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Merge pull request #1927 from dis-/feature/fix-special-disturb
[hengbandforosx/hengbandosx.git] / src / player / player-move.cpp
1 /*!
2  *  @brief プレイヤーの移動処理 / Movement commands
3  *  @date 2014/01/02
4  *  @author
5  *  Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6  */
7
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/dungeon.h"
17 #include "dungeon/quest.h"
18 #include "effect/effect-characteristics.h"
19 #include "effect/effect-processor.h"
20 #include "floor/cave.h"
21 #include "floor/geometry.h"
22 #include "floor/floor-util.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-status/player-energy.h"
33 #include "player/attack-defense-types.h"
34 #include "player/player-status-flags.h"
35 #include "player/player-status.h"
36 #include "realm/realm-song-numbers.h"
37 #include "spell-kind/spells-floor.h"
38 #include "spell-realm/spells-song.h"
39 #include "effect/attribute-types.h"
40 #include "status/action-setter.h"
41 #include "system/floor-type-definition.h"
42 #include "system/grid-type-definition.h"
43 #include "system/monster-type-definition.h"
44 #include "system/object-type-definition.h"
45 #include "system/player-type-definition.h"
46 #include "target/target-checker.h"
47 #include "util/bit-flags-calculator.h"
48 #include "util/enum-converter.h"
49 #include "view/display-messages.h"
50
51 int flow_head = 0;
52 int flow_tail = 0;
53 POSITION temp2_x[MAX_SHORT];
54 POSITION temp2_y[MAX_SHORT];
55
56 /*!
57  * @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 /
58  * Search for hidden things
59  * @param player_ptr プレイヤーへの参照ポインタ
60  * @param y 対象となるマスのY座標
61  * @param x 対象となるマスのX座標
62  */
63 static void discover_hidden_things(PlayerType *player_ptr, POSITION y, POSITION x)
64 {
65     grid_type *g_ptr;
66     floor_type *floor_ptr = player_ptr->current_floor_ptr;
67     g_ptr = &floor_ptr->grid_array[y][x];
68     if (g_ptr->mimic && is_trap(player_ptr, g_ptr->feat)) {
69         disclose_grid(player_ptr, y, x);
70         msg_print(_("トラップを発見した。", "You have found a trap."));
71         disturb(player_ptr, false, true);
72     }
73
74     if (is_hidden_door(player_ptr, g_ptr)) {
75         msg_print(_("隠しドアを発見した。", "You have found a secret door."));
76         disclose_grid(player_ptr, y, x);
77         disturb(player_ptr, false, false);
78     }
79
80     for (const auto this_o_idx : g_ptr->o_idx_list) {
81         object_type *o_ptr;
82         o_ptr = &floor_ptr->o_list[this_o_idx];
83         if (o_ptr->tval != ItemKindType::CHEST)
84             continue;
85         if (chest_traps[o_ptr->pval].none())
86             continue;
87         if (!o_ptr->is_known()) {
88             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!"));
89             object_known(o_ptr);
90             disturb(player_ptr, false, false);
91         }
92     }
93 }
94
95 /*!
96  * @brief プレイヤーの探索処理判定
97  * @param player_ptr プレイヤーへの参照ポインタ
98  */
99 void search(PlayerType *player_ptr)
100 {
101     PERCENTAGE chance = player_ptr->skill_srh;
102     if (player_ptr->blind || no_lite(player_ptr))
103         chance = chance / 10;
104
105     if (player_ptr->confused || player_ptr->hallucinated)
106         chance = chance / 10;
107
108     for (DIRECTION i = 0; i < 9; ++i)
109         if (randint0(100) < chance)
110             discover_hidden_things(player_ptr, player_ptr->y + ddy_ddd[i], player_ptr->x + ddx_ddd[i]);
111 }
112
113 /*!
