3 * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
13 * The running algorithm: -CJS-
15 * In the diagrams below, the player has just arrived in the
16 * grid marked as '@', and he has just come from a grid marked
17 * as 'o', and he is about to enter the grid marked as 'x'.
19 * Of course, if the "requested" move was impossible, then you
20 * will of course be blocked, and will stop.
22 * Overview: You keep moving until something interesting happens.
23 * If you are in an enclosed space, you follow corners. This is
24 * the usual corridor scheme. If you are in an open space, you go
25 * straight, but stop before entering enclosed space. This is
26 * analogous to reaching doorways. If you have enclosed space on
27 * one side only (that is, running along side a wall) stop if
28 * your wall opens out, or your open space closes in. Either case
29 * corresponds to a doorway.
31 * What happens depends on what you can really SEE. (i.e. if you
32 * have no light, then running along a dark corridor is JUST like
33 * running in a dark room.) The algorithm works equally well in
34 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
36 * These conditions are kept in static memory:
37 * find_openarea You are in the open on at least one
39 * find_breakleft You have a wall on the left, and will
41 * find_breakright You have a wall on the right, and will
44 * To initialize these conditions, we examine the grids adjacent
45 * to the grid marked 'x', two on each side (marked 'L' and 'R').
46 * If either one of the two grids on a given side is seen to be
47 * closed, then that side is considered to be closed. If both
48 * sides are closed, then it is an enclosed (corridor) run.
54 * Looking at more than just the immediate squares is
55 * significant. Consider the following case. A run along the
56 * corridor will stop just before entering the center point,
57 * because a choice is clearly established. Running in any of
58 * three available directions will be defined as a corridor run.
59 * Note that a minor hack is inserted to make the angled corridor
60 * entry (with one side blocked near and the other side blocked
61 * further away from the runner) work correctly. The runner moves
62 * diagonally, but then saves the previous direction as being
63 * straight into the gap. Otherwise, the tail end of the other
64 * entry would be perceived as an alternative on the next move.
72 * Likewise, a run along a wall, and then into a doorway (two
73 * runs) will work correctly. A single run rightwards from \@ will
74 * stop at 1. Another run right and down will enter the corridor
75 * and make the corner, stopping at the 2.
77 * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
79 * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
81 * \#\#\#\#\#\#\#\#\#\#\#\#\#
83 * After any move, the function area_affect is called to
84 * determine the new surroundings, and the direction of
85 * subsequent moves. It examines the current player location
86 * (at which the runner has just arrived) and the previous
87 * direction (from which the runner is considered to have come).
89 * Moving one square in some direction places you adjacent to
90 * three or five new squares (for straight and diagonal moves
91 * respectively) to which you were not previously adjacent,
92 * marked as '!' in the diagrams below.
95 * .o@@! (normal) .o.! (diagonal)
96 * ...! (east) ..@@! (south east)
99 * You STOP if any of the new squares are interesting in any way:
100 * for example, if they contain visible monsters or treasure.
102 * You STOP if any of the newly adjacent squares seem to be open,
103 * and you are also looking for a break on that side. (that is,
104 * find_openarea AND find_break).
106 * You STOP if any of the newly adjacent squares do NOT seem to be
107 * open and you are in an open area, and that side was previously
110 * Corners: If you are not in the open (i.e. you are in a corridor)
111 * and there is only one way to go in the new squares, then turn in
112 * that direction. If there are more than two new ways to go, STOP.
113 * If there are two ways to go, and those ways are separated by a
114 * square which does not seem to be open, then STOP.
116 * Otherwise, we have a potential corner. There are two new open
117 * squares, which are also adjacent. One of the new squares is
118 * diagonally located, the other is straight on (as in the diagram).
119 * We consider two more squares further out (marked below as ?).
121 * We assign "option" to the straight-on grid, and "option2" to the
122 * diagonal grid, and "check_dir" to the grid marked 's'.
128 * If they are both seen to be closed, then it is seen that no benefit
129 * is gained from moving straight. It is a known corner. To cut the
130 * corner, go diagonally, otherwise go straight, but pretend you
131 * stepped diagonally into that next location for a full view next
132 * time. Conversely, if one of the ? squares is not seen to be closed,
133 * then there is a potential choice. We check to see whether it is a
134 * potential corner or an intersection/room entrance. If the square
135 * two spaces straight ahead, and the space marked with 's' are both
136 * unknown space, then it is a potential corner and enter if
137 * find_examine is set, otherwise must stop because it is not a
138 * corner. (find_examine option is removed and always is TRUE.)
