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[Refactor] #37353 world_type を world.c/h へ移動。
[hengband/hengband.git] / src / player-move.c
1 /*!
2  *  @file cmd1.c
3  *  @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
4  *  @date 2014/01/02
5  *  @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7  *
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.
11  * @note
12  * <pre>
13  * The running algorithm:                       -CJS-
14  *
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'.
18  *
19  * Of course, if the "requested" move was impossible, then you
20  * will of course be blocked, and will stop.
21  *
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.
30  *
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.
35  *
36  * These conditions are kept in static memory:
37  * find_openarea         You are in the open on at least one
38  * side.
39  * find_breakleft        You have a wall on the left, and will
40  * stop if it opens
41  * find_breakright       You have a wall on the right, and will
42  * stop if it opens
43  *
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.
49  *
50  * LL           L
51  * @@x          LxR
52  * RR          @@R
53  *
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.
65  *
66  * \#.\#
67  * \#\#.\#\#
68  * \.\@x..
69  * \#\#.\#\#
70  * \#.\#
71  *
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.
76  *
77  * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
78  * o@@x       1
79  * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
80  * \#2          \#
81  * \#\#\#\#\#\#\#\#\#\#\#\#\#
82  *
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).
88  *
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.
93  *
94  *   ...!              ...
95  *   .o@@!  (normal)    .o.!  (diagonal)
96  *   ...!  (east)      ..@@!  (south east)
97  *                      !!!
98  *
99  * You STOP if any of the new squares are interesting in any way:
100  * for example, if they contain visible monsters or treasure.
101  *
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).
105  *
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
108  * entirely open.
109  *
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 current_world_ptr->game_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.
115  *
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 ?).
120  *
121  * We assign "option" to the straight-on grid, and "option2" to the
122  * diagonal grid, and "check_dir" to the grid marked 's'.
123  *
124  * \#\#s
125  * @@x?
126  * \#.?
127  *
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.)
139  * </pre>
140  */
141
142 #include "angband.h"
143 #include "util.h"
144
145 #include "dungeon.h"
146 #include "floor.h"
147 #include "melee.h"
148 #include "grid.h"
149 #include "trap.h"
150 #include "quest.h"
151 #include "artifact.h"
152 #include "player-move.h"
153 #include "player-status.h"
154 #include "player-effects.h"
155 #include "spells-floor.h"
156 #include "feature.h"
157 #include "warning.h"
158 #include "monster.h"
159 #include "monster-spell.h"
160 #include "monster-status.h"
161 #include "object-hook.h"
162 #include "object-flavor.h"
163 #include "spells.h"
164 #include "cmd-basic.h"
165 #include "view-mainwindow.h"
166 #include "world.h"
167
168
169
170 /*!
171  * @brief 地形やその上のアイテムの隠された要素を明かす /
172  * Search for hidden things
173  * @param y 対象となるマスのY座標
174  * @param x 対象となるマスのX座標
175  * @return なし
176  */
177 static void discover_hidden_things(POSITION y, POSITION x)
178 {
179         OBJECT_IDX this_o_idx, next_o_idx = 0;
180         grid_type *g_ptr;
181         g_ptr = &current_floor_ptr->grid_array[y][x];
182
183         /* Invisible trap */
184         if (g_ptr->mimic && is_trap(g_ptr->feat))
185         {
186                 /* Pick a trap */
187                 disclose_grid(y, x);
188
189                 msg_print(_("トラップを発見した。", "You have found a trap."));
190
191                 disturb(FALSE, TRUE);
192         }
193
194         /* Secret door */
195         if (is_hidden_door(g_ptr))
196         {
197                 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
198
199                 /* Disclose */
200                 disclose_grid(y, x);
201
202                 disturb(FALSE, FALSE);
203         }
204
205         /* Scan all objects in the grid */
206         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
207         {
208                 object_type *o_ptr;
209                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
210                 next_o_idx = o_ptr->next_o_idx;
211
212                 /* Skip non-chests */
213                 if (o_ptr->tval != TV_CHEST) continue;
214
215                 /* Skip non-trapped chests */
216                 if (!chest_traps[o_ptr->pval]) continue;
217
218                 /* Identify once */
219                 if (!object_is_known(o_ptr))
220                 {
221                         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!"));
222
223                         /* Know the trap */
224                         object_known(o_ptr);
225
226                         /* Notice it */
227                         disturb(FALSE, FALSE);
228                 }
229         }
230 }
231
232 /*!
233  * @brief プレイヤーの探索処理判定
234  * @return なし
235  */
236 void search(void)
237 {
238         DIRECTION i;
239         PERCENTAGE chance;
240
241         /* Start with base search ability */
242         chance = p_ptr->skill_srh;
243
244         /* Penalize various conditions */
245         if (p_ptr->blind || no_lite()) chance = chance / 10;
246         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
247
248         /* Search the nearby grids, which are always in bounds */
249         for (i = 0; i < 9; ++ i)
250         {
251                 /* Sometimes, notice things */
252                 if (randint0(100) < chance)
253                 {
254                         discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
255                 }
256         }
257 }
258
259
260 /*!
261  * @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 /
262  * Helper routine for py_pickup() and py_pickup_floor().
263  * @param o_idx 取得したオブジェクトの参照ID
264  * @return なし
265  * @details
266  * アイテムを拾った際に「2つのケーキを持っている」\n
267  * "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
268  * だが、違和感が\n
269  * 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
270  * にかえてある。そのための配列。\n
271  * Add the given dungeon object to the character's inventory.\n
272  * Delete the object afterwards.\n
273  */
274 void py_pickup_aux(OBJECT_IDX o_idx)
275 {
276         INVENTORY_IDX slot;
277
278 #ifdef JP
279         GAME_TEXT o_name[MAX_NLEN];
280         GAME_TEXT old_name[MAX_NLEN];
281         char kazu_str[80];
282         int hirottakazu;
283 #else
284         GAME_TEXT o_name[MAX_NLEN];
285 #endif
286
287         object_type *o_ptr;
288
289         o_ptr = &current_floor_ptr->o_list[o_idx];
290
291 #ifdef JP
292         object_desc(old_name, o_ptr, OD_NAME_ONLY);
293         object_desc_kosuu(kazu_str, o_ptr);
294         hirottakazu = o_ptr->number;
295 #endif
296         /* Carry the object */
297         slot = inven_carry(o_ptr);
298
299         /* Get the object again */
300         o_ptr = &inventory[slot];
301
302         delete_object_idx(o_idx);
303
304         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
305         {
306                 bool old_known = identify_item(o_ptr);
307
308                 /* Auto-inscription/destroy */
309                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
310
311                 /* If it is destroyed, don't pick it up */
312                 if (o_ptr->marked & OM_AUTODESTROY) return;
313         }
314
315         object_desc(o_name, o_ptr, 0);
316
317 #ifdef JP
318         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
319         {
320                 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
321                 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
322                 msg_format("%sに襲いかかる...", p_ptr->name);
323         }
324         else
325         {
326                 if (plain_pickup)
327                 {
328                         msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
329                 }
330                 else
331                 {
332                         if (o_ptr->number > hirottakazu) {
333                             msg_format("%s拾って、%s(%c)を持っている。",
334                                kazu_str, o_name, index_to_label(slot));
335                         } else {
336                                 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
337                         }
338                 }
339         }
340         strcpy(record_o_name, old_name);
341 #else
342         msg_format("You have %s (%c).", o_name, index_to_label(slot));
343         strcpy(record_o_name, o_name);
344 #endif
345         record_turn = current_world_ptr->game_turn;
346
347
348         check_find_art_quest_completion(o_ptr);
349 }
350
351
352 /*!
353  * @brief プレイヤーがオブジェクト上に乗った際の表示処理
354  * @param pickup 自動拾い処理を行うならばTRUEとする
355  * @return なし
356  * @details
357  * Player "wants" to pick up an object or gold.