114  * @brief 移動に伴うプレイヤーのステータス変化処理
115  * @param player_ptr プレイヤーへの参照ポインタ
116  * @param ny 移動先Y座標
117  * @param nx 移動先X座標
118  * @param mpe_mode 移動オプションフラグ
119  * @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。
120  */
121 bool move_player_effect(PlayerType *player_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
122 {
123     POSITION oy = player_ptr->y;
124     POSITION ox = player_ptr->x;
125     floor_type *floor_ptr = player_ptr->current_floor_ptr;
126     grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
127     grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
128     feature_type *f_ptr = &f_info[g_ptr->feat];
129     feature_type *of_ptr = &f_info[oc_ptr->feat];
130
131     if (!(mpe_mode & MPE_STAYING)) {
132         MONSTER_IDX om_idx = oc_ptr->m_idx;
133         MONSTER_IDX nm_idx = g_ptr->m_idx;
134         player_ptr->y = ny;
135         player_ptr->x = nx;
136         if (!(mpe_mode & MPE_DONT_SWAP_MON)) {
137             g_ptr->m_idx = om_idx;
138             oc_ptr->m_idx = nm_idx;
139             if (om_idx > 0) {
140                 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
141                 om_ptr->fy = ny;
142                 om_ptr->fx = nx;
143                 update_monster(player_ptr, om_idx, true);
144             }
145
146             if (nm_idx > 0) {
147                 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
148                 nm_ptr->fy = oy;
149                 nm_ptr->fx = ox;
150                 update_monster(player_ptr, nm_idx, true);
151             }
152         }
153
154         lite_spot(player_ptr, oy, ox);
155         lite_spot(player_ptr, ny, nx);
156         verify_panel(player_ptr);
157         if (mpe_mode & MPE_FORGET_FLOW) {
158             forget_flow(floor_ptr);
159             player_ptr->update |= PU_UN_VIEW;
160             player_ptr->redraw |= PR_MAP;
161         }
162
163         player_ptr->update |= PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE;
164         player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
165         if ((!player_ptr->blind && !no_lite(player_ptr)) || !is_trap(player_ptr, g_ptr->feat))
166             g_ptr->info &= ~(CAVE_UNSAFE);
167
168         if (floor_ptr->dun_level && d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::FORGET))
169             wiz_dark(player_ptr);
170
171         if (mpe_mode & MPE_HANDLE_STUFF)
172             handle_stuff(player_ptr);
173
174         if (player_ptr->pclass == PlayerClassType::NINJA) {
175             if (g_ptr->info & (CAVE_GLOW))
176                 set_superstealth(player_ptr, false);
177             else if (player_ptr->cur_lite <= 0)
178                 set_superstealth(player_ptr, true);
179         }
180
181         if ((player_ptr->action == ACTION_HAYAGAKE)
182             && (f_ptr->flags.has_not(FloorFeatureType::PROJECT) || (!player_ptr->levitation && f_ptr->flags.has(FloorFeatureType::DEEP)))) {
183             msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
184             set_action(player_ptr, ACTION_NONE);
185         }
186
187         if (player_ptr->prace == PlayerRaceType::MERFOLK) {
188             if (f_ptr->flags.has(FloorFeatureType::WATER) ^ of_ptr->flags.has(FloorFeatureType::WATER)) {
189                 player_ptr->update |= PU_BONUS;
190                 update_creature(player_ptr);
191             }
192         }
193     }
194
195     if (mpe_mode & MPE_ENERGY_USE) {
196         if (music_singing(player_ptr, MUSIC_WALL)) {
197             (void)project(player_ptr, 0, 0, player_ptr->y, player_ptr->x, (60 + player_ptr->lev), AttributeType::DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM);
198             if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving)
199                 return false;
200         }
201
202         if ((player_ptr->skill_fos >= 50) || (0 == randint0(50 - player_ptr->skill_fos)))
203             search(player_ptr);
204
205         if (player_ptr->action == ACTION_SEARCH)
206             search(player_ptr);
207     }
208
209     if (!(mpe_mode & MPE_DONT_PICKUP))
210         carry(player_ptr, any_bits(mpe_mode, MPE_DO_PICKUP));