146 #include "realm-song.h"
147 #include "autopick.h"
154 #include "artifact.h"
155 #include "player-move.h"
156 #include "player-status.h"
157 #include "player-effects.h"
158 #include "player-race.h"
159 #include "player-class.h"
160 #include "player-inventory.h"
161 #include "player-personality.h"
162 #include "spells-floor.h"
166 #include "monster-spell.h"
167 #include "monster-status.h"
168 #include "object-hook.h"
169 #include "object-flavor.h"
171 #include "cmd-basic.h"
172 #include "view-mainwindow.h"
174 #include "objectkind.h"
175 #include "autopick.h"
176 #include "targeting.h"
181 * @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 /
182 * Search for hidden things
183 * @param creature_ptr プレーヤーへの参照ポインタ
184 * @param y 対象となるマスのY座標
185 * @param x 対象となるマスのX座標
188 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
191 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
192 g_ptr = &floor_ptr->grid_array[y][x];
194 if (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat))
196 disclose_grid(creature_ptr, y, x);
197 msg_print(_("トラップを発見した。", "You have found a trap."));
198 disturb(creature_ptr, FALSE, TRUE);
201 if (is_hidden_door(creature_ptr, g_ptr))
203 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
204 disclose_grid(creature_ptr, y, x);
205 disturb(creature_ptr, FALSE, FALSE);
208 /* Scan all objects in the grid */
209 OBJECT_IDX next_o_idx = 0;
210 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
213 o_ptr = &floor_ptr->o_list[this_o_idx];
214 next_o_idx = o_ptr->next_o_idx;
215 if (o_ptr->tval != TV_CHEST) continue;
216 if (!chest_traps[o_ptr->pval]) continue;
217 if (!object_is_known(o_ptr))
219 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!"));
221 disturb(creature_ptr, FALSE, FALSE);
228 * @brief プレイヤーの探索処理判定
229 * @param creature_ptr プレーヤーへの参照ポインタ
232 void search(player_type *creature_ptr)
234 /* Start with base search ability */
235 PERCENTAGE chance = creature_ptr->skill_srh;
237 /* Penalize various conditions */
238 if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
239 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
241 /* Search the nearby grids, which are always in bounds */
242 for (DIRECTION i = 0; i < 9; ++ i)
244 /* Sometimes, notice things */
245 if (randint0(100) < chance)
247 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
254 * @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 /
255 * Helper routine for py_pickup() and py_pickup_floor().
256 * @param creature_ptr プレーヤーへの参照ポインタ
257 * @param o_idx 取得したオブジェクトの参照ID
260 * アイテムを拾った際に「2つのケーキを持っている」\n
261 * "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
263 * 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
265 * Add the given dungeon object to the character's inventory.\n
266 * Delete the object afterwards.\n
268 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
271 GAME_TEXT o_name[MAX_NLEN];
272 GAME_TEXT old_name[MAX_NLEN];
276 GAME_TEXT o_name[MAX_NLEN];
280 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
283 object_desc(owner_ptr, old_name, o_ptr, OD_NAME_ONLY);
284 object_desc_kosuu(kazu_str, o_ptr);
285 hirottakazu = o_ptr->number;
288 /* Carry the object */
289 INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
291 /* Get the object again */
292 o_ptr = &owner_ptr->inventory_list[slot];
294 delete_object_idx(owner_ptr, o_idx);
296 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
298 bool old_known = identify_item(owner_ptr, o_ptr);
300 /* Auto-inscription/destroy */
301 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
303 /* If it is destroyed, don't pick it up */
304 if (o_ptr->marked & OM_AUTODESTROY) return;
307 object_desc(owner_ptr, o_name, o_ptr, 0);
310 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
312 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
313 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
314 msg_format("%sに襲いかかる...", owner_ptr->name);
320 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
324 if (o_ptr->number > hirottakazu) {
325 msg_format("%s拾って、%s(%c)を持っている。",
326 kazu_str, o_name, index_to_label(slot));
328 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
333 strcpy(record_o_name, old_name);
335 msg_format("You have %s (%c).", o_name, index_to_label(slot));
336 strcpy(record_o_name, o_name);
338 record_turn = current_world_ptr->game_turn;
339 check_find_art_quest_completion(owner_ptr, o_ptr);
344 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
345 * @param creature_ptr プレーヤーへの参照ポインタ
346 * @param pickup 自動拾い処理を行うならばTRUEとする
349 * Player "wants" to pick up an object or gold.
350 * Note that we ONLY handle things that can be picked up.
351 * See "move_player(creature_ptr, )" for handling of other things.
353 void carry(player_type *creature_ptr, bool pickup)
355 /* Recenter the map around the player */
356 verify_panel(creature_ptr);
358 creature_ptr->update |= (PU_MONSTERS);
359 creature_ptr->redraw |= (PR_MAP);
360 creature_ptr->window |= (PW_OVERHEAD);
361 handle_stuff(creature_ptr);
363 /* Automatically pickup/destroy/inscribe items */
364 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
365 autopick_pickup_items(creature_ptr, g_ptr);
369 py_pickup_floor(creature_ptr, pickup);
373 /* Scan the pile of objects */
374 OBJECT_IDX next_o_idx = 0;
375 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
378 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
379 GAME_TEXT o_name[MAX_NLEN];
380 object_desc(creature_ptr, o_name, o_ptr, 0);
381 next_o_idx = o_ptr->next_o_idx;
383 disturb(creature_ptr, FALSE, FALSE);
385 if (o_ptr->tval == TV_GOLD)
387 int value = (long)o_ptr->pval;
388 delete_object_idx(creature_ptr, this_o_idx);
389 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
390 (long)value, o_name);
394 creature_ptr->au += value;
395 creature_ptr->redraw |= (PR_GOLD);
396 creature_ptr->window |= (PW_PLAYER);
400 /* Hack - some objects were handled in autopick_pickup_items(). */
401 if (o_ptr->marked & OM_NOMSG)
403 o_ptr->marked &= ~OM_NOMSG;
409 msg_format(_("%sがある。", "You see %s."), o_name);
413 if (!inven_carry_okay(o_ptr))
415 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);
419 int is_pickup_successful = TRUE;
420 if (carry_query_flag)
422 char out_val[MAX_NLEN + 20];
423 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
424 is_pickup_successful = get_check(out_val);
427 if (is_pickup_successful)
429 py_pickup_aux(creature_ptr, this_o_idx);
436 * @brief パターンによる移動制限処理
437 * @param creature_ptr プレーヤーへの参照ポインタ
438 * @param c_y プレイヤーの移動元Y座標
439 * @param c_x プレイヤーの移動元X座標
440 * @param n_y プレイヤーの移動先Y座標
441 * @param n_x プレイヤーの移動先X座標
442 * @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。
444 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
446 feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
447 feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
