2 * @brief プレイヤーの移動処理 / Movement commands
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 #include "player/player-move.h"
9 #include "core/disturbance.h"
10 #include "core/player-redraw-types.h"
11 #include "core/player-update-types.h"
12 #include "core/special-internal-keys.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/quest.h"
17 #include "effect/attribute-types.h"
18 #include "effect/effect-characteristics.h"
19 #include "effect/effect-processor.h"
20 #include "floor/cave.h"
21 #include "floor/floor-util.h"
22 #include "floor/geometry.h"
23 #include "game-option/disturbance-options.h"
24 #include "grid/feature.h"
25 #include "grid/grid.h"
26 #include "grid/trap.h"
27 #include "inventory/player-inventory.h"
28 #include "io/input-key-requester.h"
29 #include "mind/mind-ninja.h"
30 #include "monster/monster-update.h"
31 #include "perception/object-perception.h"
32 #include "player-base/player-class.h"
33 #include "player-base/player-race.h"
34 #include "player-status/player-energy.h"
35 #include "player/attack-defense-types.h"
36 #include "player/player-status-flags.h"
37 #include "player/player-status.h"
38 #include "realm/realm-song-numbers.h"
39 #include "spell-kind/spells-floor.h"
40 #include "spell-realm/spells-song.h"
41 #include "status/action-setter.h"
42 #include "system/dungeon-info.h"
43 #include "system/floor-type-definition.h"
44 #include "system/grid-type-definition.h"
45 #include "system/item-entity.h"
46 #include "system/monster-entity.h"
47 #include "system/player-type-definition.h"
48 #include "system/redrawing-flags-updater.h"
49 #include "system/terrain-type-definition.h"
50 #include "target/target-checker.h"
51 #include "timed-effect/player-blindness.h"
52 #include "timed-effect/player-confusion.h"
53 #include "timed-effect/player-hallucination.h"
54 #include "timed-effect/timed-effects.h"
55 #include "util/bit-flags-calculator.h"
56 #include "util/enum-converter.h"
57 #include "view/display-messages.h"
61 POSITION temp2_x[MAX_SHORT];
62 POSITION temp2_y[MAX_SHORT];
65 * @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 /
66 * Search for hidden things
67 * @param player_ptr プレイヤーへの参照ポインタ
68 * @param y 対象となるマスのY座標
69 * @param x 対象となるマスのX座標
71 static void discover_hidden_things(PlayerType *player_ptr, POSITION y, POSITION x)
74 auto *floor_ptr = player_ptr->current_floor_ptr;
75 g_ptr = &floor_ptr->grid_array[y][x];
76 if (g_ptr->mimic && is_trap(player_ptr, g_ptr->feat)) {
77 disclose_grid(player_ptr, y, x);
78 msg_print(_("トラップを発見した。", "You have found a trap."));
79 disturb(player_ptr, false, true);
82 if (is_hidden_door(player_ptr, g_ptr)) {
83 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
84 disclose_grid(player_ptr, y, x);
85 disturb(player_ptr, false, false);
88 for (const auto this_o_idx : g_ptr->o_idx_list) {
90 o_ptr = &floor_ptr->o_list[this_o_idx];
91 if (o_ptr->bi_key.tval() != ItemKindType::CHEST) {
95 if (o_ptr->pval <= 0 || chest_traps[o_ptr->pval].none()) {
99 if (!o_ptr->is_known()) {
100 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!"));
102 disturb(player_ptr, false, false);
108 * @brief プレイヤーの探索処理判定
109 * @param player_ptr プレイヤーへの参照ポインタ
111 void search(PlayerType *player_ptr)
113 PERCENTAGE chance = player_ptr->skill_srh;
114 const auto effects = player_ptr->effects();