358  * Note that we ONLY handle things that can be picked up.
359  * See "move_player()" for handling of other things.
360  */
361 void carry(bool pickup)
362 {
363         grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
364
365         OBJECT_IDX this_o_idx, next_o_idx = 0;
366
367         GAME_TEXT o_name[MAX_NLEN];
368
369         /* Recenter the map around the player */
370         verify_panel();
371
372         p_ptr->update |= (PU_MONSTERS);
373         p_ptr->redraw |= (PR_MAP);
374         p_ptr->window |= (PW_OVERHEAD);
375         handle_stuff();
376
377         /* Automatically pickup/destroy/inscribe items */
378         autopick_pickup_items(g_ptr);
379
380         if (easy_floor)
381         {
382                 py_pickup_floor(pickup);
383                 return;
384         }
385
386         /* Scan the pile of objects */
387         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
388         {
389                 object_type *o_ptr;
390                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
391
392 #ifdef ALLOW_EASY_SENSE /* TNB */
393
394                 /* Option: Make item sensing easy */
395                 if (easy_sense)
396                 {
397                         /* Sense the object */
398                         (void)sense_object(o_ptr);
399                 }
400
401 #endif /* ALLOW_EASY_SENSE -- TNB */
402
403                 object_desc(o_name, o_ptr, 0);
404                 next_o_idx = o_ptr->next_o_idx;
405
406                 disturb(FALSE, FALSE);
407
408                 /* Pick up gold */
409                 if (o_ptr->tval == TV_GOLD)
410                 {
411                         int value = (long)o_ptr->pval;
412
413                         /* Delete the gold */
414                         delete_object_idx(this_o_idx);
415
416                         msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
417                            (long)value, o_name);
418
419                         sound(SOUND_SELL);
420
421                         /* Collect the gold */
422                         p_ptr->au += value;
423
424                         /* Redraw gold */
425                         p_ptr->redraw |= (PR_GOLD);
426                         p_ptr->window |= (PW_PLAYER);
427                 }
428
429                 /* Pick up objects */
430                 else
431                 {
432                         /* Hack - some objects were handled in autopick_pickup_items(). */
433                         if (o_ptr->marked & OM_NOMSG)
434                         {
435                                 /* Clear the flag. */
436                                 o_ptr->marked &= ~OM_NOMSG;
437                         }
438                         else if (!pickup)
439                         {
440                                 msg_format(_("%sがある。", "You see %s."), o_name);
441                         }
442
443                         /* Note that the pack is too full */
444                         else if (!inven_carry_okay(o_ptr))
445                         {
446                                 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);
447                         }
448
449                         /* Pick up the item (if requested and allowed) */
450                         else
451                         {
452                                 int okay = TRUE;
453
454                                 /* Hack -- query every item */
455                                 if (carry_query_flag)
456                                 {
457                                         char out_val[MAX_NLEN+20];
458                                         sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
459                                         okay = get_check(out_val);
460                                 }
461
462                                 /* Attempt to pick up an object. */
463                                 if (okay)
464                                 {
465                                         /* Pick up the object */
466                                         py_pickup_aux(this_o_idx);
467                                 }
468                         }
469                 }
470         }
471 }
472
473
474 /*!
475  * @brief パターンによる移動制限処理
476  * @param c_y プレイヤーの移動元Y座標
477  * @param c_x プレイヤーの移動元X座標
478  * @param n_y プレイヤーの移動先Y座標
479  * @param n_x プレイヤーの移動先X座標
480  * @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。
481  */
482 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
483 {
484         feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
485         feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
486         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
487         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
488         int pattern_type_cur, pattern_type_new;
489
490         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
491
492         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
493         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
494
495         if (pattern_type_new == PATTERN_TILE_START)
496         {
497                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
498                 {
499                         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?", 
500                                                         "If you start walking the Pattern, you must walk the whole way. Ok? ")))
501                                 return TRUE;
502                         else
503                                 return FALSE;
504                 }
505                 else
506                         return TRUE;
507         }
508         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
509                  (pattern_type_new == PATTERN_TILE_END) ||
510                  (pattern_type_new == PATTERN_TILE_WRECKED))
511         {
512                 if (is_pattern_tile_cur)
513                 {
514                         return TRUE;
515                 }
516                 else
517                 {
518                         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。",
519                                                 "You must start walking the Pattern from the startpoint."));
520
521                         return FALSE;
522                 }
523         }
524         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
525                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
526         {
527                 return TRUE;
528         }
529         else if (pattern_type_cur == PATTERN_TILE_START)
530         {
531                 if (is_pattern_tile_new)
532                         return TRUE;
533                 else
534                 {
535                         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."));
536                         return FALSE;
537                 }
538         }
539         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
540                  (pattern_type_cur == PATTERN_TILE_END) ||
541                  (pattern_type_cur == PATTERN_TILE_WRECKED))
542         {
543                 if (!is_pattern_tile_new)
544                 {
545                         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."));
546                         return FALSE;
547                 }
548                 else
549                 {
550                         return TRUE;
551                 }
552         }
553         else
554         {
555                 if (!is_pattern_tile_cur)
556                 {
557                         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。",
558                                                 "You must start walking the Pattern from the startpoint."));
559
560                         return FALSE;
561                 }
562                 else
563                 {
564                         byte ok_move = PATTERN_TILE_START;
565                         switch (pattern_type_cur)
566                         {
567                                 case PATTERN_TILE_1:
568                                         ok_move = PATTERN_TILE_2;
569                                         break;
570                                 case PATTERN_TILE_2:
571                                         ok_move = PATTERN_TILE_3;
572                                         break;
573                                 case PATTERN_TILE_3:
574                                         ok_move = PATTERN_TILE_4;
575                                         break;
576                                 case PATTERN_TILE_4:
577                                         ok_move = PATTERN_TILE_1;
578                                         break;
579                                 default:
580                                         if (p_ptr->wizard)
581                                                 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
582
583                                         return TRUE; /* Goof-up */
584                         }
585
586                         if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
587                                 return TRUE;
588                         else
589                         {
590                                 if (!is_pattern_tile_new)
591                                         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."));
592                                 else
593                                         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."));
594
595                                 return FALSE;
596                         }
597                 }
598         }
599 }
600
601 /*!
