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 "projection.h"
148 #include "artifact.h"
149 #include "player-move.h"
150 #include "player-status.h"
151 #include "spells-floor.h"
155 #include "monster-spell.h"
160 * @brief 地形やその上のアイテムの隠された要素を明かす /
161 * Search for hidden things
162 * @param y 対象となるマスのY座標
163 * @param x 対象となるマスのX座標
166 static void discover_hidden_things(POSITION y, POSITION x)
168 OBJECT_IDX this_o_idx, next_o_idx = 0;
170 g_ptr = ¤t_floor_ptr->grid_array[y][x];
173 if (g_ptr->mimic && is_trap(g_ptr->feat))
178 msg_print(_("トラップを発見した。", "You have found a trap."));
180 disturb(FALSE, TRUE);
184 if (is_hidden_door(g_ptr))
186 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
191 disturb(FALSE, FALSE);
194 /* Scan all objects in the grid */
195 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
198 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
199 next_o_idx = o_ptr->next_o_idx;
201 /* Skip non-chests */
202 if (o_ptr->tval != TV_CHEST) continue;
204 /* Skip non-trapped chests */
205 if (!chest_traps[o_ptr->pval]) continue;
208 if (!object_is_known(o_ptr))
210 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!"));
216 disturb(FALSE, FALSE);
222 * @brief プレイヤーの探索処理判定
230 /* Start with base search ability */
231 chance = p_ptr->skill_srh;
233 /* Penalize various conditions */
234 if (p_ptr->blind || no_lite()) chance = chance / 10;
235 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
237 /* Search the nearby grids, which are always in bounds */
238 for (i = 0; i < 9; ++ i)
240 /* Sometimes, notice things */
241 if (randint0(100) < chance)
243 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
250 * @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 /
251 * Helper routine for py_pickup() and py_pickup_floor().
252 * @param o_idx 取得したオブジェクトの参照ID
255 * アイテムを拾った際に「2つのケーキを持っている」\n
256 * "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
258 * 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
260 * Add the given dungeon object to the character's inventory.\n
261 * Delete the object afterwards.\n
263 void py_pickup_aux(OBJECT_IDX o_idx)
268 GAME_TEXT o_name[MAX_NLEN];
269 GAME_TEXT old_name[MAX_NLEN];
273 GAME_TEXT o_name[MAX_NLEN];
278 o_ptr = ¤t_floor_ptr->o_list[o_idx];
281 object_desc(old_name, o_ptr, OD_NAME_ONLY);
282 object_desc_kosuu(kazu_str, o_ptr);
283 hirottakazu = o_ptr->number;
285 /* Carry the object */
286 slot = inven_carry(o_ptr);
288 /* Get the object again */
289 o_ptr = &inventory[slot];
291 delete_object_idx(o_idx);
293 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
295 bool old_known = identify_item(o_ptr);
297 /* Auto-inscription/destroy */
298 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
300 /* If it is destroyed, don't pick it up */
301 if (o_ptr->marked & OM_AUTODESTROY) return;
304 object_desc(o_name, o_ptr, 0);
307 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
309 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
310 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
311 msg_format("%sに襲いかかる...", p_ptr->name);
317 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
321 if (o_ptr->number > hirottakazu) {
322 msg_format("%s拾って、%s(%c)を持っている。",
323 kazu_str, o_name, index_to_label(slot));
325 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
329 strcpy(record_o_name, old_name);
331 msg_format("You have %s (%c).", o_name, index_to_label(slot));
332 strcpy(record_o_name, o_name);
334 record_turn = current_world_ptr->game_turn;
337 check_find_art_quest_completion(o_ptr);
342 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
343 * @param pickup 自動拾い処理を行うならばTRUEとする
346 * Player "wants" to pick up an object or gold.
347 * Note that we ONLY handle things that can be picked up.
348 * See "move_player()" for handling of other things.
