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/special-internal-keys.h"
11 #include "core/stuff-handler.h"
12 #include "core/window-redrawer.h"
13 #include "dungeon/dungeon-flag-types.h"
14 #include "dungeon/quest.h"
15 #include "effect/attribute-types.h"
16 #include "effect/effect-characteristics.h"
17 #include "effect/effect-processor.h"
18 #include "floor/cave.h"
19 #include "floor/floor-util.h"
20 #include "floor/geometry.h"
21 #include "game-option/disturbance-options.h"
22 #include "grid/feature.h"
23 #include "grid/grid.h"
24 #include "grid/trap.h"
25 #include "inventory/player-inventory.h"
26 #include "io/input-key-requester.h"
27 #include "mind/mind-ninja.h"
28 #include "monster/monster-update.h"
29 #include "perception/object-perception.h"
30 #include "player-base/player-class.h"
31 #include "player-base/player-race.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 "status/action-setter.h"
40 #include "system/dungeon-info.h"
41 #include "system/floor-type-definition.h"
42 #include "system/grid-type-definition.h"
43 #include "system/item-entity.h"
44 #include "system/monster-entity.h"
45 #include "system/player-type-definition.h"
46 #include "system/redrawing-flags-updater.h"
47 #include "system/terrain-type-definition.h"
48 #include "target/target-checker.h"
49 #include "timed-effect/player-blindness.h"
50 #include "timed-effect/player-confusion.h"
51 #include "timed-effect/player-hallucination.h"
52 #include "timed-effect/timed-effects.h"
53 #include "util/bit-flags-calculator.h"
54 #include "util/enum-converter.h"
55 #include "view/display-messages.h"
59 POSITION temp2_x[MAX_SHORT];
60 POSITION temp2_y[MAX_SHORT];
63 * @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 /
64 * Search for hidden things
65 * @param player_ptr プレイヤーへの参照ポインタ
66 * @param y 対象となるマスのY座標
67 * @param x 対象となるマスのX座標
69 static void discover_hidden_things(PlayerType *player_ptr, POSITION y, POSITION x)
72 auto *floor_ptr = player_ptr->current_floor_ptr;
73 g_ptr = &floor_ptr->grid_array[y][x];
74 if (g_ptr->mimic && is_trap(player_ptr, g_ptr->feat)) {
75 disclose_grid(player_ptr, y, x);
76 msg_print(_("トラップを発見した。", "You have found a trap."));
77 disturb(player_ptr, false, true);
80 if (is_hidden_door(player_ptr, g_ptr)) {
81 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
82 disclose_grid(player_ptr, y, x);
83 disturb(player_ptr, false, false);
86 for (const auto this_o_idx : g_ptr->o_idx_list) {
88 o_ptr = &floor_ptr->o_list[this_o_idx];
89 if (o_ptr->bi_key.tval() != ItemKindType::CHEST) {
93 if (o_ptr->pval <= 0 || chest_traps[o_ptr->pval].none()) {
97 if (!o_ptr->is_known()) {
98 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!"));
100 disturb(player_ptr, false, false);
106 * @brief プレイヤーの探索処理判定
107 * @param player_ptr プレイヤーへの参照ポインタ
109 void search(PlayerType *player_ptr)
111 PERCENTAGE chance = player_ptr->skill_srh;
112 const auto effects = player_ptr->effects();
113 if (effects->blindness()->is_blind() || no_lite(player_ptr)) {
114 chance = chance / 10;
117 if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
118 chance = chance / 10;
121 for (DIRECTION i = 0; i < 9; ++i) {
122 if (randint0(100) < chance) {
123 discover_hidden_things(player_ptr, player_ptr->y + ddy_ddd[i], player_ptr->x + ddx_ddd[i]);