448 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
449 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
451 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
453 int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
454 int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
456 if (pattern_type_new == PATTERN_TILE_START)
458 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
460 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?",
461 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
470 if ((pattern_type_new == PATTERN_TILE_OLD) ||
471 (pattern_type_new == PATTERN_TILE_END) ||
472 (pattern_type_new == PATTERN_TILE_WRECKED))
474 if (is_pattern_tile_cur)
480 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。",
481 "You must start walking the Pattern from the startpoint."));
487 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
488 (pattern_type_cur == PATTERN_TILE_TELEPORT))
493 if (pattern_type_cur == PATTERN_TILE_START)
495 if (is_pattern_tile_new)
499 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."));
504 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
505 (pattern_type_cur == PATTERN_TILE_END) ||
506 (pattern_type_cur == PATTERN_TILE_WRECKED))
508 if (!is_pattern_tile_new)
510 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."));
519 if (!is_pattern_tile_cur)
521 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。",
522 "You must start walking the Pattern from the startpoint."));
527 byte ok_move = PATTERN_TILE_START;
528 switch (pattern_type_cur)
531 ok_move = PATTERN_TILE_2;
534 ok_move = PATTERN_TILE_3;
537 ok_move = PATTERN_TILE_4;
540 ok_move = PATTERN_TILE_1;
543 if (current_world_ptr->wizard)
544 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
548 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
550 if (!is_pattern_tile_new)
551 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."));
553 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."));
560 * @brief 移動に伴うプレイヤーのステータス変化処理
561 * @param creature_ptr プレーヤーへの参照ポインタ
564 * @param mpe_mode 移動オプションフラグ
565 * @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。
567 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
569 POSITION oy = creature_ptr->y;
570 POSITION ox = creature_ptr->x;
571 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
572 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
573 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
574 feature_type *f_ptr = &f_info[g_ptr->feat];
575 feature_type *of_ptr = &f_info[oc_ptr->feat];
577 if (!(mpe_mode & MPE_STAYING))
579 MONSTER_IDX om_idx = oc_ptr->m_idx;
580 MONSTER_IDX nm_idx = g_ptr->m_idx;
582 creature_ptr->y = ny;
583 creature_ptr->x = nx;
585 /* Hack -- For moving monster or riding player's moving */
586 if (!(mpe_mode & MPE_DONT_SWAP_MON))
588 /* Swap two monsters */
589 g_ptr->m_idx = om_idx;
590 oc_ptr->m_idx = nm_idx;
592 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
594 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
597 update_monster(creature_ptr, om_idx, TRUE);
600 if (nm_idx > 0) /* Monster on new spot */
602 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
605 update_monster(creature_ptr, nm_idx, TRUE);
609 lite_spot(creature_ptr, oy, ox);
610 lite_spot(creature_ptr, ny, nx);
612 /* Check for new panel (redraw map) */
613 verify_panel(creature_ptr);
615 if (mpe_mode & MPE_FORGET_FLOW)
617 forget_flow(floor_ptr);
619 creature_ptr->update |= (PU_UN_VIEW);
620 creature_ptr->redraw |= (PR_MAP);
623 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
624 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
626 /* Remove "unsafe" flag */
627 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(creature_ptr, g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
629 /* For get everything when requested hehe I'm *NASTY* */
630 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
631 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
633 if (creature_ptr->pclass == CLASS_NINJA)
635 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
636 else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
639 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
640 (!have_flag(f_ptr->flags, FF_PROJECT) ||
641 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
643 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
644 set_action(creature_ptr, ACTION_NONE);
646 if (creature_ptr->prace == RACE_MERFOLK)
648 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
650 creature_ptr->update |= PU_BONUS;
651 update_creature(creature_ptr);
656 if (mpe_mode & MPE_ENERGY_USE)
658 if (music_singing(creature_ptr, MUSIC_WALL))
660 (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
661 PROJECT_KILL | PROJECT_ITEM, -1);
663 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
666 /* Spontaneous Searching */
667 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
669 search(creature_ptr);
672 /* Continuous Searching */
673 if (creature_ptr->action == ACTION_SEARCH)
675 search(creature_ptr);
679 /* Handle "objects" */
680 if (!(mpe_mode & MPE_DONT_PICKUP))
682 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
685 /* Handle "store doors" */
686 if (have_flag(f_ptr->flags, FF_STORE))
688 disturb(creature_ptr, FALSE, TRUE);
690 free_turn(creature_ptr);
691 /* Hack -- Enter store */
692 command_new = SPECIAL_KEY_STORE;
695 /* Handle "building doors" -KMW- */
696 else if (have_flag(f_ptr->flags, FF_BLDG))
698 disturb(creature_ptr, FALSE, TRUE);
700 free_turn(creature_ptr);
701 /* Hack -- Enter building */
702 command_new = SPECIAL_KEY_BUILDING;
705 /* Handle quest areas -KMW- */
706 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
708 disturb(creature_ptr, FALSE, TRUE);
710 free_turn(creature_ptr);
711 /* Hack -- Enter quest level */
712 command_new = SPECIAL_KEY_QUEST;
715 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
717 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
719 complete_quest(creature_ptr, floor_ptr->inside_quest);
722 leave_quest_check(creature_ptr);
724 floor_ptr->inside_quest = g_ptr->special;
725 floor_ptr->dun_level = 0;
726 creature_ptr->oldpx = 0;
727 creature_ptr->oldpy = 0;
729 creature_ptr->leaving = TRUE;
733 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
735 disturb(creature_ptr, FALSE, TRUE);
738 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
740 msg_print(_("トラップだ!", "You found a trap!"));
743 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
747 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
749 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
752 /* Warn when leaving trap detected region */
753 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
754 && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
756 /* No duplicate warning */
757 creature_ptr->dtrap = FALSE;
759 /* You are just on the edge */
760 if (!(g_ptr->info & CAVE_UNSAFE))