350 void carry(bool pickup)
352 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
354 OBJECT_IDX this_o_idx, next_o_idx = 0;
356 GAME_TEXT o_name[MAX_NLEN];
358 /* Recenter the map around the player */
361 p_ptr->update |= (PU_MONSTERS);
362 p_ptr->redraw |= (PR_MAP);
363 p_ptr->window |= (PW_OVERHEAD);
366 /* Automatically pickup/destroy/inscribe items */
367 autopick_pickup_items(g_ptr);
371 py_pickup_floor(pickup);
375 /* Scan the pile of objects */
376 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
379 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
381 #ifdef ALLOW_EASY_SENSE /* TNB */
383 /* Option: Make item sensing easy */
386 /* Sense the object */
387 (void)sense_object(o_ptr);
390 #endif /* ALLOW_EASY_SENSE -- TNB */
392 object_desc(o_name, o_ptr, 0);
393 next_o_idx = o_ptr->next_o_idx;
395 disturb(FALSE, FALSE);
398 if (o_ptr->tval == TV_GOLD)
400 int value = (long)o_ptr->pval;
402 /* Delete the gold */
403 delete_object_idx(this_o_idx);
405 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
406 (long)value, o_name);
410 /* Collect the gold */
414 p_ptr->redraw |= (PR_GOLD);
415 p_ptr->window |= (PW_PLAYER);
418 /* Pick up objects */
421 /* Hack - some objects were handled in autopick_pickup_items(). */
422 if (o_ptr->marked & OM_NOMSG)
424 /* Clear the flag. */
425 o_ptr->marked &= ~OM_NOMSG;
429 msg_format(_("%sがある。", "You see %s."), o_name);
432 /* Note that the pack is too full */
433 else if (!inven_carry_okay(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);
438 /* Pick up the item (if requested and allowed) */
443 /* Hack -- query every item */
444 if (carry_query_flag)
446 char out_val[MAX_NLEN+20];
447 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
448 okay = get_check(out_val);
451 /* Attempt to pick up an object. */
454 /* Pick up the object */
455 py_pickup_aux(this_o_idx);
464 * @brief パターンによる移動制限処理
465 * @param c_y プレイヤーの移動元Y座標
466 * @param c_x プレイヤーの移動元X座標
467 * @param n_y プレイヤーの移動先Y座標
468 * @param n_x プレイヤーの移動先X座標
469 * @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。
471 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
473 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
474 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
475 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
476 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
477 int pattern_type_cur, pattern_type_new;
479 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
481 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
482 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
484 if (pattern_type_new == PATTERN_TILE_START)
486 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
488 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?",
489 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
497 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
498 (pattern_type_new == PATTERN_TILE_END) ||
499 (pattern_type_new == PATTERN_TILE_WRECKED))
501 if (is_pattern_tile_cur)
507 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。",
508 "You must start walking the Pattern from the startpoint."));
513 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
514 (pattern_type_cur == PATTERN_TILE_TELEPORT))
518 else if (pattern_type_cur == PATTERN_TILE_START)
520 if (is_pattern_tile_new)
524 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."));
528 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
529 (pattern_type_cur == PATTERN_TILE_END) ||
530 (pattern_type_cur == PATTERN_TILE_WRECKED))
532 if (!is_pattern_tile_new)
534 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."));
544 if (!is_pattern_tile_cur)
546 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。",
547 "You must start walking the Pattern from the startpoint."));
553 byte ok_move = PATTERN_TILE_START;
554 switch (pattern_type_cur)
557 ok_move = PATTERN_TILE_2;
560 ok_move = PATTERN_TILE_3;
563 ok_move = PATTERN_TILE_4;
566 ok_move = PATTERN_TILE_1;
570 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
572 return TRUE; /* Goof-up */
575 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
579 if (!is_pattern_tile_new)
580 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."));
582 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."));
592 * @brief プレイヤーが地形踏破可能かを返す
593 * @param feature 判定したい地形ID
594 * @param mode 移動に関するオプションフラグ
595 * @return 移動可能ならばTRUEを返す
597 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
599 feature_type *f_ptr = &f_info[feature];
601 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
603 if (have_flag(f_ptr->flags, FF_PATTERN))
605 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
608 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
609 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
610 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
612 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
619 * @brief 移動に伴うプレイヤーのステータス変化処理
622 * @param mpe_mode 移動オプションフラグ
623 * @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。
625 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
627 POSITION oy = p_ptr->y;
