or riding player's moving */
606 if (!(mpe_mode & MPE_DONT_SWAP_MON))
608 /* Swap two monsters */
609 g_ptr->m_idx = om_idx;
610 oc_ptr->m_idx = nm_idx;
612 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
614 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
617 update_monster(creature_ptr, om_idx, TRUE);
620 if (nm_idx > 0) /* Monster on new spot */
622 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
625 update_monster(creature_ptr, nm_idx, TRUE);
629 lite_spot(creature_ptr, oy, ox);
630 lite_spot(creature_ptr, ny, nx);
632 /* Check for new panel (redraw map) */
633 verify_panel(creature_ptr);
635 if (mpe_mode & MPE_FORGET_FLOW)
637 forget_flow(floor_ptr);
639 creature_ptr->update |= (PU_UN_VIEW);
640 creature_ptr->redraw |= (PR_MAP);
643 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
644 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
646 /* Remove "unsafe" flag */
647 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(creature_ptr, g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
649 /* For get everything when requested hehe I'm *NASTY* */
650 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
651 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
653 if (creature_ptr->pclass == CLASS_NINJA)
655 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
656 else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
659 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
660 (!have_flag(f_ptr->flags, FF_PROJECT) ||
661 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
663 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
664 set_action(creature_ptr, ACTION_NONE);
666 if (creature_ptr->prace == RACE_MERFOLK)
668 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
670 creature_ptr->update |= PU_BONUS;
671 update_creature(creature_ptr);
676 if (mpe_mode & MPE_ENERGY_USE)
678 if (music_singing(creature_ptr, MUSIC_WALL))
680 (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
681 PROJECT_KILL | PROJECT_ITEM, -1);
683 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
686 /* Spontaneous Searching */
687 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
689 search(creature_ptr);
692 /* Continuous Searching */
693 if (creature_ptr->action == ACTION_SEARCH)
695 search(creature_ptr);
699 /* Handle "objects" */
700 if (!(mpe_mode & MPE_DONT_PICKUP))
702 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
705 /* Handle "store doors" */
706 if (have_flag(f_ptr->flags, FF_STORE))
708 disturb(creature_ptr, FALSE, TRUE);
710 free_turn(creature_ptr);
711 /* Hack -- Enter store */
712 command_new = SPECIAL_KEY_STORE;
715 /* Handle "building doors" -KMW- */
716 else if (have_flag(f_ptr->flags, FF_BLDG))
718 disturb(creature_ptr, FALSE, TRUE);
720 free_turn(creature_ptr);
721 /* Hack -- Enter building */
722 command_new = SPECIAL_KEY_BUILDING;
725 /* Handle quest areas -KMW- */
726 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
728 disturb(creature_ptr, FALSE, TRUE);
730 free_turn(creature_ptr);
731 /* Hack -- Enter quest level */
732 command_new = SPECIAL_KEY_QUEST;
735 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
737 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
739 complete_quest(creature_ptr, floor_ptr->inside_quest);
742 leave_quest_check(creature_ptr);
744 floor_ptr->inside_quest = g_ptr->special;
745 floor_ptr->dun_level = 0;
746 creature_ptr->oldpx = 0;
747 creature_ptr->oldpy = 0;
749 creature_ptr->leaving = TRUE;
753 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
755 disturb(creature_ptr, FALSE, TRUE);
758 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
760 msg_print(_("トラップだ!", "You found a trap!"));
763 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
767 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
769 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
772 /* Warn when leaving trap detected region */
773 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
774 && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
776 /* No duplicate warning */
777 creature_ptr->dtrap = FALSE;
779 /* You are just on the edge */
780 if (!(g_ptr->info & CAVE_UNSAFE))
782 if (alert_trap_detect)
784 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
787 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
791 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
796 * @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
797 * @param creature_ptr プレーヤーへの参照ポインタ
799 * @return トラップが自動的に無効ならばTRUEを返す
801 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
803 feature_type *f_ptr = &f_info[feat];
805 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
807 switch (f_ptr->subtype)
811 case TRAP_SPIKED_PIT:
812 case TRAP_POISON_PIT:
813 if (creature_ptr->levitation) return TRUE;
816 if (creature_ptr->anti_tele) return TRUE;
819 if (creature_ptr->immune_fire) return TRUE;
822 if (creature_ptr->immune_acid) return TRUE;
825 if (creature_ptr->resist_blind) return TRUE;
828 if (creature_ptr->resist_conf) return TRUE;
831 if (creature_ptr->resist_pois) return TRUE;
834 if (creature_ptr->free_act) return TRUE;
844 * Determine if a "boundary" grid is "floor mimic"
845 * @param grid_type *g_ptr
846 * @param feature_type *f_ptr
847 * @param feature_type *mimic_f_ptr
848 * @return 移動不能であればTRUE
850 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
852 bool is_boundary_floor = g_ptr->mimic > 0;
853 is_boundary_floor &= permanent_wall(f_ptr);
854 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
855 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
856 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
857 return is_boundary_floor;
862 * @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 /
863 * Move player in the given direction, with the given "pickup" flag.