115 if (effects->blindness()->is_blind() || no_lite(player_ptr)) {
116 chance = chance / 10;
119 if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
120 chance = chance / 10;
123 for (DIRECTION i = 0; i < 9; ++i) {
124 if (randint0(100) < chance) {
125 discover_hidden_things(player_ptr, player_ptr->y + ddy_ddd[i], player_ptr->x + ddx_ddd[i]);
131 * @brief 移動に伴うプレイヤーのステータス変化処理
132 * @param player_ptr プレイヤーへの参照ポインタ
135 * @param mpe_mode 移動オプションフラグ
136 * @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。
138 bool move_player_effect(PlayerType *player_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
140 POSITION oy = player_ptr->y;
141 POSITION ox = player_ptr->x;
142 auto *floor_ptr = player_ptr->current_floor_ptr;
143 auto *g_ptr = &floor_ptr->grid_array[ny][nx];
144 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
145 auto *f_ptr = &terrains_info[g_ptr->feat];
146 TerrainType *of_ptr = &terrains_info[oc_ptr->feat];
148 auto &rfu = RedrawingFlagsUpdater::get_instance();
149 if (!(mpe_mode & MPE_STAYING)) {
150 MONSTER_IDX om_idx = oc_ptr->m_idx;
151 MONSTER_IDX nm_idx = g_ptr->m_idx;
154 if (!(mpe_mode & MPE_DONT_SWAP_MON)) {
155 g_ptr->m_idx = om_idx;
156 oc_ptr->m_idx = nm_idx;
158 MonsterEntity *om_ptr = &floor_ptr->m_list[om_idx];
161 update_monster(player_ptr, om_idx, true);
165 MonsterEntity *nm_ptr = &floor_ptr->m_list[nm_idx];
168 update_monster(player_ptr, nm_idx, true);
172 lite_spot(player_ptr, oy, ox);
173 lite_spot(player_ptr, ny, nx);
174 verify_panel(player_ptr);
175 if (mpe_mode & MPE_FORGET_FLOW) {
176 forget_flow(floor_ptr);
177 rfu.set_flag(StatusRedrawingFlag::UN_VIEW);
178 player_ptr->redraw |= PR_MAP;
181 const auto flags_srf = {
182 StatusRedrawingFlag::VIEW,
183 StatusRedrawingFlag::LITE,
184 StatusRedrawingFlag::FLOW,
185 StatusRedrawingFlag::MONSTER_LITE,
186 StatusRedrawingFlag::DISTANCE,
188 rfu.set_flags(flags_srf);
189 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
190 if ((!player_ptr->effects()->blindness()->is_blind() && !no_lite(player_ptr)) || !is_trap(player_ptr, g_ptr->feat)) {
191 g_ptr->info &= ~(CAVE_UNSAFE);
194 if (floor_ptr->dun_level && dungeons_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::FORGET)) {
195 wiz_dark(player_ptr);
198 if (mpe_mode & MPE_HANDLE_STUFF) {
199 handle_stuff(player_ptr);
202 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
203 if (g_ptr->info & (CAVE_GLOW)) {
204 set_superstealth(player_ptr, false);
205 } else if (player_ptr->cur_lite <= 0) {
206 set_superstealth(player_ptr, true);
210 using Tc = TerrainCharacteristics;
211 if ((player_ptr->action == ACTION_HAYAGAKE) && (f_ptr->flags.has_not(Tc::PROJECT) || (!player_ptr->levitation && f_ptr->flags.has(Tc::DEEP)))) {
212 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
213 set_action(player_ptr, ACTION_NONE);
216 if (PlayerRace(player_ptr).equals(PlayerRaceType::MERFOLK)) {
217 if (f_ptr->flags.has(Tc::WATER) ^ of_ptr->flags.has(Tc::WATER)) {
218 rfu.set_flag(StatusRedrawingFlag::BONUS);
219 update_creature(player_ptr);
224 if (mpe_mode & MPE_ENERGY_USE) {
225 if (music_singing(player_ptr, MUSIC_WALL)) {
226 (void)project(player_ptr, 0, 0, player_ptr->y, player_ptr->x, (60 + player_ptr->lev), AttributeType::DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM);
227 if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving) {