628 POSITION ox = p_ptr->x;
629 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
630 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
631 feature_type *f_ptr = &f_info[g_ptr->feat];
632 feature_type *of_ptr = &f_info[oc_ptr->feat];
634 if (!(mpe_mode & MPE_STAYING))
636 MONSTER_IDX om_idx = oc_ptr->m_idx;
637 MONSTER_IDX nm_idx = g_ptr->m_idx;
642 /* Hack -- For moving monster or riding player's moving */
643 if (!(mpe_mode & MPE_DONT_SWAP_MON))
645 /* Swap two monsters */
646 g_ptr->m_idx = om_idx;
647 oc_ptr->m_idx = nm_idx;
649 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
651 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
654 update_monster(om_idx, TRUE);
657 if (nm_idx > 0) /* Monster on new spot */
659 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
662 update_monster(nm_idx, TRUE);
669 /* Check for new panel (redraw map) */
672 if (mpe_mode & MPE_FORGET_FLOW)
676 p_ptr->update |= (PU_UN_VIEW);
677 p_ptr->redraw |= (PR_MAP);
680 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
681 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
683 /* Remove "unsafe" flag */
684 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
686 /* For get everything when requested hehe I'm *NASTY* */
687 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
688 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
690 if (p_ptr->pclass == CLASS_NINJA)
692 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
693 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
696 if ((p_ptr->action == ACTION_HAYAGAKE) &&
697 (!have_flag(f_ptr->flags, FF_PROJECT) ||
698 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
700 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
701 set_action(ACTION_NONE);
703 if (p_ptr->prace == RACE_MERFOLK)
705 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
707 p_ptr->update |= PU_BONUS;
708 update_creature(p_ptr);
713 if (mpe_mode & MPE_ENERGY_USE)
715 if (music_singing(MUSIC_WALL))
717 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
718 PROJECT_KILL | PROJECT_ITEM, -1);
720 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
723 /* Spontaneous Searching */
724 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
729 /* Continuous Searching */
730 if (p_ptr->action == ACTION_SEARCH)
736 /* Handle "objects" */
737 if (!(mpe_mode & MPE_DONT_PICKUP))
739 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
742 /* Handle "store doors" */
743 if (have_flag(f_ptr->flags, FF_STORE))
745 disturb(FALSE, TRUE);
748 /* Hack -- Enter store */
749 command_new = SPECIAL_KEY_STORE;
752 /* Handle "building doors" -KMW- */
753 else if (have_flag(f_ptr->flags, FF_BLDG))
755 disturb(FALSE, TRUE);
758 /* Hack -- Enter building */
759 command_new = SPECIAL_KEY_BUILDING;
762 /* Handle quest areas -KMW- */
763 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
765 disturb(FALSE, TRUE);
768 /* Hack -- Enter quest level */
769 command_new = SPECIAL_KEY_QUEST;
772 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
774 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
776 complete_quest(p_ptr->inside_quest);
781 p_ptr->inside_quest = g_ptr->special;
782 current_floor_ptr->dun_level = 0;
786 p_ptr->leaving = TRUE;
790 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
792 disturb(FALSE, TRUE);
795 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
797 msg_print(_("トラップだ!", "You found a trap!"));
800 disclose_grid(p_ptr->y, p_ptr->x);
804 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
806 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
809 /* Warn when leaving trap detected region */
810 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
811 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
813 /* No duplicate warning */
814 p_ptr->dtrap = FALSE;
816 /* You are just on the edge */
817 if (!(g_ptr->info & CAVE_UNSAFE))
819 if (alert_trap_detect)
821 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
824 if (disturb_trap_detect) disturb(FALSE, TRUE);
828 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
832 * @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
834 * @return トラップが自動的に無効ならばTRUEを返す
836 bool trap_can_be_ignored(FEAT_IDX feat)
838 feature_type *f_ptr = &f_info[feat];
840 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
842 switch (f_ptr->subtype)
846 case TRAP_SPIKED_PIT:
847 case TRAP_POISON_PIT:
848 if (p_ptr->levitation) return TRUE;
851 if (p_ptr->anti_tele) return TRUE;
854 if (p_ptr->immune_fire) return TRUE;
857 if (p_ptr->immune_acid) return TRUE;
860 if (p_ptr->resist_blind) return TRUE;
863 if (p_ptr->resist_conf) return TRUE;
866 if (p_ptr->resist_pois) return TRUE;
869 if (p_ptr->free_act) return TRUE;
878 * Determine if a "boundary" grid is "floor mimic"
880 #define boundary_floor(C, F, MF) \
881 ((C)->mimic && permanent_wall(F) && \
882 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
883 have_flag((MF)->flags, FF_PROJECT) && \
884 !have_flag((MF)->flags, FF_OPEN))
888 * @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 /
889 * Move player in the given direction, with the given "pickup" flag.