864 * @param creature_ptr プレーヤーへの参照ポインタ
866 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
867 * @param break_trap トラップ粉砕処理を行うならばTRUE
868 * @return 実際に移動が行われたならばTRUEを返す。
870 * This routine should (probably) always induce energy expenditure.\n
872 * Note that moving will *always* take a turn, and will *always* hit\n
873 * any monster which might be in the destination grid. Previously,\n
874 * moving into walls was "free" and did NOT hit invisible monsters.\n
876 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
878 POSITION y = creature_ptr->y + ddy[dir];
879 POSITION x = creature_ptr->x + ddx[dir];
881 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
882 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
883 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
884 bool stormbringer = FALSE;
887 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
888 ((x == 0) || (x == MAX_WID - 1) ||
889 (y == 0) || (y == MAX_HGT - 1)))
891 /* Can the player enter the grid? */
892 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
894 /* Hack: move to new area */
895 if ((y == 0) && (x == 0))
897 creature_ptr->wilderness_y--;
898 creature_ptr->wilderness_x--;
899 creature_ptr->oldpy = floor_ptr->height - 2;
900 creature_ptr->oldpx = floor_ptr->width - 2;
901 creature_ptr->ambush_flag = FALSE;
904 else if ((y == 0) && (x == MAX_WID - 1))
906 creature_ptr->wilderness_y--;
907 creature_ptr->wilderness_x++;
908 creature_ptr->oldpy = floor_ptr->height - 2;
909 creature_ptr->oldpx = 1;
910 creature_ptr->ambush_flag = FALSE;
913 else if ((y == MAX_HGT - 1) && (x == 0))
915 creature_ptr->wilderness_y++;
916 creature_ptr->wilderness_x--;
917 creature_ptr->oldpy = 1;
918 creature_ptr->oldpx = floor_ptr->width - 2;
919 creature_ptr->ambush_flag = FALSE;
922 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
924 creature_ptr->wilderness_y++;
925 creature_ptr->wilderness_x++;
926 creature_ptr->oldpy = 1;
927 creature_ptr->oldpx = 1;
928 creature_ptr->ambush_flag = FALSE;
933 creature_ptr->wilderness_y--;
934 creature_ptr->oldpy = floor_ptr->height - 2;
935 creature_ptr->oldpx = x;
936 creature_ptr->ambush_flag = FALSE;
939 else if (y == MAX_HGT - 1)
941 creature_ptr->wilderness_y++;
942 creature_ptr->oldpy = 1;
943 creature_ptr->oldpx = x;
944 creature_ptr->ambush_flag = FALSE;
949 creature_ptr->wilderness_x--;
950 creature_ptr->oldpx = floor_ptr->width - 2;
951 creature_ptr->oldpy = y;
952 creature_ptr->ambush_flag = FALSE;
955 else if (x == MAX_WID - 1)
957 creature_ptr->wilderness_x++;
958 creature_ptr->oldpx = 1;
959 creature_ptr->oldpy = y;
960 creature_ptr->ambush_flag = FALSE;
963 creature_ptr->leaving = TRUE;
964 take_turn(creature_ptr, 100);
969 /* "Blocked" message appears later */
970 /* oktomove = FALSE; */
975 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
977 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
978 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
980 /* Player can not walk through "walls"... */
981 /* unless in Shadow Form */
982 feature_type *f_ptr = &f_info[g_ptr->feat];
983 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
984 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
985 !have_flag(f_ptr->flags, FF_PERMANENT);
987 /* Hack -- attack monsters */
988 GAME_TEXT m_name[MAX_NLEN];
989 bool can_move = TRUE;
990 bool do_past = FALSE;
991 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
993 monster_race *r_ptr = &r_info[m_ptr->r_idx];
995 /* Attack -- only if we can see it OR it is not in a wall */
996 if (!is_hostile(m_ptr) &&
997 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
998 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
999 pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1001 /* Disturb the monster */
1002 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
1004 monster_desc(creature_ptr, m_name, m_ptr, 0);
1008 /* Auto-Recall if possible and visible */
1009 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
1010 health_track(creature_ptr, g_ptr->m_idx);