129 * @brief 移動に伴うプレイヤーのステータス変化処理
130 * @param player_ptr プレイヤーへの参照ポインタ
133 * @param mpe_mode 移動オプションフラグ
134 * @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。
136 bool move_player_effect(PlayerType *player_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
138 POSITION oy = player_ptr->y;
139 POSITION ox = player_ptr->x;
140 auto *floor_ptr = player_ptr->current_floor_ptr;
141 auto *g_ptr = &floor_ptr->grid_array[ny][nx];
142 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
143 auto *f_ptr = &terrains_info[g_ptr->feat];
144 TerrainType *of_ptr = &terrains_info[oc_ptr->feat];
146 auto &rfu = RedrawingFlagsUpdater::get_instance();
147 if (!(mpe_mode & MPE_STAYING)) {
148 MONSTER_IDX om_idx = oc_ptr->m_idx;
149 MONSTER_IDX nm_idx = g_ptr->m_idx;
152 if (!(mpe_mode & MPE_DONT_SWAP_MON)) {
153 g_ptr->m_idx = om_idx;
154 oc_ptr->m_idx = nm_idx;
156 MonsterEntity *om_ptr = &floor_ptr->m_list[om_idx];
159 update_monster(player_ptr, om_idx, true);
163 MonsterEntity *nm_ptr = &floor_ptr->m_list[nm_idx];
166 update_monster(player_ptr, nm_idx, true);
170 lite_spot(player_ptr, oy, ox);
171 lite_spot(player_ptr, ny, nx);
172 verify_panel(player_ptr);
173 if (mpe_mode & MPE_FORGET_FLOW) {
174 forget_flow(floor_ptr);
175 rfu.set_flag(StatusRecalculatingFlag::UN_VIEW);
176 rfu.set_flag(MainWindowRedrawingFlag::MAP);
179 static constexpr auto flags_srf = {
180 StatusRecalculatingFlag::VIEW,
181 StatusRecalculatingFlag::LITE,
182 StatusRecalculatingFlag::FLOW,
183 StatusRecalculatingFlag::MONSTER_LITE,
184 StatusRecalculatingFlag::DISTANCE,
186 rfu.set_flags(flags_srf);
187 static constexpr auto flags_swrf = {
188 SubWindowRedrawingFlag::OVERHEAD,
189 SubWindowRedrawingFlag::DUNGEON,
191 rfu.set_flags(flags_swrf);
192 if ((!player_ptr->effects()->blindness()->is_blind() && !no_lite(player_ptr)) || !is_trap(player_ptr, g_ptr->feat)) {
193 g_ptr->info &= ~(CAVE_UNSAFE);
196 if (floor_ptr->dun_level && floor_ptr->get_dungeon_definition().flags.has(DungeonFeatureType::FORGET)) {
197 wiz_dark(player_ptr);
200 if (mpe_mode & MPE_HANDLE_STUFF) {
201 handle_stuff(player_ptr);
204 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
205 if (g_ptr->info & (CAVE_GLOW)) {
206 set_superstealth(player_ptr, false);
207 } else if (player_ptr->cur_lite <= 0) {
208 set_superstealth(player_ptr, true);
212 using Tc = TerrainCharacteristics;
213 if ((player_ptr->action == ACTION_HAYAGAKE) && (f_ptr->flags.has_not(Tc::PROJECT) || (!player_ptr->levitation && f_ptr->flags.has(Tc::DEEP)))) {
214 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
215 set_action(player_ptr, ACTION_NONE);
218 if (PlayerRace(player_ptr).equals(PlayerRaceType::MERFOLK)) {
219 if (f_ptr->flags.has(Tc::WATER) ^ of_ptr->flags.has(Tc::WATER)) {
220 rfu.set_flag(StatusRecalculatingFlag::BONUS);
221 update_creature(player_ptr);
226 if (mpe_mode & MPE_ENERGY_USE) {
227 if (music_singing(player_ptr, MUSIC_WALL)) {
228 (void)project(player_ptr, 0, 0, player_ptr->y, player_ptr->x, (60 + player_ptr->lev), AttributeType::DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM);
229 if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving) {
234 if ((player_ptr->skill_fos >= 50) || (0 == randint0(50 - player_ptr->skill_fos))) {
238 if (player_ptr->action == ACTION_SEARCH) {