891 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
892 * @param break_trap トラップ粉砕処理を行うならばTRUE
893 * @return 実際に移動が行われたならばTRUEを返す。
895 * This routine should (probably) always induce energy expenditure.\n
897 * Note that moving will *always* take a turn, and will *always* hit\n
898 * any monster which might be in the destination grid. Previously,\n
899 * moving into walls was "free" and did NOT hit invisible monsters.\n
901 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
903 /* Find the result of moving */
904 POSITION y = p_ptr->y + ddy[dir];
905 POSITION x = p_ptr->x + ddx[dir];
907 /* Examine the destination */
908 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
910 feature_type *f_ptr = &f_info[g_ptr->feat];
914 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
915 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
917 GAME_TEXT m_name[MAX_NLEN];
919 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
920 bool p_can_kill_walls = FALSE;
921 bool stormbringer = FALSE;
923 bool oktomove = TRUE;
924 bool do_past = FALSE;
927 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
928 ((x == 0) || (x == MAX_WID - 1) ||
929 (y == 0) || (y == MAX_HGT - 1)))
931 /* Can the player enter the grid? */
932 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
934 /* Hack: move to new area */
935 if ((y == 0) && (x == 0))
937 p_ptr->wilderness_y--;
938 p_ptr->wilderness_x--;
939 p_ptr->oldpy = current_floor_ptr->height - 2;
940 p_ptr->oldpx = current_floor_ptr->width - 2;
941 p_ptr->ambush_flag = FALSE;
944 else if ((y == 0) && (x == MAX_WID - 1))
946 p_ptr->wilderness_y--;
947 p_ptr->wilderness_x++;
948 p_ptr->oldpy = current_floor_ptr->height - 2;
950 p_ptr->ambush_flag = FALSE;
953 else if ((y == MAX_HGT - 1) && (x == 0))
955 p_ptr->wilderness_y++;
956 p_ptr->wilderness_x--;
958 p_ptr->oldpx = current_floor_ptr->width - 2;
959 p_ptr->ambush_flag = FALSE;
962 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
964 p_ptr->wilderness_y++;
965 p_ptr->wilderness_x++;
968 p_ptr->ambush_flag = FALSE;
973 p_ptr->wilderness_y--;
974 p_ptr->oldpy = current_floor_ptr->height - 2;
976 p_ptr->ambush_flag = FALSE;
979 else if (y == MAX_HGT - 1)
981 p_ptr->wilderness_y++;
984 p_ptr->ambush_flag = FALSE;
989 p_ptr->wilderness_x--;
990 p_ptr->oldpx = current_floor_ptr->width - 2;
992 p_ptr->ambush_flag = FALSE;
995 else if (x == MAX_WID - 1)
997 p_ptr->wilderness_x++;
1000 p_ptr->ambush_flag = FALSE;
1003 p_ptr->leaving = TRUE;
1004 take_turn(p_ptr, 100);
1009 /* "Blocked" message appears later */
1010 /* oktomove = FALSE; */
1011 p_can_enter = FALSE;
1014 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1016 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1017 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1019 /* Player can not walk through "walls"... */
1020 /* unless in Shadow Form */
1021 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1022 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1023 !have_flag(f_ptr->flags, FF_PERMANENT);
1025 /* Hack -- attack monsters */
1026 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1028 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1030 /* Attack -- only if we can see it OR it is not in a wall */
1031 if (!is_hostile(m_ptr) &&
1032 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1033 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1034 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1036 /* Disturb the monster */
1037 (void)set_monster_csleep(g_ptr->m_idx, 0);
1039 /* Extract monster name (or "it") */
1040 monster_desc(m_name, m_ptr, 0);
1044 /* Auto-Recall if possible and visible */
1045 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1047 /* Track a new monster */
1048 health_track(g_ptr->m_idx);
1052 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1057 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1063 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1068 /* now continue on to 'movement' */
1077 if (oktomove && p_ptr->riding)
1079 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1081 msg_print(_("動けない!", "Can't move!"));
1084 disturb(FALSE, TRUE);
1086 else if (MON_MONFEAR(riding_m_ptr))
1088 GAME_TEXT steed_name[MAX_NLEN];
1089 monster_desc(steed_name, riding_m_ptr, 0);
1090 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1092 disturb(FALSE, TRUE);
1094 else if (p_ptr->riding_ryoute)
1097 disturb(FALSE, TRUE);
1099 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1103 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1107 else if (have_flag(f_ptr->flags, FF_WATER) &&
1108 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1109 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1111 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1114 disturb(FALSE, TRUE);
1116 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1118 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name);
1121 disturb(FALSE, TRUE);
1123 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1125 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);
1128 disturb(FALSE, TRUE);
1131 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1133 GAME_TEXT steed_name[MAX_NLEN];
1134 monster_desc(steed_name, riding_m_ptr, 0);
1135 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);
1137 disturb(FALSE, TRUE);
1145 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1147 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);
1154 * Player can move through trees and
1155 * has effective -10 speed
1156 * Rangers can move without penality
1158 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1160 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1164 /* Disarm a visible trap */
1165 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1167 if (!trap_can_be_ignored(g_ptr->feat))
1169 (void)do_cmd_disarm_aux(y, x, dir);
1175 /* Player can not walk through "walls" unless in wraith form...*/
1176 else if (!p_can_enter && !p_can_kill_walls)
1178 /* Feature code (applying "mimic" field) */
1179 FEAT_IDX feat = get_feat_mimic(g_ptr);
1180 feature_type *mimic_f_ptr = &f_info[feat];
1181 concptr name = f_name + mimic_f_ptr->name;
1185 /* Notice things in the dark */
1186 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1188 /* Boundary floor mimic */
1189 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1191 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1194 /* Wall (or secret door) */
1198 msg_format("%sが行く手をはばんでいるようだ。", name);
1200 msg_format("You feel %s %s blocking your way.",
1201 is_a_vowel(name[0]) ? "an" : "a", name);
1204 g_ptr->info |= (CAVE_MARK);
1212 /* Boundary floor mimic */
1213 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1215 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1216 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1220 /* Wall (or secret door) */
1224 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1227 msg_format("%sが行く手をはばんでいる。", name);
1229 msg_format("There is %s %s blocking your way.",
1230 is_a_vowel(name[0]) ? "an" : "a", name);
1234 * Well, it makes sense that you lose time bumping into
1235 * a wall _if_ you are confused, stunned or blind; but
1236 * typing mistakes should not cost you a turn...