762 if (alert_trap_detect)
764 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
767 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
771 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
776 * @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
777 * @param creature_ptr プレーヤーへの参照ポインタ
779 * @return トラップが自動的に無効ならばTRUEを返す
781 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
783 feature_type *f_ptr = &f_info[feat];
785 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
787 switch (f_ptr->subtype)
791 case TRAP_SPIKED_PIT:
792 case TRAP_POISON_PIT:
793 if (creature_ptr->levitation) return TRUE;
796 if (creature_ptr->anti_tele) return TRUE;
799 if (creature_ptr->immune_fire) return TRUE;
802 if (creature_ptr->immune_acid) return TRUE;
805 if (creature_ptr->resist_blind) return TRUE;
808 if (creature_ptr->resist_conf) return TRUE;
811 if (creature_ptr->resist_pois) return TRUE;
814 if (creature_ptr->free_act) return TRUE;
824 * Determine if a "boundary" grid is "floor mimic"
825 * @param grid_type *g_ptr
826 * @param feature_type *f_ptr
827 * @param feature_type *mimic_f_ptr
828 * @return 移動不能であればTRUE
830 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
832 bool is_boundary_floor = g_ptr->mimic > 0;
833 is_boundary_floor &= permanent_wall(f_ptr);
834 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
835 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
836 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
837 return is_boundary_floor;
842 * @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 /
843 * Move player in the given direction, with the given "pickup" flag.
844 * @param creature_ptr プレーヤーへの参照ポインタ
846 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
847 * @param break_trap トラップ粉砕処理を行うならばTRUE
848 * @return 実際に移動が行われたならばTRUEを返す。
850 * This routine should (probably) always induce energy expenditure.\n
852 * Note that moving will *always* take a turn, and will *always* hit\n
853 * any monster which might be in the destination grid. Previously,\n
854 * moving into walls was "free" and did NOT hit invisible monsters.\n
856 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
858 POSITION y = creature_ptr->y + ddy[dir];
859 POSITION x = creature_ptr->x + ddx[dir];
861 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
862 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
863 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
864 bool stormbringer = FALSE;
867 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
868 ((x == 0) || (x == MAX_WID - 1) ||
869 (y == 0) || (y == MAX_HGT - 1)))
871 /* Can the player enter the grid? */
872 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
874 /* Hack: move to new area */
875 if ((y == 0) && (x == 0))
877 creature_ptr->wilderness_y--;
878 creature_ptr->wilderness_x--;
879 creature_ptr->oldpy = floor_ptr->height - 2;
880 creature_ptr->oldpx = floor_ptr->width - 2;
881 creature_ptr->ambush_flag = FALSE;
884 else if ((y == 0) && (x == MAX_WID - 1))
886 creature_ptr->wilderness_y--;
887 creature_ptr->wilderness_x++;
888 creature_ptr->oldpy = floor_ptr->height - 2;
889 creature_ptr->oldpx = 1;
890 creature_ptr->ambush_flag = FALSE;
893 else if ((y == MAX_HGT - 1) && (x == 0))
895 creature_ptr->wilderness_y++;
896 creature_ptr->wilderness_x--;
897 creature_ptr->oldpy = 1;
898 creature_ptr->oldpx = floor_ptr->width - 2;
899 creature_ptr->ambush_flag = FALSE;
902 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
904 creature_ptr->wilderness_y++;
905 creature_ptr->wilderness_x++;
906 creature_ptr->oldpy = 1;
907 creature_ptr->oldpx = 1;
908 creature_ptr->ambush_flag = FALSE;
913 creature_ptr->wilderness_y--;
914 creature_ptr->oldpy = floor_ptr->height - 2;
915 creature_ptr->oldpx = x;
916 creature_ptr->ambush_flag = FALSE;
919 else if (y == MAX_HGT - 1)
921 creature_ptr->wilderness_y++;
922 creature_ptr->oldpy = 1;
923 creature_ptr->oldpx = x;
924 creature_ptr->ambush_flag = FALSE;
929 creature_ptr->wilderness_x--;
930 creature_ptr->oldpx = floor_ptr->width - 2;
931 creature_ptr->oldpy = y;
932 creature_ptr->ambush_flag = FALSE;
935 else if (x == MAX_WID - 1)
937 creature_ptr->wilderness_x++;
938 creature_ptr->oldpx = 1;
939 creature_ptr->oldpy = y;
940 creature_ptr->ambush_flag = FALSE;
943 creature_ptr->leaving = TRUE;
944 take_turn(creature_ptr, 100);
949 /* "Blocked" message appears later */
950 /* oktomove = FALSE; */
955 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
957 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
958 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
960 /* Player can not walk through "walls"... */
961 /* unless in Shadow Form */
962 feature_type *f_ptr = &f_info[g_ptr->feat];
963 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
964 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
965 !have_flag(f_ptr->flags, FF_PERMANENT);
967 /* Hack -- attack monsters */
968 GAME_TEXT m_name[MAX_NLEN];
969 bool can_move = TRUE;
970 bool do_past = FALSE;
971 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
973 monster_race *r_ptr = &r_info[m_ptr->r_idx];
975 /* Attack -- only if we can see it OR it is not in a wall */
976 if (!is_hostile(m_ptr) &&
977 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
978 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
979 pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
981 /* Disturb the monster */
982 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
984 monster_desc(creature_ptr, m_name, m_ptr, 0);
988 /* Auto-Recall if possible and visible */
989 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
990 health_track(creature_ptr, g_ptr->m_idx);
994 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
996 py_attack(creature_ptr, y, x, 0);
999 else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1005 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1006 free_turn(creature_ptr);
1010 /* now continue on to 'movement' */
1014 py_attack(creature_ptr, y, x, 0);
1019 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1020 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1021 if (can_move && creature_ptr->riding)
1023 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1025 msg_print(_("動けない!", "Can't move!"));
1026 free_turn(creature_ptr);
1028 disturb(creature_ptr, FALSE, TRUE);
1030 else if (MON_MONFEAR(riding_m_ptr))
1032 GAME_TEXT steed_name[MAX_NLEN];
1033 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1034 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1036 disturb(creature_ptr, FALSE, TRUE);
1038 else if (creature_ptr->riding_ryoute)
1041 disturb(creature_ptr, FALSE, TRUE);
1043 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1047 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1051 else if (have_flag(f_ptr->flags, FF_WATER) &&