243 if (!(mpe_mode & MPE_DONT_PICKUP)) {
244 carry(player_ptr, any_bits(mpe_mode, MPE_DO_PICKUP));
247 // 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
248 if (!player_ptr->running) {
249 static constexpr auto flags_swrf = {
250 SubWindowRedrawingFlag::FLOOR_ITEMS,
251 SubWindowRedrawingFlag::FOUND_ITEMS,
253 rfu.set_flags(flags_swrf);
254 window_stuff(player_ptr);
257 PlayerEnergy energy(player_ptr);
258 if (f_ptr->flags.has(TerrainCharacteristics::STORE)) {
259 disturb(player_ptr, false, true);
260 energy.reset_player_turn();
261 command_new = SPECIAL_KEY_STORE;
262 } else if (f_ptr->flags.has(TerrainCharacteristics::BLDG)) {
263 disturb(player_ptr, false, true);
264 energy.reset_player_turn();
265 command_new = SPECIAL_KEY_BUILDING;
266 } else if (f_ptr->flags.has(TerrainCharacteristics::QUEST_ENTER)) {
267 disturb(player_ptr, false, true);
268 energy.reset_player_turn();
269 command_new = SPECIAL_KEY_QUEST;
270 } else if (f_ptr->flags.has(TerrainCharacteristics::QUEST_EXIT)) {
271 const auto &quest_list = QuestList::get_instance();
272 if (quest_list[floor_ptr->quest_number].type == QuestKindType::FIND_EXIT) {
273 complete_quest(player_ptr, floor_ptr->quest_number);
275 leave_quest_check(player_ptr);
276 floor_ptr->quest_number = i2enum<QuestId>(g_ptr->special);
277 floor_ptr->dun_level = 0;
278 if (!inside_quest(floor_ptr->quest_number)) {
279 player_ptr->word_recall = 0;
281 player_ptr->oldpx = 0;
282 player_ptr->oldpy = 0;
283 player_ptr->leaving = true;
284 } else if (f_ptr->flags.has(TerrainCharacteristics::HIT_TRAP) && !(mpe_mode & MPE_STAYING)) {
285 disturb(player_ptr, false, true);
286 if (g_ptr->mimic || f_ptr->flags.has(TerrainCharacteristics::SECRET)) {
287 msg_print(_("トラップだ!", "You found a trap!"));
288 disclose_grid(player_ptr, player_ptr->y, player_ptr->x);
291 hit_trap(player_ptr, any_bits(mpe_mode, MPE_BREAK_TRAP));
292 if (!player_bold(player_ptr, ny, nx) || player_ptr->is_dead || player_ptr->leaving) {
297 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect) && player_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT)) {
298 player_ptr->dtrap = false;
299 if (!(g_ptr->info & CAVE_UNSAFE)) {
300 if (alert_trap_detect) {
301 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
304 if (disturb_trap_detect) {
305 disturb(player_ptr, false, true);
310 return player_bold(player_ptr, ny, nx) && !player_ptr->is_dead && !player_ptr->leaving;
314 * @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
315 * @param player_ptr プレイヤーへの参照ポインタ
317 * @return トラップが自動的に無効ならばTRUEを返す
319 bool trap_can_be_ignored(PlayerType *player_ptr, FEAT_IDX feat)
321 auto *f_ptr = &terrains_info[feat];
322 if (f_ptr->flags.has_not(TerrainCharacteristics::TRAP)) {
326 switch (i2enum<TrapType>(f_ptr->subtype)) {
327 case TrapType::TRAPDOOR:
329 case TrapType::SPIKED_PIT:
330 case TrapType::POISON_PIT:
331 if (player_ptr->levitation) {
335 case TrapType::TELEPORT:
336 if (player_ptr->anti_tele) {
341 if (has_immune_fire(player_ptr)) {
346 if (has_immune_acid(player_ptr)) {
350 case TrapType::BLIND:
351 if (has_resist_blind(player_ptr)) {
355 case TrapType::CONFUSE:
356 if (has_resist_conf(player_ptr)) {
360 case TrapType::POISON:
361 if (has_resist_pois(player_ptr)) {
365 case TrapType::SLEEP:
366 if (player_ptr->free_act) {