232 if ((player_ptr->skill_fos >= 50) || (0 == randint0(50 - player_ptr->skill_fos))) {
236 if (player_ptr->action == ACTION_SEARCH) {
241 if (!(mpe_mode & MPE_DONT_PICKUP)) {
242 carry(player_ptr, any_bits(mpe_mode, MPE_DO_PICKUP));
245 if (!player_ptr->running) {
246 // 自動拾い/自動破壊により床上のアイテムリストが変化した可能性があるので表示を更新
247 set_bits(player_ptr->window_flags, PW_FLOOR_ITEMS | PW_FOUND_ITEMS);
248 window_stuff(player_ptr);
251 PlayerEnergy energy(player_ptr);
252 if (f_ptr->flags.has(TerrainCharacteristics::STORE)) {
253 disturb(player_ptr, false, true);
254 energy.reset_player_turn();
255 command_new = SPECIAL_KEY_STORE;
256 } else if (f_ptr->flags.has(TerrainCharacteristics::BLDG)) {
257 disturb(player_ptr, false, true);
258 energy.reset_player_turn();
259 command_new = SPECIAL_KEY_BUILDING;
260 } else if (f_ptr->flags.has(TerrainCharacteristics::QUEST_ENTER)) {
261 disturb(player_ptr, false, true);
262 energy.reset_player_turn();
263 command_new = SPECIAL_KEY_QUEST;
264 } else if (f_ptr->flags.has(TerrainCharacteristics::QUEST_EXIT)) {
265 const auto &quest_list = QuestList::get_instance();
266 if (quest_list[floor_ptr->quest_number].type == QuestKindType::FIND_EXIT) {
267 complete_quest(player_ptr, floor_ptr->quest_number);
269 leave_quest_check(player_ptr);
270 floor_ptr->quest_number = i2enum<QuestId>(g_ptr->special);
271 floor_ptr->dun_level = 0;
272 if (!inside_quest(floor_ptr->quest_number)) {
273 player_ptr->word_recall = 0;
275 player_ptr->oldpx = 0;
276 player_ptr->oldpy = 0;
277 player_ptr->leaving = true;
278 } else if (f_ptr->flags.has(TerrainCharacteristics::HIT_TRAP) && !(mpe_mode & MPE_STAYING)) {
279 disturb(player_ptr, false, true);
280 if (g_ptr->mimic || f_ptr->flags.has(TerrainCharacteristics::SECRET)) {
281 msg_print(_("トラップだ!", "You found a trap!"));
282 disclose_grid(player_ptr, player_ptr->y, player_ptr->x);
285 hit_trap(player_ptr, any_bits(mpe_mode, MPE_BREAK_TRAP));
286 if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving) {
291 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect) && player_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT)) {
292 player_ptr->dtrap = false;
293 if (!(g_ptr->info & CAVE_UNSAFE)) {
294 if (alert_trap_detect) {
295 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
298 if (disturb_trap_detect) {
299 disturb(player_ptr, false, true);
304 return player_bold(player_ptr, ny, nx) && !player_ptr->is_dead && !player_ptr->leaving;
308 * @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
309 * @param player_ptr プレイヤーへの参照ポインタ
311 * @return トラップが自動的に無効ならばTRUEを返す
313 bool trap_can_be_ignored(PlayerType *player_ptr, FEAT_IDX feat)
315 auto *f_ptr = &terrains_info[feat];
316 if (f_ptr->flags.has_not(TerrainCharacteristics::TRAP)) {
320 switch (i2enum<TrapType>(f_ptr->subtype)) {
321 case TrapType::TRAPDOOR:
323 case TrapType::SPIKED_PIT:
324 case TrapType::POISON_PIT:
325 if (player_ptr->levitation) {
329 case TrapType::TELEPORT:
330 if (player_ptr->anti_tele) {
335 if (has_immune_fire(player_ptr)) {
340 if (has_immune_acid(player_ptr)) {
344 case TrapType::BLIND:
345 if (has_resist_blind(player_ptr)) {
349 case TrapType::CONFUSE:
350 if (has_resist_conf(player_ptr)) {
354 case TrapType::POISON:
355 if (has_resist_pois(player_ptr)) {
359 case TrapType::SLEEP:
360 if (player_ptr->free_act) {