602  * @brief 移動に伴うプレイヤーのステータス変化処理
603  * @param ny 移動先Y座標
604  * @param nx 移動先X座標
605  * @param mpe_mode 移動オプションフラグ
606  * @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。
607  */
608 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
609 {
610         POSITION oy = p_ptr->y;
611         POSITION ox = p_ptr->x;
612         grid_type *g_ptr = &current_floor_ptr->grid_array[ny][nx];
613         grid_type *oc_ptr = &current_floor_ptr->grid_array[oy][ox];
614         feature_type *f_ptr = &f_info[g_ptr->feat];
615         feature_type *of_ptr = &f_info[oc_ptr->feat];
616
617         if (!(mpe_mode & MPE_STAYING))
618         {
619                 MONSTER_IDX om_idx = oc_ptr->m_idx;
620                 MONSTER_IDX nm_idx = g_ptr->m_idx;
621
622                 p_ptr->y = ny;
623                 p_ptr->x = nx;
624
625                 /* Hack -- For moving monster or riding player's moving */
626                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
627                 {
628                         /* Swap two monsters */
629                         g_ptr->m_idx = om_idx;
630                         oc_ptr->m_idx = nm_idx;
631
632                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
633                         {
634                                 monster_type *om_ptr = &current_floor_ptr->m_list[om_idx];
635                                 om_ptr->fy = ny;
636                                 om_ptr->fx = nx;
637                                 update_monster(om_idx, TRUE);
638                         }
639
640                         if (nm_idx > 0) /* Monster on new spot */
641                         {
642                                 monster_type *nm_ptr = &current_floor_ptr->m_list[nm_idx];
643                                 nm_ptr->fy = oy;
644                                 nm_ptr->fx = ox;
645                                 update_monster(nm_idx, TRUE);
646                         }
647                 }
648
649                 lite_spot(oy, ox);
650                 lite_spot(ny, nx);
651
652                 /* Check for new panel (redraw map) */
653                 verify_panel();
654
655                 if (mpe_mode & MPE_FORGET_FLOW)
656                 {
657                         forget_flow();
658
659                         p_ptr->update |= (PU_UN_VIEW);
660                         p_ptr->redraw |= (PR_MAP);
661                 }
662
663                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
664                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
665
666                 /* Remove "unsafe" flag */
667                 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
668
669                 /* For get everything when requested hehe I'm *NASTY* */
670                 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
671                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
672
673                 if (p_ptr->pclass == CLASS_NINJA)
674                 {
675                         if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
676                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
677                 }
678
679                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
680                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
681                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
682                 {
683                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
684                         set_action(ACTION_NONE);
685                 }
686                 if (p_ptr->prace == RACE_MERFOLK)
687                 {
688                         if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
689                         {
690                                 p_ptr->update |= PU_BONUS;
691                                 update_creature(p_ptr);
692                         }
693                 }
694         }
695
696         if (mpe_mode & MPE_ENERGY_USE)
697         {
698                 if (music_singing(MUSIC_WALL))
699                 {
700                         (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
701                                 PROJECT_KILL | PROJECT_ITEM, -1);
702
703                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
704                 }
705
706                 /* Spontaneous Searching */
707                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
708                 {
709                         search();
710                 }
711
712                 /* Continuous Searching */
713                 if (p_ptr->action == ACTION_SEARCH)
714                 {
715                         search();
716                 }
717         }
718
719         /* Handle "objects" */
720         if (!(mpe_mode & MPE_DONT_PICKUP))
721         {
722                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
723         }
724
725         /* Handle "store doors" */
726         if (have_flag(f_ptr->flags, FF_STORE))
727         {
728                 disturb(FALSE, TRUE);
729
730                 free_turn(p_ptr);
731                 /* Hack -- Enter store */
732                 command_new = SPECIAL_KEY_STORE;
733         }
734
735         /* Handle "building doors" -KMW- */
736         else if (have_flag(f_ptr->flags, FF_BLDG))
737         {
738                 disturb(FALSE, TRUE);
739
740                 free_turn(p_ptr);
741                 /* Hack -- Enter building */
742                 command_new = SPECIAL_KEY_BUILDING;
743         }
744
745         /* Handle quest areas -KMW- */
746         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
747         {
748                 disturb(FALSE, TRUE);
749
750                 free_turn(p_ptr);
751                 /* Hack -- Enter quest level */
752                 command_new = SPECIAL_KEY_QUEST;
753         }
754
755         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
756         {
757                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
758                 {
759                         complete_quest(p_ptr->inside_quest);
760                 }
761
762                 leave_quest_check();
763
764                 p_ptr->inside_quest = g_ptr->special;
765                 current_floor_ptr->dun_level = 0;
766                 p_ptr->oldpx = 0;
767                 p_ptr->oldpy = 0;
768
769                 p_ptr->leaving = TRUE;
770         }
771
772         /* Set off a trap */
773         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
774         {
775                 disturb(FALSE, TRUE);
776
777                 /* Hidden trap */
778                 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
779                 {
780                         msg_print(_("トラップだ!", "You found a trap!"));
781
782                         /* Pick a trap */
783                         disclose_grid(p_ptr->y, p_ptr->x);
784                 }
785
786                 /* Hit the trap */
787                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
788
789                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
790         }
791
792         /* Warn when leaving trap detected region */
793         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
794             && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
795         {
796                 /* No duplicate warning */
797                 p_ptr->dtrap = FALSE;
798
799                 /* You are just on the edge */
800                 if (!(g_ptr->info & CAVE_UNSAFE))
801                 {
802                         if (alert_trap_detect)
803                         {
804                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
805                         }
806
807                         if (disturb_trap_detect) disturb(FALSE, TRUE);
808                 }
809         }
810
811         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
812 }
813
814 /*!
815  * @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
816  * @param feat 地形ID
817  * @return トラップが自動的に無効ならばTRUEを返す
818  */
819 bool trap_can_be_ignored(FEAT_IDX feat)
820 {
821         feature_type *f_ptr = &f_info[feat];
822
823         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
824
825         switch (f_ptr->subtype)
826         {
827         case TRAP_TRAPDOOR:
828         case TRAP_PIT:
829         case TRAP_SPIKED_PIT:
830         case TRAP_POISON_PIT:
831                 if (p_ptr->levitation) return TRUE;
832                 break;
833         case TRAP_TELEPORT:
834                 if (p_ptr->anti_tele) return TRUE;
835                 break;
836         case TRAP_FIRE:
837                 if (p_ptr->immune_fire) return TRUE;
838                 break;
839         case TRAP_ACID:
840                 if (p_ptr->immune_acid) return TRUE;
841                 break;
842         case TRAP_BLIND:
843                 if (p_ptr->resist_blind) return TRUE;
844                 break;
845         case TRAP_CONFUSE:
846                 if (p_ptr->resist_conf) return TRUE;
847                 break;
848         case TRAP_POISON:
849                 if (p_ptr->resist_pois) return TRUE;
850                 break;
851         case TRAP_SLEEP:
852                 if (p_ptr->free_act) return TRUE;
853                 break;
854         }
855
856         return FALSE;
857 }
858
859
860 /*
861  * Determine if a "boundary" grid is "floor mimic"
862  */
863 #define boundary_floor(C, F, MF) \
864         ((C)->mimic && permanent_wall(F) && \
865          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
866          have_flag((MF)->flags, FF_PROJECT) && \
867          !have_flag((MF)->flags, FF_OPEN))
868
869
870 /*!
871  * @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 /
872  * Move player in the given direction, with the given "pickup" flag.