1238 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1243 disturb(FALSE, TRUE);
1245 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1248 /* Normal movement */
1249 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1251 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1256 /* To avoid a loop with running */
1257 disturb(FALSE, TRUE);
1262 /* Normal movement */
1265 u32b mpe_mode = MPE_ENERGY_USE;
1269 if (!process_warning(x, y))
1271 p_ptr->energy_use = 25;
1278 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1281 /* Change oldpx and oldpy to place the player well when going back to big mode */
1282 if (p_ptr->wild_mode)
1284 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1285 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1286 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1287 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1288 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1289 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1292 if (p_can_kill_walls)
1294 cave_alter_feat(y, x, FF_HURT_DISI);
1296 /* Update some things -- similar to GF_KILL_WALL */
1297 p_ptr->update |= (PU_FLOW);
1300 /* sound(SOUND_WALK); */
1302 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1303 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1305 (void)move_player_effect(y, x, mpe_mode);
1310 static bool ignore_avoid_run;
1313 * @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 /
1314 * Hack -- Check for a "known wall" (see below)
1315 * @param dir 想定する移動方向ID
1318 * @return 移動先が既知の壁ならばTRUE
1320 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1324 /* Get the new location */
1328 /* Illegal grids are not known walls */
1329 if (!in_bounds2(y, x)) return (FALSE);
1332 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1334 /* Must be known to the player */
1335 if (g_ptr->info & (CAVE_MARK))
1337 /* Feature code (applying "mimic" field) */
1338 s16b feat = get_feat_mimic(g_ptr);
1339 feature_type *f_ptr = &f_info[feat];
1341 /* Wall grids are known walls */
1342 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1344 /* Don't run on a tree unless explicitly requested */
1345 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1348 /* Don't run in a wall */
1349 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1350 return !have_flag(f_ptr->flags, FF_DOOR);
1358 * @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 /
1359 * Hack -- Check for an "unknown corner" (see below)
1360 * @param dir 想定する移動方向ID
1363 * @return 移動先が未知の地形ならばTRUE
1365 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1367 /* Get the new location */
1371 /* Illegal grids are unknown */
1372 if (!in_bounds2(y, x)) return (TRUE);
1374 /* Memorized grids are always known */
1375 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1377 /* Viewable door/wall grids are known */
1378 if (player_can_see_bold(y, x)) return (FALSE);
1386 * Hack -- allow quick "cycling" through the legal directions
1388 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1391 * Hack -- map each direction into the "middle" of the "cycle[]" array
1393 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1396 * The direction we are running
1398 static DIRECTION find_current;
1401 * The direction we came from
1403 static DIRECTION find_prevdir;
1406 * We are looking for open area
1408 static bool find_openarea;
1411 * We are looking for a break
1413 static bool find_breakright;
1414 static bool find_breakleft;
1417 * @brief ダッシュ処理の導入 /
1418 * Initialize the running algorithm for a new direction.