1014 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1016 do_cmd_attack(creature_ptr, y, x, 0);
1019 else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1025 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1026 free_turn(creature_ptr);
1030 /* now continue on to 'movement' */
1034 do_cmd_attack(creature_ptr, y, x, 0);
1039 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1040 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1041 if (can_move && creature_ptr->riding)
1043 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1045 msg_print(_("動けない!", "Can't move!"));
1046 free_turn(creature_ptr);
1048 disturb(creature_ptr, FALSE, TRUE);
1050 else if (monster_fear_remaining(riding_m_ptr))
1052 GAME_TEXT steed_name[MAX_NLEN];
1053 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1054 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1056 disturb(creature_ptr, FALSE, TRUE);
1058 else if (creature_ptr->riding_ryoute)
1061 disturb(creature_ptr, FALSE, TRUE);
1063 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1067 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1071 else if (have_flag(f_ptr->flags, FF_WATER) &&
1072 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1073 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1075 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1076 free_turn(creature_ptr);
1078 disturb(creature_ptr, FALSE, TRUE);
1080 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1082 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);
1083 free_turn(creature_ptr);
1085 disturb(creature_ptr, FALSE, TRUE);
1087 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1089 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);
1090 free_turn(creature_ptr);
1092 disturb(creature_ptr, FALSE, TRUE);
1095 if (can_move && monster_stunned_remaining(riding_m_ptr) && one_in_(2))
1097 GAME_TEXT steed_name[MAX_NLEN];
1098 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1099 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);
1101 disturb(creature_ptr, FALSE, TRUE);
1109 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1111 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);
1112 free_turn(creature_ptr);
1113 creature_ptr->running = 0;
1118 * Player can move through trees and
1119 * has effective -10 speed
1120 * Rangers can move without penality
1122 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1124 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1127 /* Disarm a visible trap */
1128 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1130 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1132 (void)exe_disarm(creature_ptr, y, x, dir);
1137 /* Player can not walk through "walls" unless in wraith form...*/
1138 else if (!p_can_enter && !p_can_kill_walls)
1140 /* Feature code (applying "mimic" field) */
1141 FEAT_IDX feat = get_feat_mimic(g_ptr);
1142 feature_type *mimic_f_ptr = &f_info[feat];
1143 concptr name = f_name + mimic_f_ptr->name;
1147 /* Notice things in the dark */
1148 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1150 /* Boundary floor mimic */
1151 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1153 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1156 /* Wall (or secret door) */
1160 msg_format("%sが行く手をはばんでいるようだ。", name);
1162 msg_format("You feel %s %s blocking your way.",
1163 is_a_vowel(name[0]) ? "an" : "a", name);
1166 g_ptr->info |= (CAVE_MARK);
1167 lite_spot(creature_ptr, y, x);
1174 /* Boundary floor mimic */
1175 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1177 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1178 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1179 free_turn(creature_ptr);
1182 /* Wall (or secret door) */
1186 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x)) return;
1189 msg_format("%sが行く手をはばんでいる。", name);
1191 msg_format("There is %s %s blocking your way.",
1192 is_a_vowel(name[0]) ? "an" : "a", name);
1196 * Well, it makes sense that you lose time bumping into
1197 * a wall _if_ you are confused, stunned or blind; but
1198 * typing mistakes should not cost you a turn...