873  * @param dir 移動方向ID
874  * @param do_pickup 罠解除を試みながらの移動ならばTRUE
875  * @param break_trap トラップ粉砕処理を行うならばTRUE
876  * @return 実際に移動が行われたならばTRUEを返す。
877  * @note
878  * This routine should (probably) always induce energy expenditure.\n
879  * @details
880  * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
881  * any monster which might be in the destination grid.  Previously,\n
882  * moving into walls was "free" and did NOT hit invisible monsters.\n
883  */
884 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
885 {
886         /* Find the result of moving */
887         POSITION y = p_ptr->y + ddy[dir];
888         POSITION x = p_ptr->x + ddx[dir];
889
890         /* Examine the destination */
891         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
892
893         feature_type *f_ptr = &f_info[g_ptr->feat];
894
895         monster_type *m_ptr;
896
897         monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
898         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
899
900         GAME_TEXT m_name[MAX_NLEN];
901
902         bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
903         bool p_can_kill_walls = FALSE;
904         bool stormbringer = FALSE;
905
906         bool oktomove = TRUE;
907         bool do_past = FALSE;
908
909         /* Exit the area */
910         if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
911                 ((x == 0) || (x == MAX_WID - 1) ||
912                  (y == 0) || (y == MAX_HGT - 1)))
913         {
914                 /* Can the player enter the grid? */
915                 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
916                 {
917                         /* Hack: move to new area */
918                         if ((y == 0) && (x == 0))
919                         {
920                                 p_ptr->wilderness_y--;
921                                 p_ptr->wilderness_x--;
922                                 p_ptr->oldpy = current_floor_ptr->height - 2;
923                                 p_ptr->oldpx = current_floor_ptr->width - 2;
924                                 p_ptr->ambush_flag = FALSE;
925                         }
926
927                         else if ((y == 0) && (x == MAX_WID - 1))
928                         {
929                                 p_ptr->wilderness_y--;
930                                 p_ptr->wilderness_x++;
931                                 p_ptr->oldpy = current_floor_ptr->height - 2;
932                                 p_ptr->oldpx = 1;
933                                 p_ptr->ambush_flag = FALSE;
934                         }
935
936                         else if ((y == MAX_HGT - 1) && (x == 0))
937                         {
938                                 p_ptr->wilderness_y++;
939                                 p_ptr->wilderness_x--;
940                                 p_ptr->oldpy = 1;
941                                 p_ptr->oldpx = current_floor_ptr->width - 2;
942                                 p_ptr->ambush_flag = FALSE;
943                         }
944
945                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
946                         {
947                                 p_ptr->wilderness_y++;
948                                 p_ptr->wilderness_x++;
949                                 p_ptr->oldpy = 1;
950                                 p_ptr->oldpx = 1;
951                                 p_ptr->ambush_flag = FALSE;
952                         }
953
954                         else if (y == 0)
955                         {
956                                 p_ptr->wilderness_y--;
957                                 p_ptr->oldpy = current_floor_ptr->height - 2;
958                                 p_ptr->oldpx = x;
959                                 p_ptr->ambush_flag = FALSE;
960                         }
961
962                         else if (y == MAX_HGT - 1)
963                         {
964                                 p_ptr->wilderness_y++;
965                                 p_ptr->oldpy = 1;
966                                 p_ptr->oldpx = x;
967                                 p_ptr->ambush_flag = FALSE;
968                         }
969
970                         else if (x == 0)
971                         {
972                                 p_ptr->wilderness_x--;
973                                 p_ptr->oldpx = current_floor_ptr->width - 2;
974                                 p_ptr->oldpy = y;
975                                 p_ptr->ambush_flag = FALSE;
976                         }
977
978                         else if (x == MAX_WID - 1)
979                         {
980                                 p_ptr->wilderness_x++;
981                                 p_ptr->oldpx = 1;
982                                 p_ptr->oldpy = y;
983                                 p_ptr->ambush_flag = FALSE;
984                         }
985
986                         p_ptr->leaving = TRUE;
987                         take_turn(p_ptr, 100);
988
989                         return;
990                 }
991
992                 /* "Blocked" message appears later */
993                 /* oktomove = FALSE; */
994                 p_can_enter = FALSE;
995         }
996
997         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
998
999         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1000         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1001
1002         /* Player can not walk through "walls"... */
1003         /* unless in Shadow Form */
1004         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1005                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1006                 !have_flag(f_ptr->flags, FF_PERMANENT);
1007
1008         /* Hack -- attack monsters */
1009         if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1010         {
1011                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1012
1013                 /* Attack -- only if we can see it OR it is not in a wall */
1014                 if (!is_hostile(m_ptr) &&
1015                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1016                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1017                     pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1018                 {
1019                         /* Disturb the monster */
1020                         (void)set_monster_csleep(g_ptr->m_idx, 0);
1021
1022                         /* Extract monster name (or "it") */
1023                         monster_desc(m_name, m_ptr, 0);
1024
1025                         if (m_ptr->ml)
1026                         {
1027                                 /* Auto-Recall if possible and visible */
1028                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1029
1030                                 /* Track a new monster */
1031                                 health_track(g_ptr->m_idx);
1032                         }
1033
1034                         /* displace? */
1035                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1036                         {
1037                                 py_attack(y, x, 0);
1038                                 oktomove = FALSE;
1039                         }
1040                         else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1041                         {
1042                                 do_past = TRUE;
1043                         }
1044                         else
1045                         {
1046                                 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1047                                 free_turn(p_ptr);
1048                                 oktomove = FALSE;
1049                         }
1050
1051                         /* now continue on to 'movement' */
1052                 }
1053                 else
1054                 {
1055                         py_attack(y, x, 0);
1056                         oktomove = FALSE;
1057                 }
1058         }
1059
1060         if (oktomove && p_ptr->riding)
1061         {
1062                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1063                 {
1064                         msg_print(_("動けない!", "Can't move!"));
1065                         free_turn(p_ptr);
1066                         oktomove = FALSE;
1067                         disturb(FALSE, TRUE);
1068                 }
1069                 else if (MON_MONFEAR(riding_m_ptr))
1070                 {
1071                         GAME_TEXT steed_name[MAX_NLEN];
1072                         monster_desc(steed_name, riding_m_ptr, 0);
1073                         msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1074                         oktomove = FALSE;
1075                         disturb(FALSE, TRUE);
1076                 }
1077                 else if (p_ptr->riding_ryoute)
1078                 {
1079                         oktomove = FALSE;
1080                         disturb(FALSE, TRUE);
1081                 }
1082                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1083                 {
1084                         /* Allow moving */
1085                 }
1086                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1087                 {
1088                         /* Allow moving */
1089                 }
1090                 else if (have_flag(f_ptr->flags, FF_WATER) &&
1091                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1092                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1093                 {
1094                         msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1095                         free_turn(p_ptr);
1096                         oktomove = FALSE;
1097                         disturb(FALSE, TRUE);
1098                 }
1099                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1100                 {
1101                         msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name);
1102                         free_turn(p_ptr);
1103                         oktomove = FALSE;
1104                         disturb(FALSE, TRUE);
1105                 }
1106                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1107                 {
1108                         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);
1109                         free_turn(p_ptr);
1110                         oktomove = FALSE;
1111                         disturb(FALSE, TRUE);
1112                 }
1113
1114                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1115                 {
1116                         GAME_TEXT steed_name[MAX_NLEN];
1117                         monster_desc(steed_name, riding_m_ptr, 0);
1118                         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);
1119                         oktomove = FALSE;
1120                         disturb(FALSE, TRUE);
1121                 }
1122         }
1123
1124         if (!oktomove)
1125         {
1126         }
1127
1128         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1129         {
1130                 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);
1131                 free_turn(p_ptr);
1132                 running = 0;
1133                 oktomove = FALSE;
1134         }
1135
1136         /*
1137          * Player can move through trees and
1138          * has effective -10 speed
1139          * Rangers can move without penality
1140          */
1141         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1142         {
1143                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1144         }
1145
1146
1147         /* Disarm a visible trap */
1148         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1149         {
1150                 if (!trap_can_be_ignored(g_ptr->feat))
1151                 {
1152                         (void)do_cmd_disarm_aux(y, x, dir);
1153                         return;
1154                 }
1155         }
1156
1157
1158         /* Player can not walk through "walls" unless in wraith form...*/
1159         else if (!p_can_enter && !p_can_kill_walls)
1160         {
1161                 /* Feature code (applying "mimic" field) */
1162                 FEAT_IDX feat = get_feat_mimic(g_ptr);
1163                 feature_type *mimic_f_ptr = &f_info[feat];
1164                 concptr name = f_name + mimic_f_ptr->name;
1165
1166                 oktomove = FALSE;
1167
1168                 /* Notice things in the dark */
1169                 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1170                 {
1171                         /* Boundary floor mimic */
1172                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1173                         {
1174                                 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1175                         }
1176
1177                         /* Wall (or secret door) */
1178                         else
1179                         {
1180 #ifdef JP
1181                                 msg_format("%sが行く手をはばんでいるようだ。", name);
1182 #else
1183                                 msg_format("You feel %s %s blocking your way.",
1184                                         is_a_vowel(name[0]) ? "an" : "a", name);
1185 #endif
1186
1187                                 g_ptr->info |= (CAVE_MARK);
1188                                 lite_spot(y, x);
1189                         }
1190                 }
1191
1192                 /* Notice things */
1193                 else
1194                 {
1195                         /* Boundary floor mimic */
1196                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1197                         {
1198                                 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1199                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1200                                         free_turn(p_ptr);
1201                         }
1202
1203                         /* Wall (or secret door) */
1204                         else
1205                         {
1206                                 /* Closed doors */
1207                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1208
1209 #ifdef JP
1210                                 msg_format("%sが行く手をはばんでいる。", name);
1211 #else
1212                                 msg_format("There is %s %s blocking your way.",
1213                                         is_a_vowel(name[0]) ? "an" : "a", name);
1214 #endif
1215
1216                                 /*
1217                                  * Well, it makes sense that you lose time bumping into
1218                                  * a wall _if_ you are confused, stunned or blind; but
1219                                  * typing mistakes should not cost you a current_world_ptr->game_turn...