211
212     if (!player_ptr->running) {
213         // 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
214         set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
215         window_stuff(player_ptr);
216     }
217
218     PlayerEnergy energy(player_ptr);
219     if (f_ptr->flags.has(FloorFeatureType::STORE)) {
220         disturb(player_ptr, false, true);
221         energy.reset_player_turn();
222         command_new = SPECIAL_KEY_STORE;
223     } else if (f_ptr->flags.has(FloorFeatureType::BLDG)) {
224         disturb(player_ptr, false, true);
225         energy.reset_player_turn();
226         command_new = SPECIAL_KEY_BUILDING;
227     } else if (f_ptr->flags.has(FloorFeatureType::QUEST_ENTER)) {
228         disturb(player_ptr, false, true);
229         energy.reset_player_turn();
230         command_new = SPECIAL_KEY_QUEST;
231     } else if (f_ptr->flags.has(FloorFeatureType::QUEST_EXIT)) {
232         if (quest[floor_ptr->inside_quest].type == QuestKindType::FIND_EXIT)
233             complete_quest(player_ptr, floor_ptr->inside_quest);
234
235         leave_quest_check(player_ptr);
236         floor_ptr->inside_quest = g_ptr->special;
237         floor_ptr->dun_level = 0;
238         if (!floor_ptr->inside_quest)
239             player_ptr->word_recall = 0;
240         player_ptr->oldpx = 0;
241         player_ptr->oldpy = 0;
242         player_ptr->leaving = true;
243     } else if (f_ptr->flags.has(FloorFeatureType::HIT_TRAP) && !(mpe_mode & MPE_STAYING)) {
244         disturb(player_ptr, false, true);
245         if (g_ptr->mimic || f_ptr->flags.has(FloorFeatureType::SECRET)) {
246             msg_print(_("トラップだ!", "You found a trap!"));
247             disclose_grid(player_ptr, player_ptr->y, player_ptr->x);
248         }
249
250         hit_trap(player_ptr, any_bits(mpe_mode, MPE_BREAK_TRAP));
251         if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving)
252             return false;
253     }
254
255     if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect) && player_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT)) {
256         player_ptr->dtrap = false;
257         if (!(g_ptr->info & CAVE_UNSAFE)) {
258             if (alert_trap_detect)
259                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
260
261             if (disturb_trap_detect)
262                 disturb(player_ptr, false, true);
263         }
264     }
265
266     return player_bold(player_ptr, ny, nx) && !player_ptr->is_dead && !player_ptr->leaving;
267 }
268
269 /*!
270  * @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
271  * @param player_ptr プレイヤーへの参照ポインタ
272  * @param feat 地形ID
273  * @return トラップが自動的に無効ならばTRUEを返す
274  */
275 bool trap_can_be_ignored(PlayerType *player_ptr, FEAT_IDX feat)
276 {
277     feature_type *f_ptr = &f_info[feat];
278     if (f_ptr->flags.has_not(FloorFeatureType::TRAP))
279         return true;
280
281     switch (i2enum<TrapType>(f_ptr->subtype)) {
282     case TrapType::TRAPDOOR:
283     case TrapType::PIT:
284     case TrapType::SPIKED_PIT:
285     case TrapType::POISON_PIT:
286         if (player_ptr->levitation)
287             return true;
288         break;
289     case TrapType::TELEPORT:
290         if (player_ptr->anti_tele)
291             return true;
292         break;
293     case TrapType::FIRE:
294         if (has_immune_fire(player_ptr))
295             return true;
296         break;
297     case TrapType::ACID:
298         if (has_immune_acid(player_ptr))
299             return true;
300         break;
301     case TrapType::BLIND:
302         if (has_resist_blind(player_ptr))
303             return true;
304         break;
305     case TrapType::CONFUSE:
306         if (has_resist_conf(player_ptr))
307             return true;
308         break;
309     case TrapType::POISON:
310         if (has_resist_pois(player_ptr))
311             return true;
312         break;
313     case TrapType::SLEEP:
314         if (player_ptr->free_act)
315             return true;
316         break;
317     default:
318         break;
319     }
320
321     return false;
322 }