1200 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1201 free_turn(creature_ptr);
1205 disturb(creature_ptr, FALSE, TRUE);
1207 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1210 /* Normal movement */
1211 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1213 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1215 free_turn(creature_ptr);
1218 /* To avoid a loop with running */
1219 disturb(creature_ptr, FALSE, TRUE);
1224 if (!can_move) return;
1226 if (creature_ptr->warning)
1228 if (!process_warning(creature_ptr, x, y))
1230 creature_ptr->energy_use = 25;
1237 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1240 /* Change oldpx and oldpy to place the player well when going back to big mode */
1241 if (creature_ptr->wild_mode)
1243 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1244 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1245 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1246 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1247 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1248 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1251 if (p_can_kill_walls)
1253 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1255 /* Update some things -- similar to GF_KILL_WALL */
1256 creature_ptr->update |= (PU_FLOW);
1259 u32b mpe_mode = MPE_ENERGY_USE;
1260 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1261 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1263 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1267 static bool ignore_avoid_run;
1270 * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する /
1271 * Hack -- Check for a "known wall" (see below)
1272 * @param creature_ptr プレーヤーへの参照ポインタ
1273 * @param dir 想定する移動方向ID
1276 * @return 移動先が既知の壁ならばTRUE
1278 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1280 /* Get the new location */
1284 /* Illegal grids are not known walls */
1285 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1286 if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1289 g_ptr = &floor_ptr->grid_array[y][x];
1291 /* Must be known to the player */
1292 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1294 /* Feature code (applying "mimic" field) */
1295 s16b feat = get_feat_mimic(g_ptr);
1296 feature_type *f_ptr = &f_info[feat];
1298 /* Wall grids are known walls */
1299 if (!player_can_enter(creature_ptr, feat, 0))
1300 return !have_flag(f_ptr->flags, FF_DOOR);
1302 /* Don't run on a tree unless explicitly requested */
1303 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1306 /* Don't run in a wall */
1307 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1308 return !have_flag(f_ptr->flags, FF_DOOR);
1315 * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する /
1316 * Hack -- Check for an "unknown corner" (see below)
1317 * @param creature_ptr プレーヤーへの参照ポインタ
1318 * @param dir 想定する移動方向ID
1321 * @return 移動先が未知の地形ならばTRUE
1323 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1325 /* Get the new location */
1329 /* Illegal grids are unknown */
1330 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1331 if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1333 /* Memorized grids are always known */
1334 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1336 /* Viewable door/wall grids are known */
1337 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1345 * Hack -- allow quick "cycling" through the legal directions
1347 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1350 * Hack -- map each direction into the "middle" of the "cycle[]" array
1352 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1355 * The direction we are running
1357 static DIRECTION find_current;
1360 * The direction we came from
1362 static DIRECTION find_prevdir;
1365 * We are looking for open area
1367 static bool find_openarea;
1370 * We are looking for a break
1372 static bool find_breakright;
1373 static bool find_breakleft;
1376 * @brief ダッシュ処理の導入 /
1377 * Initialize the running algorithm for a new direction.