1220                                  */
1221                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1222                                         free_turn(p_ptr);
1223                         }
1224                 }
1225
1226                 disturb(FALSE, TRUE);
1227
1228                 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1229         }
1230
1231         /* Normal movement */
1232         if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1233         {
1234                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1235                 {
1236                         free_turn(p_ptr);
1237                 }
1238
1239                 /* To avoid a loop with running */
1240                 disturb(FALSE, TRUE);
1241
1242                 oktomove = FALSE;
1243         }
1244
1245         /* Normal movement */
1246         if (oktomove)
1247         {
1248                 u32b mpe_mode = MPE_ENERGY_USE;
1249
1250                 if (p_ptr->warning)
1251                 {
1252                         if (!process_warning(x, y))
1253                         {
1254                                 p_ptr->energy_use = 25;
1255                                 return;
1256                         }
1257                 }
1258
1259                 if (do_past)
1260                 {
1261                         msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1262                 }
1263
1264                 /* Change oldpx and oldpy to place the player well when going back to big mode */
1265                 if (p_ptr->wild_mode)
1266                 {
1267                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
1268                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
1269                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1270                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
1271                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
1272                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1273                 }
1274
1275                 if (p_can_kill_walls)
1276                 {
1277                         cave_alter_feat(y, x, FF_HURT_DISI);
1278
1279                         /* Update some things -- similar to GF_KILL_WALL */
1280                         p_ptr->update |= (PU_FLOW);
1281                 }
1282
1283                 /* sound(SOUND_WALK); */
1284
1285                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1286                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1287
1288                 (void)move_player_effect(y, x, mpe_mode);
1289         }
1290 }
1291
1292
1293 static bool ignore_avoid_run;
1294
1295 /*!
1296  * @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 /
1297  * Hack -- Check for a "known wall" (see below)
1298  * @param dir 想定する移動方向ID
1299  * @param y 移動元のY座標
1300  * @param x 移動元のX座標
1301  * @return 移動先が既知の壁ならばTRUE
1302  */
1303 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1304 {
1305         grid_type *g_ptr;
1306
1307         /* Get the new location */
1308         y += ddy[dir];
1309         x += ddx[dir];
1310
1311         /* Illegal grids are not known walls */
1312         if (!in_bounds2(y, x)) return (FALSE);
1313
1314         /* Access grid */
1315         g_ptr = &current_floor_ptr->grid_array[y][x];
1316
1317         /* Must be known to the player */
1318         if (g_ptr->info & (CAVE_MARK))
1319         {
1320                 /* Feature code (applying "mimic" field) */
1321                 s16b         feat = get_feat_mimic(g_ptr);
1322                 feature_type *f_ptr = &f_info[feat];
1323
1324                 /* Wall grids are known walls */
1325                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1326
1327                 /* Don't run on a tree unless explicitly requested */
1328                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1329                         return TRUE;
1330
1331                 /* Don't run in a wall */
1332                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1333                         return !have_flag(f_ptr->flags, FF_DOOR);
1334         }
1335
1336         return FALSE;
1337 }
1338
1339
1340 /*!
1341  * @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 /
1342  * Hack -- Check for an "unknown corner" (see below)
1343  * @param dir 想定する移動方向ID
1344  * @param y 移動元のY座標
1345  * @param x 移動元のX座標
1346  * @return 移動先が未知の地形ならばTRUE
1347  */
1348 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1349 {
1350         /* Get the new location */
1351         y += ddy[dir];
1352         x += ddx[dir];
1353
1354         /* Illegal grids are unknown */
1355         if (!in_bounds2(y, x)) return (TRUE);
1356
1357         /* Memorized grids are always known */
1358         if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1359
1360         /* Viewable door/wall grids are known */
1361         if (player_can_see_bold(y, x)) return (FALSE);
1362
1363         /* Default */
1364         return (TRUE);
1365 }
1366
1367
1368 /*
1369  * Hack -- allow quick "cycling" through the legal directions
1370  */
1371 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1372
1373 /*
1374  * Hack -- map each direction into the "middle" of the "cycle[]" array
1375  */
1376 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1377
1378 /*
1379  * The direction we are running
1380  */
1381 static DIRECTION find_current;
1382
1383 /*
1384  * The direction we came from
1385  */
1386 static DIRECTION find_prevdir;
1387
1388 /*
1389  * We are looking for open area
1390  */
1391 static bool find_openarea;
1392
1393 /*
1394  * We are looking for a break
1395  */
1396 static bool find_breakright;
1397 static bool find_breakleft;
1398
1399 /*!
1400  * @brief ダッシュ処理の導入 /
1401  * Initialize the running algorithm for a new direction.
1402  * @param dir 導入の移動先
1403  * @details
1404  * Diagonal Corridor -- allow diaginal entry into corridors.\n
1405  *\n
1406  * Blunt Corridor -- If there is a wall two spaces ahead and\n
1407  * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1408  * corridor, must be moving straight into a corridor here. ???\n
1409  *\n
1410  * Diagonal Corridor    Blunt Corridor (?)\n
1411  *       \# \#                  \#\n
1412  *       \#x\#                  \@x\#\n
1413  *       \@\@p.                  p\n
1414  */
1415 static void run_init(DIRECTION dir)
1416 {
1417         int row, col, deepleft, deepright;
1418         int i, shortleft, shortright;
1419
1420         /* Save the direction */
1421         find_current = dir;
1422
1423         /* Assume running straight */
1424         find_prevdir = dir;
1425
1426         /* Assume looking for open area */
1427         find_openarea = TRUE;
1428
1429         /* Assume not looking for breaks */
1430         find_breakright = find_breakleft = FALSE;
1431
1432         /* Assume no nearby walls */
1433         deepleft = deepright = FALSE;
1434         shortright = shortleft = FALSE;
1435
1436         p_ptr->run_py = p_ptr->y;
1437         p_ptr->run_px = p_ptr->x;
1438
1439         /* Find the destination grid */
1440         row = p_ptr->y + ddy[dir];
1441         col = p_ptr->x + ddx[dir];
1442
1443         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1444
1445         /* Extract cycle index */
1446         i = chome[dir];
1447
1448         /* Check for walls */
1449         if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1450         {
1451                 find_breakleft = TRUE;
1452                 shortleft = TRUE;
1453         }
1454         else if (see_wall(cycle[i+1], row, col))
1455         {
1456                 find_breakleft = TRUE;
1457                 deepleft = TRUE;
1458         }
1459
1460         /* Check for walls */
1461         if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1462         {
1463                 find_breakright = TRUE;
1464                 shortright = TRUE;
1465         }
1466         else if (see_wall(cycle[i-1], row, col))
1467         {
1468                 find_breakright = TRUE;
1469                 deepright = TRUE;
1470         }
1471
1472         /* Looking for a break */
1473         if (find_breakleft && find_breakright)
1474         {
1475                 /* Not looking for open area */
1476                 find_openarea = FALSE;
1477
1478                 /* Hack -- allow angled corridor entry */
1479                 if (dir & 0x01)
1480                 {
1481                         if (deepleft && !deepright)
1482                         {
1483                                 find_prevdir = cycle[i - 1];
1484                         }
1485                         else if (deepright && !deepleft)
1486                         {
1487                                 find_prevdir = cycle[i + 1];
1488                         }
1489                 }
1490
1491                 /* Hack -- allow blunt corridor entry */
1492                 else if (see_wall(cycle[i], row, col))
1493                 {
1494                         if (shortleft && !shortright)
1495                         {
1496                                 find_prevdir = cycle[i - 2];
1497                         }
1498                         else if (shortright && !shortleft)
1499                         {
1500                                 find_prevdir = cycle[i + 2];
1501                         }
1502                 }
1503         }
1504 }
1505
1506
1507 /*!