1421 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1423 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1424 * we seem to be in a corridor, then force a turn into the side\n
1425 * corridor, must be moving straight into a corridor here. ???\n
1427 * Diagonal Corridor Blunt Corridor (?)\n
1432 static void run_init(DIRECTION dir)
1434 int row, col, deepleft, deepright;
1435 int i, shortleft, shortright;
1437 /* Save the direction */
1440 /* Assume running straight */
1443 /* Assume looking for open area */
1444 find_openarea = TRUE;
1446 /* Assume not looking for breaks */
1447 find_breakright = find_breakleft = FALSE;
1449 /* Assume no nearby walls */
1450 deepleft = deepright = FALSE;
1451 shortright = shortleft = FALSE;
1453 p_ptr->run_py = p_ptr->y;
1454 p_ptr->run_px = p_ptr->x;
1456 /* Find the destination grid */
1457 row = p_ptr->y + ddy[dir];
1458 col = p_ptr->x + ddx[dir];
1460 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1462 /* Extract cycle index */
1465 /* Check for walls */
1466 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1468 find_breakleft = TRUE;
1471 else if (see_wall(cycle[i+1], row, col))
1473 find_breakleft = TRUE;
1477 /* Check for walls */
1478 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1480 find_breakright = TRUE;
1483 else if (see_wall(cycle[i-1], row, col))
1485 find_breakright = TRUE;
1489 /* Looking for a break */
1490 if (find_breakleft && find_breakright)
1492 /* Not looking for open area */
1493 find_openarea = FALSE;
1495 /* Hack -- allow angled corridor entry */
1498 if (deepleft && !deepright)
1500 find_prevdir = cycle[i - 1];
1502 else if (deepright && !deepleft)
1504 find_prevdir = cycle[i + 1];
1508 /* Hack -- allow blunt corridor entry */
1509 else if (see_wall(cycle[i], row, col))
1511 if (shortleft && !shortright)
1513 find_prevdir = cycle[i - 2];
1515 else if (shortright && !shortleft)
1517 find_prevdir = cycle[i + 2];
1525 * @brief ダッシュ移動が継続できるかどうかの判定 /
1526 * Update the current "run" path
1528 * ダッシュ移動が継続できるならばTRUEを返す。
1529 * Return TRUE if the running should be stopped
1531 static bool run_test(void)
1533 DIRECTION prev_dir, new_dir, check_dir = 0;
1536 int option = 0, option2 = 0;
1539 feature_type *f_ptr;
1541 /* Where we came from */
1542 prev_dir = find_prevdir;
1545 /* Range of newly adjacent grids */
1546 max = (prev_dir & 0x01) + 1;
1548 /* break run when leaving trap detected region */
1549 if ((disturb_trap_detect || alert_trap_detect)
1550 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1552 /* No duplicate warning */
1553 p_ptr->dtrap = FALSE;
1555 /* You are just on the edge */
1556 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1558 if (alert_trap_detect)
1560 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1563 if (disturb_trap_detect)
1571 /* Look at every newly adjacent square. */
1572 for (i = -max; i <= max; i++)
1574 OBJECT_IDX this_o_idx, next_o_idx = 0;
1577 new_dir = cycle[chome[prev_dir] + i];
1580 row = p_ptr->y + ddy[new_dir];
1581 col = p_ptr->x + ddx[new_dir];
1584 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1586 /* Feature code (applying "mimic" field) */
1587 feat = get_feat_mimic(g_ptr);
1588 f_ptr = &f_info[feat];
1590 /* Visible monsters abort running */
1593 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1595 /* Visible monster */
1596 if (m_ptr->ml) return (TRUE);
1599 /* Visible objects abort running */
1600 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1603 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1604 next_o_idx = o_ptr->next_o_idx;
1606 /* Visible object */
1607 if (o_ptr->marked & OM_FOUND) return (TRUE);
1610 /* Assume unknown */
1613 /* Check memorized grids */
1614 if (g_ptr->info & (CAVE_MARK))
1616 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1618 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1621 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1623 /* Option -- ignore */
1628 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1630 /* Option -- ignore */
1635 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1642 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1643 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1650 /* Interesting feature */
1651 if (notice) return (TRUE);
1653 /* The grid is "visible" */
1657 /* Analyze unknown grids and floors considering mimic */
1658 if (inv || !see_wall(0, row, col))
1660 /* Looking for open area */
1666 /* The first new direction. */
1672 /* Three new directions. Stop running. */
1678 /* Two non-adjacent new directions. Stop running. */
1679 else if (option != cycle[chome[prev_dir] + i - 1])
1684 /* Two new (adjacent) directions (case 1) */
1685 else if (new_dir & 0x01)
1687 check_dir = cycle[chome[prev_dir] + i - 2];
1691 /* Two new (adjacent) directions (case 2) */
1694 check_dir = cycle[chome[prev_dir] + i + 1];
1700 /* Obstacle, while looking for open area */
1707 /* Break to the right */
1708 find_breakright = TRUE;
1713 /* Break to the left */
1714 find_breakleft = TRUE;
1720 /* Looking for open area */
1723 /* Hack -- look again */
1724 for (i = -max; i < 0; i++)
1726 /* Unknown grid or non-wall */
1727 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1729 /* Looking to break right */
1730 if (find_breakright)
1739 /* Looking to break left */