1378 * @param creature_ptr プレーヤーへの参照ポインタ
1381 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1383 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1384 * we seem to be in a corridor, then force a turn into the side\n
1385 * corridor, must be moving straight into a corridor here. ???\n
1387 * Diagonal Corridor Blunt Corridor (?)\n
1392 static void run_init(player_type *creature_ptr, DIRECTION dir)
1394 /* Save the direction */
1397 /* Assume running straight */
1400 /* Assume looking for open area */
1401 find_openarea = TRUE;
1403 /* Assume not looking for breaks */
1404 find_breakright = find_breakleft = FALSE;
1406 /* Assume no nearby walls */
1407 bool deepleft = FALSE;
1408 bool deepright = FALSE;
1409 bool shortright = FALSE;
1410 bool shortleft = FALSE;
1412 creature_ptr->run_py = creature_ptr->y;
1413 creature_ptr->run_px = creature_ptr->x;
1415 /* Find the destination grid */
1416 int row = creature_ptr->y + ddy[dir];
1417 int col = creature_ptr->x + ddx[dir];
1419 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1421 /* Extract cycle index */
1424 /* Check for walls */
1425 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1427 find_breakleft = TRUE;
1430 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1432 find_breakleft = TRUE;
1436 /* Check for walls */
1437 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1439 find_breakright = TRUE;
1442 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1444 find_breakright = TRUE;
1448 /* Looking for a break */
1449 if (!find_breakleft || !find_breakright) return;
1451 /* Not looking for open area */
1452 find_openarea = FALSE;
1454 /* Hack -- allow angled corridor entry */
1457 if (deepleft && !deepright)
1459 find_prevdir = cycle[i - 1];
1461 else if (deepright && !deepleft)
1463 find_prevdir = cycle[i + 1];
1469 /* Hack -- allow blunt corridor entry */
1470 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1472 if (shortleft && !shortright)
1474 find_prevdir = cycle[i - 2];
1476 else if (shortright && !shortleft)
1478 find_prevdir = cycle[i + 2];
1484 * @brief ダッシュ移動が継続できるかどうかの判定 /
1485 * Update the current "run" path
1486 * @param creature_ptr プレーヤーへの参照ポインタ
1487 * @return 立ち止まるべき条件が満たされたらTRUE
1488 * ダッシュ移動が継続できるならばTRUEを返す。
1489 * Return TRUE if the running should be stopped
1491 static bool run_test(player_type *creature_ptr)
1493 DIRECTION prev_dir = find_prevdir;
1495 /* Range of newly adjacent grids */
1496 int max = (prev_dir & 0x01) + 1;
1498 /* break run when leaving trap detected region */
1499 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1500 if ((disturb_trap_detect || alert_trap_detect)
1501 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1503 /* No duplicate warning */
1504 creature_ptr->dtrap = FALSE;
1506 /* You are just on the edge */
1507 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1509 if (alert_trap_detect)
1511 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1514 if (disturb_trap_detect)
1522 /* Look at every newly adjacent square. */
1523 DIRECTION check_dir = 0;
1524 int option = 0, option2 = 0;
1525 for (int i = -max; i <= max; i++)
1527 OBJECT_IDX this_o_idx, next_o_idx = 0;
1530 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1533 int row = creature_ptr->y + ddy[new_dir];
1534 int col = creature_ptr->x + ddx[new_dir];
1537 g_ptr = &floor_ptr->grid_array[row][col];
1539 /* Feature code (applying "mimic" field) */
1540 FEAT_IDX feat = get_feat_mimic(g_ptr);
1541 feature_type *f_ptr;
1542 f_ptr = &f_info[feat];
1544 /* Visible monsters abort running */
1547 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1549 /* Visible monster */
1550 if (m_ptr->ml) return TRUE;
1553 /* Visible objects abort running */
1554 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1557 o_ptr = &floor_ptr->o_list[this_o_idx];
1558 next_o_idx = o_ptr->next_o_idx;
1560 /* Visible object */
1561 if (o_ptr->marked & OM_FOUND) return TRUE;
1564 /* Assume unknown */
1567 /* Check memorized grids */
1568 if (g_ptr->info & (CAVE_MARK))
1570 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1572 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1575 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1577 /* Option -- ignore */
1582 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1584 /* Option -- ignore */