1508  * @brief ダッシュ移動が継続できるかどうかの判定 /
1509  * Update the current "run" path
1510  * @return
1511  * ダッシュ移動が継続できるならばTRUEを返す。
1512  * Return TRUE if the running should be stopped
1513  */
1514 static bool run_test(void)
1515 {
1516         DIRECTION prev_dir, new_dir, check_dir = 0;
1517         int row, col;
1518         int i, max, inv;
1519         int option = 0, option2 = 0;
1520         grid_type *g_ptr;
1521         FEAT_IDX feat;
1522         feature_type *f_ptr;
1523
1524         /* Where we came from */
1525         prev_dir = find_prevdir;
1526
1527
1528         /* Range of newly adjacent grids */
1529         max = (prev_dir & 0x01) + 1;
1530
1531         /* break run when leaving trap detected region */
1532         if ((disturb_trap_detect || alert_trap_detect)
1533             && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1534         {
1535                 /* No duplicate warning */
1536                 p_ptr->dtrap = FALSE;
1537
1538                 /* You are just on the edge */
1539                 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1540                 {
1541                         if (alert_trap_detect)
1542                         {
1543                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1544                         }
1545
1546                         if (disturb_trap_detect)
1547                         {
1548                                 /* Break Run */
1549                                 return(TRUE);
1550                         }
1551                 }
1552         }
1553
1554         /* Look at every newly adjacent square. */
1555         for (i = -max; i <= max; i++)
1556         {
1557                 OBJECT_IDX this_o_idx, next_o_idx = 0;
1558
1559                 /* New direction */
1560                 new_dir = cycle[chome[prev_dir] + i];
1561
1562                 /* New location */
1563                 row = p_ptr->y + ddy[new_dir];
1564                 col = p_ptr->x + ddx[new_dir];
1565
1566                 /* Access grid */
1567                 g_ptr = &current_floor_ptr->grid_array[row][col];
1568
1569                 /* Feature code (applying "mimic" field) */
1570                 feat = get_feat_mimic(g_ptr);
1571                 f_ptr = &f_info[feat];
1572
1573                 /* Visible monsters abort running */
1574                 if (g_ptr->m_idx)
1575                 {
1576                         monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
1577
1578                         /* Visible monster */
1579                         if (m_ptr->ml) return (TRUE);
1580                 }
1581
1582                 /* Visible objects abort running */
1583                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1584                 {
1585                         object_type *o_ptr;
1586                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
1587                         next_o_idx = o_ptr->next_o_idx;
1588
1589                         /* Visible object */
1590                         if (o_ptr->marked & OM_FOUND) return (TRUE);
1591                 }
1592
1593                 /* Assume unknown */
1594                 inv = TRUE;
1595
1596                 /* Check memorized grids */
1597                 if (g_ptr->info & (CAVE_MARK))
1598                 {
1599                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1600
1601                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
1602                         {
1603                                 /* Open doors */
1604                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1605                                 {
1606                                         /* Option -- ignore */
1607                                         notice = FALSE;
1608                                 }
1609
1610                                 /* Stairs */
1611                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1612                                 {
1613                                         /* Option -- ignore */
1614                                         notice = FALSE;
1615                                 }
1616
1617                                 /* Lava */
1618                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1619                                 {
1620                                         /* Ignore */
1621                                         notice = FALSE;
1622                                 }
1623
1624                                 /* Deep water */
1625                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1626                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1627                                 {
1628                                         /* Ignore */
1629                                         notice = FALSE;
1630                                 }
1631                         }
1632
1633                         /* Interesting feature */
1634                         if (notice) return (TRUE);
1635
1636                         /* The grid is "visible" */
1637                         inv = FALSE;
1638                 }
1639
1640                 /* Analyze unknown grids and floors considering mimic */
1641                 if (inv || !see_wall(0, row, col))
1642                 {
1643                         /* Looking for open area */
1644                         if (find_openarea)
1645                         {
1646                                 /* Nothing */
1647                         }
1648
1649                         /* The first new direction. */
1650                         else if (!option)
1651                         {
1652                                 option = new_dir;
1653                         }
1654
1655                         /* Three new directions. Stop running. */
1656                         else if (option2)
1657                         {
1658                                 return (TRUE);
1659                         }
1660
1661                         /* Two non-adjacent new directions.  Stop running. */
1662                         else if (option != cycle[chome[prev_dir] + i - 1])
1663                         {
1664                                 return (TRUE);
1665                         }
1666
1667                         /* Two new (adjacent) directions (case 1) */
1668                         else if (new_dir & 0x01)
1669                         {
1670                                 check_dir = cycle[chome[prev_dir] + i - 2];
1671                                 option2 = new_dir;
1672                         }
1673
1674                         /* Two new (adjacent) directions (case 2) */
1675                         else
1676                         {
1677                                 check_dir = cycle[chome[prev_dir] + i + 1];
1678                                 option2 = option;
1679                                 option = new_dir;
1680                         }
1681                 }
1682
1683                 /* Obstacle, while looking for open area */
1684                 else
1685                 {
1686                         if (find_openarea)
1687                         {
1688                                 if (i < 0)
1689                                 {
1690                                         /* Break to the right */
1691                                         find_breakright = TRUE;
1692                                 }
1693
1694                                 else if (i > 0)
1695                                 {
1696                                         /* Break to the left */
1697                                         find_breakleft = TRUE;
1698                                 }
1699                         }
1700                 }
1701         }
1702
1703         /* Looking for open area */
1704         if (find_openarea)
1705         {
1706                 /* Hack -- look again */
1707                 for (i = -max; i < 0; i++)
1708                 {
1709                         /* Unknown grid or non-wall */
1710                         if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1711                         {
1712                                 /* Looking to break right */
1713                                 if (find_breakright)
1714                                 {
1715                                         return (TRUE);
1716                                 }
1717                         }
1718
1719                         /* Obstacle */
1720                         else
1721                         {
1722                                 /* Looking to break left */
1723                                 if (find_breakleft)
1724                                 {
1725                                         return (TRUE);
1726                                 }
1727                         }
1728                 }
1729
1730                 /* Hack -- look again */
1731                 for (i = max; i > 0; i--)
1732                 {
1733                         /* Unknown grid or non-wall */
1734                         if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1735                         {
1736                                 /* Looking to break left */
1737                                 if (find_breakleft)
1738                                 {
1739                                         return (TRUE);
1740                                 }
1741                         }
1742
1743                         /* Obstacle */
1744                         else
1745                         {
1746                                 /* Looking to break right */
1747                                 if (find_breakright)
1748                                 {
1749                                         return (TRUE);
1750                                 }
1751                         }
1752                 }
1753         }
1754
1755         /* Not looking for open area */
1756         else
1757         {
1758                 /* No options */
1759                 if (!option)
1760                 {
1761                         return (TRUE);
1762                 }
1763
1764                 /* One option */
1765                 else if (!option2)
1766                 {
1767                         /* Primary option */
1768                         find_current = option;
1769
1770                         /* No other options */
1771                         find_prevdir = option;
1772                 }
1773
1774                 /* Two options, examining corners */
1775                 else if (!find_cut)
1776                 {
1777                         /* Primary option */
1778                         find_current = option;
1779
1780                         /* Hack -- allow curving */
1781                         find_prevdir = option2;
1782                 }
1783
1784                 /* Two options, pick one */
1785                 else
1786                 {
1787                         /* Get next location */
1788                         row = p_ptr->y + ddy[option];
1789                         col = p_ptr->x + ddx[option];
1790
1791                         /* Don't see that it is closed off. */
1792                         /* This could be a potential corner or an intersection. */
1793                         if (!see_wall(option, row, col) ||
1794                             !see_wall(check_dir, row, col))
1795                         {
1796                                 /* Can not see anything ahead and in the direction we */
1797                                 /* are turning, assume that it is a potential corner. */
1798                                 if (see_nothing(option, row, col) &&
1799                                     see_nothing(option2, row, col))
1800                                 {
1801                                         find_current = option;
1802                                         find_prevdir = option2;
1803                                 }
1804
1805                                 /* STOP: we are next to an intersection or a room */
1806                                 else
1807                                 {
1808                                         return (TRUE);
1809                                 }
1810                         }
1811
1812                         /* This corner is seen to be enclosed; we cut the corner. */
1813                         else if (find_cut)
1814                         {
1815                                 find_current = option2;
1816                                 find_prevdir = option2;
1817                         }
1818
1819                         /* This corner is seen to be enclosed, and we */
1820                         /* deliberately go the long way. */
1821                         else
1822                         {
1823                                 find_current = option;
1824                                 find_prevdir = option2;
1825                         }
1826                 }
1827         }
1828
1829         /* About to hit a known wall, stop */
1830         if (see_wall(find_current, p_ptr->y, p_ptr->x))
1831         {
1832                 return (TRUE);
1833         }
1834
1835         /* Failure */
1836         return (FALSE);
1837 }
1838
1839
1840
1841 /*!