1052 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1053 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1055 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1056 free_turn(creature_ptr);
1058 disturb(creature_ptr, FALSE, TRUE);
1060 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1062 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);
1063 free_turn(creature_ptr);
1065 disturb(creature_ptr, FALSE, TRUE);
1067 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1069 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);
1070 free_turn(creature_ptr);
1072 disturb(creature_ptr, FALSE, TRUE);
1075 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
1077 GAME_TEXT steed_name[MAX_NLEN];
1078 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1079 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);
1081 disturb(creature_ptr, FALSE, TRUE);
1089 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1091 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);
1092 free_turn(creature_ptr);
1093 creature_ptr->running = 0;
1098 * Player can move through trees and
1099 * has effective -10 speed
1100 * Rangers can move without penality
1102 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1104 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1107 /* Disarm a visible trap */
1108 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1110 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1112 (void)exe_disarm(creature_ptr, y, x, dir);
1117 /* Player can not walk through "walls" unless in wraith form...*/
1118 else if (!p_can_enter && !p_can_kill_walls)
1120 /* Feature code (applying "mimic" field) */
1121 FEAT_IDX feat = get_feat_mimic(g_ptr);
1122 feature_type *mimic_f_ptr = &f_info[feat];
1123 concptr name = f_name + mimic_f_ptr->name;
1127 /* Notice things in the dark */
1128 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1130 /* Boundary floor mimic */
1131 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1133 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1136 /* Wall (or secret door) */
1140 msg_format("%sが行く手をはばんでいるようだ。", name);
1142 msg_format("You feel %s %s blocking your way.",
1143 is_a_vowel(name[0]) ? "an" : "a", name);
1146 g_ptr->info |= (CAVE_MARK);
1147 lite_spot(creature_ptr, y, x);
1154 /* Boundary floor mimic */
1155 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1157 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1158 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1159 free_turn(creature_ptr);
1162 /* Wall (or secret door) */
1166 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x)) return;
1169 msg_format("%sが行く手をはばんでいる。", name);
1171 msg_format("There is %s %s blocking your way.",
1172 is_a_vowel(name[0]) ? "an" : "a", name);
1176 * Well, it makes sense that you lose time bumping into
1177 * a wall _if_ you are confused, stunned or blind; but
1178 * typing mistakes should not cost you a turn...
1180 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1181 free_turn(creature_ptr);
1185 disturb(creature_ptr, FALSE, TRUE);
1187 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1190 /* Normal movement */
1191 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1193 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1195 free_turn(creature_ptr);
1198 /* To avoid a loop with running */
1199 disturb(creature_ptr, FALSE, TRUE);
1204 if (!can_move) return;
1206 if (creature_ptr->warning)
1208 if (!process_warning(creature_ptr, x, y))
1210 creature_ptr->energy_use = 25;
1217 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1220 /* Change oldpx and oldpy to place the player well when going back to big mode */
1221 if (creature_ptr->wild_mode)
1223 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1224 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1225 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1226 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1227 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1228 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1231 if (p_can_kill_walls)
1233 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1235 /* Update some things -- similar to GF_KILL_WALL */
1236 creature_ptr->update |= (PU_FLOW);
1239 u32b mpe_mode = MPE_ENERGY_USE;
1240 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1241 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1243 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1247 static bool ignore_avoid_run;
1250 * @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 /
1251 * Hack -- Check for a "known wall" (see below)
1252 * @param creature_ptr プレーヤーへの参照ポインタ
1253 * @param dir 想定する移動方向ID
1256 * @return 移動先が既知の壁ならばTRUE
1258 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1260 /* Get the new location */
1264 /* Illegal grids are not known walls */
1265 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1266 if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1269 g_ptr = &floor_ptr->grid_array[y][x];
1271 /* Must be known to the player */
1272 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1274 /* Feature code (applying "mimic" field) */
1275 s16b feat = get_feat_mimic(g_ptr);
1276 feature_type *f_ptr = &f_info[feat];
1278 /* Wall grids are known walls */
1279 if (!player_can_enter(creature_ptr, feat, 0))
1280 return !have_flag(f_ptr->flags, FF_DOOR);
1282 /* Don't run on a tree unless explicitly requested */
1283 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1286 /* Don't run in a wall */
1287 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1288 return !have_flag(f_ptr->flags, FF_DOOR);
1295 * @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 /
1296 * Hack -- Check for an "unknown corner" (see below)
1297 * @param creature_ptr プレーヤーへの参照ポインタ
1298 * @param dir 想定する移動方向ID
1301 * @return 移動先が未知の地形ならばTRUE
1303 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1305 /* Get the new location */
1309 /* Illegal grids are unknown */
1310 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1311 if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1313 /* Memorized grids are always known */
1314 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1316 /* Viewable door/wall grids are known */
1317 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1325 * Hack -- allow quick "cycling" through the legal directions
1327 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1330 * Hack -- map each direction into the "middle" of the "cycle[]" array
1332 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1335 * The direction we are running
1337 static DIRECTION find_current;
1340 * The direction we came from
1342 static DIRECTION find_prevdir;
1345 * We are looking for open area
1347 static bool find_openarea;
1350 * We are looking for a break
1352 static bool find_breakright;
1353 static bool find_breakleft;
1356 * @brief ダッシュ処理の導入 /
1357 * Initialize the running algorithm for a new direction.