1589 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1596 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1597 (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1604 /* Interesting feature */
1605 if (notice) return TRUE;
1607 /* The grid is "visible" */
1611 /* Analyze unknown grids and floors considering mimic */
1612 if (!inv && see_wall(creature_ptr, 0, row, col))
1618 /* Break to the right */
1619 find_breakright = TRUE;
1624 /* Break to the left */
1625 find_breakleft = TRUE;
1632 /* Looking for open area */
1633 if (find_openarea) continue;
1635 /* The first new direction. */
1642 /* Three new directions. Stop running. */
1648 /* Two non-adjacent new directions. Stop running. */
1649 if (option != cycle[chome[prev_dir] + i - 1])
1654 /* Two new (adjacent) directions (case 1) */
1657 check_dir = cycle[chome[prev_dir] + i - 2];
1662 /* Two new (adjacent) directions (case 2) */
1663 check_dir = cycle[chome[prev_dir] + i + 1];
1668 /* Looking for open area */
1671 /* Hack -- look again */
1672 for (int i = -max; i < 0; i++)
1674 /* Unknown grid or non-wall */
1675 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1677 /* Looking to break right */
1678 if (find_breakright)
1687 /* Looking to break left */
1695 /* Hack -- look again */
1696 for (int i = max; i > 0; i--)
1698 /* Unknown grid or non-wall */
1699 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1701 /* Looking to break left */
1711 /* Looking to break right */
1712 if (find_breakright)
1719 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1731 find_current = option;
1732 find_prevdir = option;
1733 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1736 /* Two options, examining corners */
1739 find_current = option;
1740 find_prevdir = option2;
1741 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1744 /* Two options, pick one */
1745 /* Get next location */
1746 int row = creature_ptr->y + ddy[option];
1747 int col = creature_ptr->x + ddx[option];
1749 /* Don't see that it is closed off. */
1750 /* This could be a potential corner or an intersection. */
1751 if (!see_wall(creature_ptr, option, row, col) ||
1752 !see_wall(creature_ptr, check_dir, row, col))
1754 /* Can not see anything ahead and in the direction we */
1755 /* are turning, assume that it is a potential corner. */
1756 if (see_nothing(creature_ptr, option, row, col) &&
1757 see_nothing(creature_ptr, option2, row, col))
1759 find_current = option;
1760 find_prevdir = option2;
1761 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1764 /* STOP: we are next to an intersection or a room */
1768 /* This corner is seen to be enclosed; we cut the corner. */
1771 find_current = option2;
1772 find_prevdir = option2;
1773 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1776 /* This corner is seen to be enclosed, and we */
1777 /* deliberately go the long way. */
1778 find_current = option;
1779 find_prevdir = option2;
1780 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1785 * @brief 継続的なダッシュ処理 /
1786 * Take one step along the current "run" path
1787 * @param creature_ptr プレーヤーへの参照ポインタ
1788 * @param dir 移動を試みる方向ID
1791 void run_step(player_type *creature_ptr, DIRECTION dir)
1796 /* Ignore AVOID_RUN on a first step */
1797 ignore_avoid_run = TRUE;
1799 /* Hack -- do not start silly run */
1800 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1802 sound(SOUND_HITWALL);
1804 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1806 disturb(creature_ptr, FALSE, FALSE);
1811 run_init(creature_ptr, dir);
1818 if (run_test(creature_ptr))
1820 disturb(creature_ptr, FALSE, FALSE);
1826 /* Decrease the run counter */
1827 if (--creature_ptr->running <= 0) return;
1830 take_turn(creature_ptr, 100);
1832 /* Move the player, using the "pickup" flag */
1833 move_player(creature_ptr, find_current, FALSE, FALSE);
1835 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1837 creature_ptr->run_py = 0;
1838 creature_ptr->run_px = 0;
1839 disturb(creature_ptr, FALSE, FALSE);
1845 * @brief トラベル機能の判定処理 /
1846 * Test for traveling
1847 * @param creature_ptr プレーヤーへの参照ポインタ
1848 * @param prev_dir 前回移動を行った元の方角ID
1851 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1853 /* Cannot travel when blind */
1854 if (creature_ptr->blind || no_lite(creature_ptr))