1842  * @brief 継続的なダッシュ処理 /
1843  * Take one step along the current "run" path
1844  * @param dir 移動を試みる方向ID
1845  * @return なし
1846  */
1847 void run_step(DIRECTION dir)
1848 {
1849         /* Start running */
1850         if (dir)
1851         {
1852                 /* Ignore AVOID_RUN on a first step */
1853                 ignore_avoid_run = TRUE;
1854
1855                 /* Hack -- do not start silly run */
1856                 if (see_wall(dir, p_ptr->y, p_ptr->x))
1857                 {
1858                         sound(SOUND_HITWALL);
1859
1860                         msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1861
1862                         disturb(FALSE, FALSE);
1863
1864                         return;
1865                 }
1866
1867                 run_init(dir);
1868         }
1869
1870         /* Keep running */
1871         else
1872         {
1873                 /* Update run */
1874                 if (run_test())
1875                 {
1876                         disturb(FALSE, FALSE);
1877
1878                         return;
1879                 }
1880         }
1881
1882         /* Decrease the run counter */
1883         if (--running <= 0) return;
1884
1885         /* Take time */
1886         take_turn(p_ptr, 100);
1887
1888         /* Move the player, using the "pickup" flag */
1889         move_player(find_current, FALSE, FALSE);
1890
1891         if (player_bold(p_ptr->run_py, p_ptr->run_px))
1892         {
1893                 p_ptr->run_py = 0;
1894                 p_ptr->run_px = 0;
1895                 disturb(FALSE, FALSE);
1896         }
1897 }
1898
1899
1900 #ifdef TRAVEL
1901
1902 /*!
1903  * @brief トラベル機能の判定処理 /
1904  * Test for traveling
1905  * @param prev_dir 前回移動を行った元の方角ID
1906  * @return 次の方向
1907  */
1908 static DIRECTION travel_test(DIRECTION prev_dir)
1909 {
1910         DIRECTION new_dir = 0;
1911         int i, max;
1912         const grid_type *g_ptr;
1913         int cost;
1914
1915         /* Cannot travel when blind */
1916         if (p_ptr->blind || no_lite())
1917         {
1918                 msg_print(_("目が見えない!", "You cannot see!"));
1919                 return (0);
1920         }
1921
1922         /* break run when leaving trap detected region */
1923         if ((disturb_trap_detect || alert_trap_detect)
1924             && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1925         {
1926                 /* No duplicate warning */
1927                 p_ptr->dtrap = FALSE;
1928
1929                 /* You are just on the edge */
1930                 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1931                 {
1932                         if (alert_trap_detect)
1933                         {
1934                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1935                         }
1936
1937                         if (disturb_trap_detect)
1938                         {
1939                                 /* Break Run */
1940                                 return (0);
1941                         }
1942                 }
1943         }
1944
1945         /* Range of newly adjacent grids */
1946         max = (prev_dir & 0x01) + 1;
1947
1948         /* Look at every newly adjacent square. */
1949         for (i = -max; i <= max; i++)
1950         {
1951                 /* New direction */
1952                 DIRECTION dir = cycle[chome[prev_dir] + i];
1953
1954                 /* New location */
1955                 POSITION row = p_ptr->y + ddy[dir];
1956                 POSITION col = p_ptr->x + ddx[dir];
1957
1958                 /* Access grid */
1959                 g_ptr = &current_floor_ptr->grid_array[row][col];
1960
1961                 /* Visible monsters abort running */
1962                 if (g_ptr->m_idx)
1963                 {
1964                         monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
1965
1966                         /* Visible monster */
1967                         if (m_ptr->ml) return (0);
1968                 }
1969
1970         }
1971
1972         /* Travel cost of current grid */
1973         cost = travel.cost[p_ptr->y][p_ptr->x];
1974
1975         /* Determine travel direction */
1976         for (i = 0; i < 8; ++ i) {
1977                 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1978
1979                 if (dir_cost < cost)
1980                 {
1981                         new_dir = ddd[i];
1982                         cost = dir_cost;
1983                 }
1984         }
1985
1986         if (!new_dir) return (0);
1987
1988         /* Access newly move grid */
1989         g_ptr = &current_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
1990
1991         /* Close door abort traveling */
1992         if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
1993
1994         /* Visible and unignorable trap abort tarveling */
1995         if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
1996
1997         /* Move new grid */
1998         return (new_dir);
1999 }
2000
2001
2002 /*!
2003  * @brief トラベル機能の実装 /
2004  * Travel command
2005  * @return なし
2006  */
2007 void travel_step(void)
2008 {
2009         /* Get travel direction */
2010         travel.dir = travel_test(travel.dir);
2011
2012         if (!travel.dir)
2013         {
2014                 if (travel.run == 255)
2015                 {
2016                         msg_print(_("道筋が見つかりません!", "No route is found!"));
2017                         travel.y = travel.x = 0;
2018                 }
2019                 disturb(FALSE, TRUE);
2020                 return;
2021         }
2022
2023         take_turn(p_ptr, 100);
2024
2025         move_player(travel.dir, always_pickup, FALSE);
2026
2027         if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2028         {
2029                 travel.run = 0;
2030                 travel.y = travel.x = 0;
2031         }
2032         else if (travel.run > 0)
2033                 travel.run--;
2034
2035         /* Travel Delay */
2036         Term_xtra(TERM_XTRA_DELAY, delay_factor);
2037 }
2038 #endif
2039
2040
2041 #ifdef TRAVEL
2042 /*
2043  * Hack: travel command
2044  */
2045 #define TRAVEL_UNABLE 9999
2046
2047 static int flow_head = 0;
2048 static int flow_tail = 0;
2049 static POSITION temp2_x[MAX_SHORT];
2050 static POSITION temp2_y[MAX_SHORT];
2051
2052 /*!