1747 /* Hack -- look again */
1748 for (i = max; i > 0; i--)
1750 /* Unknown grid or non-wall */
1751 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1753 /* Looking to break left */
1763 /* Looking to break right */
1764 if (find_breakright)
1772 /* Not looking for open area */
1784 /* Primary option */
1785 find_current = option;
1787 /* No other options */
1788 find_prevdir = option;
1791 /* Two options, examining corners */
1794 /* Primary option */
1795 find_current = option;
1797 /* Hack -- allow curving */
1798 find_prevdir = option2;
1801 /* Two options, pick one */
1804 /* Get next location */
1805 row = p_ptr->y + ddy[option];
1806 col = p_ptr->x + ddx[option];
1808 /* Don't see that it is closed off. */
1809 /* This could be a potential corner or an intersection. */
1810 if (!see_wall(option, row, col) ||
1811 !see_wall(check_dir, row, col))
1813 /* Can not see anything ahead and in the direction we */
1814 /* are turning, assume that it is a potential corner. */
1815 if (see_nothing(option, row, col) &&
1816 see_nothing(option2, row, col))
1818 find_current = option;
1819 find_prevdir = option2;
1822 /* STOP: we are next to an intersection or a room */
1829 /* This corner is seen to be enclosed; we cut the corner. */
1832 find_current = option2;
1833 find_prevdir = option2;
1836 /* This corner is seen to be enclosed, and we */
1837 /* deliberately go the long way. */
1840 find_current = option;
1841 find_prevdir = option2;
1846 /* About to hit a known wall, stop */
1847 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1859 * @brief 継続的なダッシュ処理 /
1860 * Take one step along the current "run" path
1861 * @param dir 移動を試みる方向ID
1864 void run_step(DIRECTION dir)
1869 /* Ignore AVOID_RUN on a first step */
1870 ignore_avoid_run = TRUE;
1872 /* Hack -- do not start silly run */
1873 if (see_wall(dir, p_ptr->y, p_ptr->x))
1875 sound(SOUND_HITWALL);
1877 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1879 disturb(FALSE, FALSE);
1893 disturb(FALSE, FALSE);
1899 /* Decrease the run counter */
1900 if (--running <= 0) return;
1903 take_turn(p_ptr, 100);
1905 /* Move the player, using the "pickup" flag */
1906 move_player(find_current, FALSE, FALSE);
1908 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1912 disturb(FALSE, FALSE);
1920 * @brief トラベル機能の判定処理 /
1921 * Test for traveling
1922 * @param prev_dir 前回移動を行った元の方角ID
1925 static DIRECTION travel_test(DIRECTION prev_dir)
1927 DIRECTION new_dir = 0;
1929 const grid_type *g_ptr;
1932 /* Cannot travel when blind */
1933 if (p_ptr->blind || no_lite())
1935 msg_print(_("目が見えない!", "You cannot see!"));
1939 /* break run when leaving trap detected region */
1940 if ((disturb_trap_detect || alert_trap_detect)
1941 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1943 /* No duplicate warning */
1944 p_ptr->dtrap = FALSE;
1946 /* You are just on the edge */
1947 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1949 if (alert_trap_detect)
1951 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1954 if (disturb_trap_detect)
1962 /* Range of newly adjacent grids */
1963 max = (prev_dir & 0x01) + 1;
1965 /* Look at every newly adjacent square. */
1966 for (i = -max; i <= max; i++)
1969 DIRECTION dir = cycle[chome[prev_dir] + i];
1972 POSITION row = p_ptr->y + ddy[dir];
1973 POSITION col = p_ptr->x + ddx[dir];
1976 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1978 /* Visible monsters abort running */
1981 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1983 /* Visible monster */
1984 if (m_ptr->ml) return (0);
1989 /* Travel cost of current grid */
1990 cost = travel.cost[p_ptr->y][p_ptr->x];
1992 /* Determine travel direction */
1993 for (i = 0; i < 8; ++ i) {
1994 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1996 if (dir_cost < cost)
2003 if (!new_dir) return (0);
2005 /* Access newly move grid */
2006 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2008 /* Close door abort traveling */
2009 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2011 /* Visible and unignorable trap abort tarveling */
2012 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2020 * @brief トラベル機能の実装 /
2024 void travel_step(void)
2026 /* Get travel direction */
2027 travel.dir = travel_test(travel.dir);
2031 if (travel.run == 255)
2033 msg_print(_("道筋が見つかりません!", "No route is found!"));
2034 travel.y = travel.x = 0;
2036 disturb(FALSE, TRUE);
2040 take_turn(p_ptr, 100);
2042 move_player(travel.dir, always_pickup, FALSE);
2044 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2047 travel.y = travel.x = 0;
2049 else if (travel.run > 0)
2053 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2060 * Hack: travel command
2062 #define TRAVEL_UNABLE 9999
2064 static int flow_head = 0;
2065 static int flow_tail = 0;
2066 static POSITION temp2_x[MAX_SHORT];
2067 static POSITION temp2_y[MAX_SHORT];
2070 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2073 void forget_travel_flow(void)
2076 /* Check the entire dungeon / Forget the old data */
2077 for (y = 0; y < current_floor_ptr->height; y++)
2079 for (x = 0; x < current_floor_ptr->width; x++)
2082 travel.cost[y][x] = MAX_SHORT;
2085 travel.y = travel.x = 0;
2089 * @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
2094 static int travel_flow_cost(POSITION y, POSITION x)