1856 msg_print(_("目が見えない!", "You cannot see!"));
1860 /* break run when leaving trap detected region */
1861 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1862 if ((disturb_trap_detect || alert_trap_detect)
1863 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1865 /* No duplicate warning */
1866 creature_ptr->dtrap = FALSE;
1868 /* You are just on the edge */
1869 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1871 if (alert_trap_detect)
1873 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1876 if (disturb_trap_detect)
1884 /* Range of newly adjacent grids */
1885 int max = (prev_dir & 0x01) + 1;
1887 /* Look at every newly adjacent square. */
1888 const grid_type *g_ptr;
1889 for (int i = -max; i <= max; i++)
1892 DIRECTION dir = cycle[chome[prev_dir] + i];
1895 POSITION row = creature_ptr->y + ddy[dir];
1896 POSITION col = creature_ptr->x + ddx[dir];
1898 g_ptr = &floor_ptr->grid_array[row][col];
1900 /* Visible monsters abort running */
1903 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1905 /* Visible monster */
1906 if (m_ptr->ml) return 0;
1911 /* Travel cost of current grid */
1912 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1914 /* Determine travel direction */
1915 DIRECTION new_dir = 0;
1916 for (int i = 0; i < 8; ++ i)
1918 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1920 if (dir_cost < cost)
1927 if (!new_dir) return 0;
1929 /* Access newly move grid */
1930 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1932 /* Close door abort traveling */
1933 if (!easy_open && is_closed_door(creature_ptr, g_ptr->feat)) return 0;
1935 /* Visible and unignorable trap abort tarveling */
1936 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return 0;
1944 * @brief トラベル機能の実装 /
1946 * @param creature_ptr プレーヤーへの参照ポインタ
1949 void travel_step(player_type *creature_ptr)
1951 /* Get travel direction */
1952 travel.dir = travel_test(creature_ptr, travel.dir);
1956 if (travel.run == 255)
1958 msg_print(_("道筋が見つかりません!", "No route is found!"));
1959 travel.y = travel.x = 0;
1962 disturb(creature_ptr, FALSE, TRUE);
1966 take_turn(creature_ptr, 100);
1968 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1970 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1973 travel.y = travel.x = 0;
1975 else if (travel.run > 0)
1981 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1985 #define TRAVEL_UNABLE 9999
1987 static int flow_head = 0;
1988 static int flow_tail = 0;
1989 static POSITION temp2_x[MAX_SHORT];
1990 static POSITION temp2_y[MAX_SHORT];
1993 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1994 * @param creature_ptr プレーヤーへの参照ポインタ
1997 void forget_travel_flow(floor_type *floor_ptr)
1999 /* Check the entire dungeon / Forget the old data */
2000 for (POSITION y = 0; y < floor_ptr->height; y++)
2002 for (POSITION x = 0; x < floor_ptr->width; x++)
2004 travel.cost[y][x] = MAX_SHORT;
2008 travel.y = travel.x = 0;
2013 * @brief トラベル処理中に地形に応じた移動コスト基準を返す
2014 * @param creature_ptr プレーヤーへの参照ポインタ
2019 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2021 /* Avoid obstacles (ex. trees) */
2023 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2024 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2027 if (have_flag(f_ptr->flags, FF_WATER))
2029 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2033 if (have_flag(f_ptr->flags, FF_LAVA))
2036 if (!creature_ptr->resist_fire) lava *= 2;
2037 if (!creature_ptr->levitation) lava *= 2;
2038 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2043 /* Detected traps and doors */
2044 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2046 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2047 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2055 * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
2056 * @param creature_ptr プレーヤーへの参照ポインタ
2060 * @param wall プレイヤーが壁の中にいるならばTRUE
2063 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2065 /* Ignore out of bounds */
2066 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2067 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2068 feature_type *f_ptr = &f_info[g_ptr->feat];
2069 if (!in_bounds(floor_ptr, y, x)) return;
2071 /* Ignore unknown grid except in wilderness */
2072 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2074 /* Ignore "walls" and "rubble" (include "secret doors") */