2053  * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2054  * @return なし
2055  */
2056 void forget_travel_flow(void)
2057 {
2058         POSITION x, y;
2059         /* Check the entire dungeon / Forget the old data */
2060         for (y = 0; y < current_floor_ptr->height; y++)
2061         {
2062                 for (x = 0; x < current_floor_ptr->width; x++)
2063                 {
2064
2065                         travel.cost[y][x] = MAX_SHORT;
2066                 }
2067         }
2068         travel.y = travel.x = 0;
2069 }
2070
2071 /*!
2072  * @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
2073  * @param y 該当地点のY座標
2074  * @param x 該当地点のX座標
2075  * @return コスト値
2076  */
2077 static int travel_flow_cost(POSITION y, POSITION x)
2078 {
2079         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2080         int cost = 1;
2081
2082         /* Avoid obstacles (ex. trees) */
2083         if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2084
2085         /* Water */
2086         if (have_flag(f_ptr->flags, FF_WATER))
2087         {
2088                 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2089         }
2090
2091         /* Lava */
2092         if (have_flag(f_ptr->flags, FF_LAVA))
2093         {
2094                 int lava = 2;
2095                 if (!p_ptr->resist_fire) lava *= 2;
2096                 if (!p_ptr->levitation) lava *= 2;
2097                 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2098
2099                 cost += lava;
2100         }
2101
2102         /* Detected traps and doors */
2103         if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2104         {
2105                 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2106                 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2107         }
2108
2109         return (cost);
2110 }
2111
2112 /*!
2113  * @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
2114  * @param y 目標地点のY座標
2115  * @param x 目標地点のX座標
2116  * @param n 現在のコスト
2117  * @param wall プレイヤーが壁の中にいるならばTRUE
2118  * @return なし
2119  */
2120 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2121 {
2122         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
2123         feature_type *f_ptr = &f_info[g_ptr->feat];
2124         int old_head = flow_head;
2125         int add_cost = 1;
2126         int base_cost = (n % TRAVEL_UNABLE);
2127         int from_wall = (n / TRAVEL_UNABLE);
2128         int cost;
2129
2130         /* Ignore out of bounds */
2131         if (!in_bounds(y, x)) return;
2132
2133         /* Ignore unknown grid except in wilderness */
2134         if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2135
2136         /* Ignore "walls" and "rubble" (include "secret doors") */
2137         if (have_flag(f_ptr->flags, FF_WALL) ||
2138                 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2139                 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2140                 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2141         {
2142                 if (!wall || !from_wall) return;
2143                 add_cost += TRAVEL_UNABLE;
2144         }
2145         else
2146         {
2147                 add_cost = travel_flow_cost(y, x);
2148         }
2149
2150         cost = base_cost + add_cost;
2151
2152         /* Ignore lower cost entries */
2153         if (travel.cost[y][x] <= cost) return;
2154
2155         /* Save the flow cost */
2156         travel.cost[y][x] = cost;
2157
2158         /* Enqueue that entry */
2159         temp2_y[flow_head] = y;
2160         temp2_x[flow_head] = x;
2161
2162         /* Advance the queue */
2163         if (++flow_head == MAX_SHORT) flow_head = 0;
2164
2165         /* Hack -- notice overflow by forgetting new entry */
2166         if (flow_head == flow_tail) flow_head = old_head;
2167
2168         return;
2169 }
2170
2171 /*!
2172  * @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
2173  * @param ty 目標地点のY座標
2174  * @param tx 目標地点のX座標
2175  * @return なし
2176  */
2177 static void travel_flow(POSITION ty, POSITION tx)
2178 {
2179         POSITION x, y;
2180         DIRECTION d;
2181         bool wall = FALSE;
2182         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2183
2184         /* Reset the "queue" */
2185         flow_head = flow_tail = 0;
2186
2187         /* is player in the wall? */
2188         if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2189
2190         /* Start at the target grid */
2191         travel_flow_aux(ty, tx, 0, wall);
2192
2193         /* Now process the queue */
2194         while (flow_head != flow_tail)
2195         {
2196                 /* Extract the next entry */
2197                 y = temp2_y[flow_tail];
2198                 x = temp2_x[flow_tail];
2199
2200                 /* Forget that entry */
2201                 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2202
2203                 /* Ignore too far entries */
2204                 //if (distance(ty, tx, y, x) > 100) continue;
2205
2206                 /* Add the "children" */
2207                 for (d = 0; d < 8; d++)
2208                 {
2209                         /* Add that child if "legal" */
2210                         travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2211                 }
2212         }
2213
2214         /* Forget the flow info */
2215         flow_head = flow_tail = 0;
2216 }
2217
2218 /*!
2219  * @brief トラベル処理のメインルーチン
2220  * @return なし
2221  */
2222 void do_cmd_travel(void)
2223 {
2224         POSITION x, y;
2225         int i;
2226         POSITION dx, dy, sx, sy;
2227         feature_type *f_ptr;
2228
2229         if (travel.x != 0 && travel.y != 0 &&
2230                 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2231         {
2232                 y = travel.y;
2233                 x = travel.x;
2234         }
2235         else if (!tgt_pt(&x, &y)) return;
2236
2237         if ((x == p_ptr->x) && (y == p_ptr->y))
2238         {
2239                 msg_print(_("すでにそこにいます!", "You are already there!!"));
2240                 return;
2241         }
2242
2243         f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2244
2245         if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2246                 (have_flag(f_ptr->flags, FF_WALL) ||
2247                         have_flag(f_ptr->flags, FF_CAN_DIG) ||
2248                         (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2249         {
2250                 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2251                 return;
2252         }
2253
2254         forget_travel_flow();
2255         travel_flow(y, x);
2256
2257         travel.x = x;
2258         travel.y = y;
2259
2260         /* Travel till 255 steps */
2261         travel.run = 255;
2262         travel.dir = 0;
2263
2264         /* Decides first direction */
2265         dx = abs(p_ptr->x - x);
2266         dy = abs(p_ptr->y - y);
2267         sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2268         sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2269
2270         for (i = 1; i <= 9; i++)
2271         {
2272                 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2273         }
2274 }
2275 #endif
2276
2277 /*
2278  * Something has happened to disturb the player.
2279  * The first arg indicates a major disturbance, which affects search.
2280  * The second arg is currently unused, but could induce output flush.
2281  * All disturbance cancels repeated commands, resting, and running.
2282  */
2283 void disturb(bool stop_search, bool stop_travel)
2284 {
2285 #ifndef TRAVEL
2286         /* Unused */
2287         stop_travel = stop_travel;
2288 #endif
2289
2290         /* Cancel auto-commands */
2291         /* command_new = 0; */
2292
2293         /* Cancel repeated commands */
2294         if (command_rep)
2295         {
2296                 /* Cancel */
2297                 command_rep = 0;
2298
2299                 /* Redraw the state (later) */
2300                 p_ptr->redraw |= (PR_STATE);
2301         }
2302
2303         /* Cancel Resting */
2304         if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2305         {
2306                 /* Cancel */
2307                 set_action(ACTION_NONE);
2308         }
2309
2310         /* Cancel running */
2311         if (running)
2312         {
2313                 /* Cancel */
2314                 running = 0;
2315
2316                 /* Check for new panel if appropriate */
2317                 if (center_player && !center_running) verify_panel();
2318
2319                 /* Calculate torch radius */
2320                 p_ptr->update |= (PU_TORCH);
2321
2322                 /* Update monster flow */
2323                 p_ptr->update |= (PU_FLOW);
2324         }
2325
2326 #ifdef TRAVEL
2327         if (stop_travel)
2328         {
2329                 /* Cancel */
2330                 travel.run = 0;
2331
2332                 /* Check for new panel if appropriate */
2333                 if (center_player && !center_running) verify_panel();
2334
2335                 /* Calculate torch radius */
2336                 p_ptr->update |= (PU_TORCH);
2337         }
2338 #endif
2339
2340         /* Flush the input if requested */
2341         if (flush_disturb) flush();
2342 }