1358 * @param creature_ptr プレーヤーへの参照ポインタ
1361 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1363 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1364 * we seem to be in a corridor, then force a turn into the side\n
1365 * corridor, must be moving straight into a corridor here. ???\n
1367 * Diagonal Corridor Blunt Corridor (?)\n
1372 static void run_init(player_type *creature_ptr, DIRECTION dir)
1374 /* Save the direction */
1377 /* Assume running straight */
1380 /* Assume looking for open area */
1381 find_openarea = TRUE;
1383 /* Assume not looking for breaks */
1384 find_breakright = find_breakleft = FALSE;
1386 /* Assume no nearby walls */
1387 bool deepleft = FALSE;
1388 bool deepright = FALSE;
1389 bool shortright = FALSE;
1390 bool shortleft = FALSE;
1392 creature_ptr->run_py = creature_ptr->y;
1393 creature_ptr->run_px = creature_ptr->x;
1395 /* Find the destination grid */
1396 int row = creature_ptr->y + ddy[dir];
1397 int col = creature_ptr->x + ddx[dir];
1399 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1401 /* Extract cycle index */
1404 /* Check for walls */
1405 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1407 find_breakleft = TRUE;
1410 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1412 find_breakleft = TRUE;
1416 /* Check for walls */
1417 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1419 find_breakright = TRUE;
1422 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1424 find_breakright = TRUE;
1428 /* Looking for a break */
1429 if (!find_breakleft || !find_breakright) return;
1431 /* Not looking for open area */
1432 find_openarea = FALSE;
1434 /* Hack -- allow angled corridor entry */
1437 if (deepleft && !deepright)
1439 find_prevdir = cycle[i - 1];
1441 else if (deepright && !deepleft)
1443 find_prevdir = cycle[i + 1];
1449 /* Hack -- allow blunt corridor entry */
1450 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1452 if (shortleft && !shortright)
1454 find_prevdir = cycle[i - 2];
1456 else if (shortright && !shortleft)
1458 find_prevdir = cycle[i + 2];
1464 * @brief ダッシュ移動が継続できるかどうかの判定 /
1465 * Update the current "run" path
1466 * @param creature_ptr プレーヤーへの参照ポインタ
1467 * @return 立ち止まるべき条件が満たされたらTRUE
1468 * ダッシュ移動が継続できるならばTRUEを返す。
1469 * Return TRUE if the running should be stopped
1471 static bool run_test(player_type *creature_ptr)
1473 DIRECTION prev_dir = find_prevdir;
1475 /* Range of newly adjacent grids */
1476 int max = (prev_dir & 0x01) + 1;
1478 /* break run when leaving trap detected region */
1479 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1480 if ((disturb_trap_detect || alert_trap_detect)
1481 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1483 /* No duplicate warning */
1484 creature_ptr->dtrap = FALSE;
1486 /* You are just on the edge */
1487 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1489 if (alert_trap_detect)
1491 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1494 if (disturb_trap_detect)
1502 /* Look at every newly adjacent square. */
1503 DIRECTION check_dir = 0;
1504 int option = 0, option2 = 0;
1505 for (int i = -max; i <= max; i++)
1507 OBJECT_IDX this_o_idx, next_o_idx = 0;
1510 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1513 int row = creature_ptr->y + ddy[new_dir];
1514 int col = creature_ptr->x + ddx[new_dir];
1517 g_ptr = &floor_ptr->grid_array[row][col];
1519 /* Feature code (applying "mimic" field) */
1520 FEAT_IDX feat = get_feat_mimic(g_ptr);
1521 feature_type *f_ptr;
1522 f_ptr = &f_info[feat];
1524 /* Visible monsters abort running */
1527 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1529 /* Visible monster */
1530 if (m_ptr->ml) return TRUE;
1533 /* Visible objects abort running */
1534 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1537 o_ptr = &floor_ptr->o_list[this_o_idx];
1538 next_o_idx = o_ptr->next_o_idx;
1540 /* Visible object */
1541 if (o_ptr->marked & OM_FOUND) return TRUE;
1544 /* Assume unknown */
1547 /* Check memorized grids */
1548 if (g_ptr->info & (CAVE_MARK))
1550 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1552 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1555 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1557 /* Option -- ignore */
1562 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1564 /* Option -- ignore */
1569 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1576 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1577 (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1584 /* Interesting feature */
1585 if (notice) return TRUE;
1587 /* The grid is "visible" */
1591 /* Analyze unknown grids and floors considering mimic */
1592 if (!inv && see_wall(creature_ptr, 0, row, col))
1598 /* Break to the right */
1599 find_breakright = TRUE;
1604 /* Break to the left */
1605 find_breakleft = TRUE;
1612 /* Looking for open area */
1613 if (find_openarea) continue;
1615 /* The first new direction. */
1622 /* Three new directions. Stop running. */
1628 /* Two non-adjacent new directions. Stop running. */
1629 if (option != cycle[chome[prev_dir] + i - 1])
1634 /* Two new (adjacent) directions (case 1) */
1637 check_dir = cycle[chome[prev_dir] + i - 2];
1642 /* Two new (adjacent) directions (case 2) */
1643 check_dir = cycle[chome[prev_dir] + i + 1];
1648 /* Looking for open area */
1651 /* Hack -- look again */
1652 for (int i = -max; i < 0; i++)
1654 /* Unknown grid or non-wall */
1655 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1657 /* Looking to break right */
1658 if (find_breakright)
1667 /* Looking to break left */
1675 /* Hack -- look again */
1676 for (int i = max; i > 0; i--)
1678 /* Unknown grid or non-wall */
1679 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1681 /* Looking to break left */