2076 int from_wall = (n / TRAVEL_UNABLE);
2077 if (have_flag(f_ptr->flags, FF_WALL) ||
2078 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2079 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2080 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2082 if (!wall || !from_wall) return;
2083 add_cost += TRAVEL_UNABLE;
2087 add_cost = travel_flow_cost(creature_ptr, y, x);
2090 int base_cost = (n % TRAVEL_UNABLE);
2091 int cost = base_cost + add_cost;
2093 /* Ignore lower cost entries */
2094 if (travel.cost[y][x] <= cost) return;
2096 /* Save the flow cost */
2097 travel.cost[y][x] = cost;
2099 /* Enqueue that entry */
2100 int old_head = flow_head;
2101 temp2_y[flow_head] = y;
2102 temp2_x[flow_head] = x;
2104 /* Advance the queue */
2105 if (++flow_head == MAX_SHORT) flow_head = 0;
2107 /* Hack -- notice overflow by forgetting new entry */
2108 if (flow_head == flow_tail) flow_head = old_head;
2113 * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
2114 * @param creature_ptr プレーヤーへの参照ポインタ
2115 * @param ty 目標地点のY座標
2116 * @param tx 目標地点のX座標
2119 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2121 flow_head = flow_tail = 0;
2123 /* is player in the wall? */
2125 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2126 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2128 /* Start at the target grid */
2129 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2131 /* Now process the queue */
2133 while (flow_head != flow_tail)
2135 /* Extract the next entry */
2136 y = temp2_y[flow_tail];
2137 x = temp2_x[flow_tail];
2139 /* Forget that entry */
2140 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2142 /* Add the "children" */
2143 for (DIRECTION d = 0; d < 8; d++)
2145 /* Add that child if "legal" */
2146 travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2150 flow_head = flow_tail = 0;
2155 * @brief トラベル処理のメインルーチン
2158 void do_cmd_travel(player_type *creature_ptr)
2161 if (travel.x != 0 && travel.y != 0 &&
2162 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2167 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2169 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2171 msg_print(_("すでにそこにいます!", "You are already there!!"));
2175 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2176 feature_type *f_ptr;
2177 f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2179 if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2180 (have_flag(f_ptr->flags, FF_WALL) ||
2181 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2182 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2184 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2188 forget_travel_flow(creature_ptr->current_floor_ptr);
2189 travel_flow(creature_ptr, y, x);
2194 /* Travel till 255 steps */
2198 /* Decides first direction */
2199 POSITION dx = abs(creature_ptr->x - x);
2200 POSITION dy = abs(creature_ptr->y - y);
2201 POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2202 POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2204 for (int i = 1; i <= 9; i++)
2206 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2212 * Something has happened to disturb the player.
2213 * The first arg indicates a major disturbance, which affects search.
2214 * The second arg is currently unused, but could induce output flush.
2215 * All disturbance cancels repeated commands, resting, and running.
2217 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2219 /* Cancel repeated commands */
2225 /* Redraw the state (later) */
2226 creature_ptr->redraw |= (PR_STATE);
2229 /* Cancel Resting */
2230 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2233 set_action(creature_ptr, ACTION_NONE);
2236 /* Cancel running */
2237 if (creature_ptr->running)
2240 creature_ptr->running = 0;
2242 /* Check for new panel if appropriate */
2243 if (center_player && !center_running) verify_panel(creature_ptr);
2245 /* Calculate torch radius */
2246 creature_ptr->update |= (PU_TORCH);
2248 /* Update monster flow */
2249 creature_ptr->update |= (PU_FLOW);
2257 /* Check for new panel if appropriate */
2258 if (center_player && !center_running) verify_panel(creature_ptr);
2260 /* Calculate torch radius */
2261 creature_ptr->update |= (PU_TORCH);
2264 if (flush_disturb) flush();