2096 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2099 /* Avoid obstacles (ex. trees) */
2100 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2103 if (have_flag(f_ptr->flags, FF_WATER))
2105 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2109 if (have_flag(f_ptr->flags, FF_LAVA))
2112 if (!p_ptr->resist_fire) lava *= 2;
2113 if (!p_ptr->levitation) lava *= 2;
2114 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2119 /* Detected traps and doors */
2120 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2122 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2123 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2130 * @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
2134 * @param wall プレイヤーが壁の中にいるならばTRUE
2137 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2139 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2140 feature_type *f_ptr = &f_info[g_ptr->feat];
2141 int old_head = flow_head;
2143 int base_cost = (n % TRAVEL_UNABLE);
2144 int from_wall = (n / TRAVEL_UNABLE);
2147 /* Ignore out of bounds */
2148 if (!in_bounds(y, x)) return;
2150 /* Ignore unknown grid except in wilderness */
2151 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2153 /* Ignore "walls" and "rubble" (include "secret doors") */
2154 if (have_flag(f_ptr->flags, FF_WALL) ||
2155 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2156 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2157 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2159 if (!wall || !from_wall) return;
2160 add_cost += TRAVEL_UNABLE;
2164 add_cost = travel_flow_cost(y, x);
2167 cost = base_cost + add_cost;
2169 /* Ignore lower cost entries */
2170 if (travel.cost[y][x] <= cost) return;
2172 /* Save the flow cost */
2173 travel.cost[y][x] = cost;
2175 /* Enqueue that entry */
2176 temp2_y[flow_head] = y;
2177 temp2_x[flow_head] = x;
2179 /* Advance the queue */
2180 if (++flow_head == MAX_SHORT) flow_head = 0;
2182 /* Hack -- notice overflow by forgetting new entry */
2183 if (flow_head == flow_tail) flow_head = old_head;
2189 * @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
2190 * @param ty 目標地点のY座標
2191 * @param tx 目標地点のX座標
2194 static void travel_flow(POSITION ty, POSITION tx)
2199 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2201 /* Reset the "queue" */
2202 flow_head = flow_tail = 0;
2204 /* is player in the wall? */
2205 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2207 /* Start at the target grid */
2208 travel_flow_aux(ty, tx, 0, wall);
2210 /* Now process the queue */
2211 while (flow_head != flow_tail)
2213 /* Extract the next entry */
2214 y = temp2_y[flow_tail];
2215 x = temp2_x[flow_tail];
2217 /* Forget that entry */
2218 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2220 /* Ignore too far entries */
2221 //if (distance(ty, tx, y, x) > 100) continue;
2223 /* Add the "children" */
2224 for (d = 0; d < 8; d++)
2226 /* Add that child if "legal" */
2227 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2231 /* Forget the flow info */
2232 flow_head = flow_tail = 0;
2236 * @brief トラベル処理のメインルーチン
2239 void do_cmd_travel(void)
2243 POSITION dx, dy, sx, sy;
2244 feature_type *f_ptr;
2246 if (travel.x != 0 && travel.y != 0 &&
2247 get_check(_("トラベルを継続しますか?", "Do you continue to travel? ")))
2252 else if (!tgt_pt(&x, &y)) return;
2254 if ((x == p_ptr->x) && (y == p_ptr->y))
2256 msg_print(_("すでにそこにいます!", "You are already there!!"));
2260 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2262 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2263 (have_flag(f_ptr->flags, FF_WALL) ||
2264 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2265 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2267 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2271 forget_travel_flow();
2277 /* Travel till 255 steps */
2281 /* Decides first direction */
2282 dx = abs(p_ptr->x - x);
2283 dy = abs(p_ptr->y - y);
2284 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2285 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2287 for (i = 1; i <= 9; i++)
2289 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2295 * Something has happened to disturb the player.
2296 * The first arg indicates a major disturbance, which affects search.
2297 * The second arg is currently unused, but could induce output flush.
2298 * All disturbance cancels repeated commands, resting, and running.
2300 void disturb(bool stop_search, bool stop_travel)
2304 stop_travel = stop_travel;
2307 /* Cancel auto-commands */
2308 /* command_new = 0; */
2310 /* Cancel repeated commands */
2316 /* Redraw the state (later) */
2317 p_ptr->redraw |= (PR_STATE);
2320 /* Cancel Resting */
2321 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2324 set_action(ACTION_NONE);
2327 /* Cancel running */
2333 /* Check for new panel if appropriate */
2334 if (center_player && !center_running) verify_panel();
2336 /* Calculate torch radius */
2337 p_ptr->update |= (PU_TORCH);
2339 /* Update monster flow */
2340 p_ptr->update |= (PU_FLOW);
2349 /* Check for new panel if appropriate */
2350 if (center_player && !center_running) verify_panel();
2352 /* Calculate torch radius */
2353 p_ptr->update |= (PU_TORCH);
2357 /* Flush the input if requested */
2358 if (flush_disturb) flush();