1691 /* Looking to break right */
1692 if (find_breakright)
1699 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1711 find_current = option;
1712 find_prevdir = option;
1713 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1716 /* Two options, examining corners */
1719 find_current = option;
1720 find_prevdir = option2;
1721 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1724 /* Two options, pick one */
1725 /* Get next location */
1726 int row = creature_ptr->y + ddy[option];
1727 int col = creature_ptr->x + ddx[option];
1729 /* Don't see that it is closed off. */
1730 /* This could be a potential corner or an intersection. */
1731 if (!see_wall(creature_ptr, option, row, col) ||
1732 !see_wall(creature_ptr, check_dir, row, col))
1734 /* Can not see anything ahead and in the direction we */
1735 /* are turning, assume that it is a potential corner. */
1736 if (see_nothing(creature_ptr, option, row, col) &&
1737 see_nothing(creature_ptr, option2, row, col))
1739 find_current = option;
1740 find_prevdir = option2;
1741 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1744 /* STOP: we are next to an intersection or a room */
1748 /* This corner is seen to be enclosed; we cut the corner. */
1751 find_current = option2;
1752 find_prevdir = option2;
1753 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1756 /* This corner is seen to be enclosed, and we */
1757 /* deliberately go the long way. */
1758 find_current = option;
1759 find_prevdir = option2;
1760 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1765 * @brief 継続的なダッシュ処理 /
1766 * Take one step along the current "run" path
1767 * @param creature_ptr プレーヤーへの参照ポインタ
1768 * @param dir 移動を試みる方向ID
1771 void run_step(player_type *creature_ptr, DIRECTION dir)
1776 /* Ignore AVOID_RUN on a first step */
1777 ignore_avoid_run = TRUE;
1779 /* Hack -- do not start silly run */
1780 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1782 sound(SOUND_HITWALL);
1784 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1786 disturb(creature_ptr, FALSE, FALSE);
1791 run_init(creature_ptr, dir);
1798 if (run_test(creature_ptr))
1800 disturb(creature_ptr, FALSE, FALSE);
1806 /* Decrease the run counter */
1807 if (--creature_ptr->running <= 0) return;
1810 take_turn(creature_ptr, 100);
1812 /* Move the player, using the "pickup" flag */
1813 move_player(creature_ptr, find_current, FALSE, FALSE);
1815 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1817 creature_ptr->run_py = 0;
1818 creature_ptr->run_px = 0;
1819 disturb(creature_ptr, FALSE, FALSE);
1825 * @brief トラベル機能の判定処理 /
1826 * Test for traveling
1827 * @param creature_ptr プレーヤーへの参照ポインタ
1828 * @param prev_dir 前回移動を行った元の方角ID
1831 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1833 /* Cannot travel when blind */
1834 if (creature_ptr->blind || no_lite(creature_ptr))
1836 msg_print(_("目が見えない!", "You cannot see!"));
1840 /* break run when leaving trap detected region */
1841 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1842 if ((disturb_trap_detect || alert_trap_detect)
1843 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1845 /* No duplicate warning */
1846 creature_ptr->dtrap = FALSE;
1848 /* You are just on the edge */
1849 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1851 if (alert_trap_detect)
1853 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1856 if (disturb_trap_detect)
1864 /* Range of newly adjacent grids */
1865 int max = (prev_dir & 0x01) + 1;
1867 /* Look at every newly adjacent square. */
1868 const grid_type *g_ptr;
1869 for (int i = -max; i <= max; i++)
1872 DIRECTION dir = cycle[chome[prev_dir] + i];
1875 POSITION row = creature_ptr->y + ddy[dir];
1876 POSITION col = creature_ptr->x + ddx[dir];
1878 g_ptr = &floor_ptr->grid_array[row][col];
1880 /* Visible monsters abort running */
1883 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1885 /* Visible monster */
1886 if (m_ptr->ml) return 0;
1891 /* Travel cost of current grid */
1892 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1894 /* Determine travel direction */
1895 DIRECTION new_dir = 0;
1896 for (int i = 0; i < 8; ++ i)
1898 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1900 if (dir_cost < cost)
1907 if (!new_dir) return 0;
1909 /* Access newly move grid */
1910 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1912 /* Close door abort traveling */
1913 if (!easy_open && is_closed_door(creature_ptr, g_ptr->feat)) return 0;
1915 /* Visible and unignorable trap abort tarveling */
1916 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return 0;
1924 * @brief トラベル機能の実装 /
1926 * @param creature_ptr プレーヤーへの参照ポインタ
1929 void travel_step(player_type *creature_ptr)
1931 /* Get travel direction */
1932 travel.dir = travel_test(creature_ptr, travel.dir);
1936 if (travel.run == 255)
1938 msg_print(_("道筋が見つかりません!", "No route is found!"));
1939 travel.y = travel.x = 0;
1942 disturb(creature_ptr, FALSE, TRUE);
1946 take_turn(creature_ptr, 100);
1948 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1950 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1953 travel.y = travel.x = 0;
1955 else if (travel.run > 0)
1961 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1965 #define TRAVEL_UNABLE 9999
1967 static int flow_head = 0;
1968 static int flow_tail = 0;
1969 static POSITION temp2_x[MAX_SHORT];
1970 static POSITION temp2_y[MAX_SHORT];
1973 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1974 * @param creature_ptr プレーヤーへの参照ポインタ
1977 void forget_travel_flow(floor_type *floor_ptr)
1979 /* Check the entire dungeon / Forget the old data */
1980 for (POSITION y = 0; y < floor_ptr->height; y++)
1982 for (POSITION x = 0; x < floor_ptr->width; x++)
1984 travel.cost[y][x] = MAX_SHORT;
1988 travel.y = travel.x = 0;
1993 * @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
1994 * @param creature_ptr プレーヤーへの参照ポインタ
1999 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2001 /* Avoid obstacles (ex. trees) */
2003 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2004 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2007 if (have_flag(f_ptr->flags, FF_WATER))
2009 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2013 if (have_flag(f_ptr->flags, FF_LAVA))
2016 if (!creature_ptr->resist_fire) lava *= 2;
2017 if (!creature_ptr->levitation) lava *= 2;
2018 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2023 /* Detected traps and doors */
2024 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2026 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2027 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2035 * @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
2036 * @param creature_ptr プレーヤーへの参照ポインタ
2040 * @param wall プレイヤーが壁の中にいるならばTRUE
2043 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2045 /* Ignore out of bounds */
2046 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2047 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2048 feature_type *f_ptr = &f_info[g_ptr->feat];
2049 if (!in_bounds(floor_ptr, y, x)) return;
2051 /* Ignore unknown grid except in wilderness */
2052 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2054 /* Ignore "walls" and "rubble" (include "secret doors") */
2056 int from_wall = (n / TRAVEL_UNABLE);
2057 if (have_flag(f_ptr->flags, FF_WALL) ||
2058 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2059 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2060 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2062 if (!wall || !from_wall) return;
2063 add_cost += TRAVEL_UNABLE;
2067 add_cost = travel_flow_cost(creature_ptr, y, x);
2070 int base_cost = (n % TRAVEL_UNABLE);
2071 int cost = base_cost + add_cost;
2073 /* Ignore lower cost entries */
2074 if (travel.cost[y][x] <= cost) return;
2076 /* Save the flow cost */
2077 travel.cost[y][x] = cost;
2079 /* Enqueue that entry */
2080 int old_head = flow_head;
2081 temp2_y[flow_head] = y;
2082 temp2_x[flow_head] = x;
2084 /* Advance the queue */
2085 if (++flow_head == MAX_SHORT) flow_head = 0;
2087 /* Hack -- notice overflow by forgetting new entry */
2088 if (flow_head == flow_tail) flow_head = old_head;
2093 * @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
2094 * @param creature_ptr プレーヤーへの参照ポインタ
2095 * @param ty 目標地点のY座標
2096 * @param tx 目標地点のX座標
2099 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2101 flow_head = flow_tail = 0;
2103 /* is player in the wall? */
2105 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2106 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2108 /* Start at the target grid */
2109 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2111 /* Now process the queue */
2113 while (flow_head != flow_tail)
2115 /* Extract the next entry */
2116 y = temp2_y[flow_tail];
2117 x = temp2_x[flow_tail];
2119 /* Forget that entry */
2120 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2122 /* Add the "children" */
2123 for (DIRECTION d = 0; d < 8; d++)
2125 /* Add that child if "legal" */
2126 travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2130 flow_head = flow_tail = 0;
2135 * @brief トラベル処理のメインルーチン
2138 void do_cmd_travel(player_type *creature_ptr)
2141 if (travel.x != 0 && travel.y != 0 &&
2142 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2147 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2149 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2151 msg_print(_("すでにそこにいます!", "You are already there!!"));
2155 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2156 feature_type *f_ptr;
2157 f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2159 if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2160 (have_flag(f_ptr->flags, FF_WALL) ||
2161 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2162 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2164 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2168 forget_travel_flow(creature_ptr->current_floor_ptr);
2169 travel_flow(creature_ptr, y, x);
2174 /* Travel till 255 steps */
2178 /* Decides first direction */
2179 POSITION dx = abs(creature_ptr->x - x);
2180 POSITION dy = abs(creature_ptr->y - y);
2181 POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2182 POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2184 for (int i = 1; i <= 9; i++)
2186 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2192 * Something has happened to disturb the player.
2193 * The first arg indicates a major disturbance, which affects search.
2194 * The second arg is currently unused, but could induce output flush.
2195 * All disturbance cancels repeated commands, resting, and running.
2197 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2199 /* Cancel repeated commands */
2205 /* Redraw the state (later) */
2206 creature_ptr->redraw |= (PR_STATE);
2209 /* Cancel Resting */
2210 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2213 set_action(creature_ptr, ACTION_NONE);
2216 /* Cancel running */
2217 if (creature_ptr->running)
2220 creature_ptr->running = 0;
2222 /* Check for new panel if appropriate */
2223 if (center_player && !center_running) verify_panel(creature_ptr);
2225 /* Calculate torch radius */
2226 creature_ptr->update |= (PU_TORCH);
2228 /* Update monster flow */
2229 creature_ptr->update |= (PU_FLOW);
2237 /* Check for new panel if appropriate */
2238 if (center_player && !center_running) verify_panel(creature_ptr);
2240 /* Calculate torch radius */
2241 creature_ptr->update |= (PU_TORCH);
2244 if (flush_disturb) flush();