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 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.
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.)
148 #include "artifact.h"
149 #include "player-move.h"
150 #include "player-status.h"
151 #include "spells-floor.h"
155 #include "monster-spell.h"
156 #include "object-hook.h"
161 * @brief 地形やその上のアイテムの隠された要素を明かす /
162 * Search for hidden things
163 * @param y 対象となるマスのY座標
164 * @param x 対象となるマスのX座標
167 static void discover_hidden_things(POSITION y, POSITION x)
169 OBJECT_IDX this_o_idx, next_o_idx = 0;
171 g_ptr = ¤t_floor_ptr->grid_array[y][x];
174 if (g_ptr->mimic && is_trap(g_ptr->feat))
179 msg_print(_("トラップを発見した。", "You have found a trap."));
181 disturb(FALSE, TRUE);
185 if (is_hidden_door(g_ptr))
187 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
192 disturb(FALSE, FALSE);
195 /* Scan all objects in the grid */
196 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
199 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
200 next_o_idx = o_ptr->next_o_idx;
202 /* Skip non-chests */
203 if (o_ptr->tval != TV_CHEST) continue;
205 /* Skip non-trapped chests */
206 if (!chest_traps[o_ptr->pval]) continue;
209 if (!object_is_known(o_ptr))
211 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!"));
217 disturb(FALSE, FALSE);
223 * @brief プレイヤーの探索処理判定
231 /* Start with base search ability */
232 chance = p_ptr->skill_srh;
234 /* Penalize various conditions */
235 if (p_ptr->blind || no_lite()) chance = chance / 10;
236 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
238 /* Search the nearby grids, which are always in bounds */
239 for (i = 0; i < 9; ++ i)
241 /* Sometimes, notice things */
242 if (randint0(100) < chance)
244 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
251 * @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 /
252 * Helper routine for py_pickup() and py_pickup_floor().
253 * @param o_idx 取得したオブジェクトの参照ID
256 * アイテムを拾った際に「2つのケーキを持っている」\n
257 * "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
259 * 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
261 * Add the given dungeon object to the character's inventory.\n
262 * Delete the object afterwards.\n
264 void py_pickup_aux(OBJECT_IDX o_idx)
269 GAME_TEXT o_name[MAX_NLEN];
270 GAME_TEXT old_name[MAX_NLEN];
274 GAME_TEXT o_name[MAX_NLEN];
279 o_ptr = ¤t_floor_ptr->o_list[o_idx];
282 object_desc(old_name, o_ptr, OD_NAME_ONLY);
283 object_desc_kosuu(kazu_str, o_ptr);
284 hirottakazu = o_ptr->number;
286 /* Carry the object */
287 slot = inven_carry(o_ptr);
289 /* Get the object again */
290 o_ptr = &inventory[slot];
292 delete_object_idx(o_idx);
294 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
296 bool old_known = identify_item(o_ptr);
298 /* Auto-inscription/destroy */
299 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
301 /* If it is destroyed, don't pick it up */
302 if (o_ptr->marked & OM_AUTODESTROY) return;
305 object_desc(o_name, o_ptr, 0);
308 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
310 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
311 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
312 msg_format("%sに襲いかかる...", p_ptr->name);
318 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
322 if (o_ptr->number > hirottakazu) {
323 msg_format("%s拾って、%s(%c)を持っている。",
324 kazu_str, o_name, index_to_label(slot));
326 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
330 strcpy(record_o_name, old_name);
332 msg_format("You have %s (%c).", o_name, index_to_label(slot));
333 strcpy(record_o_name, o_name);
335 record_turn = current_world_ptr->game_turn;
338 check_find_art_quest_completion(o_ptr);
343 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
344 * @param pickup 自動拾い処理を行うならばTRUEとする
347 * Player "wants" to pick up an object or gold.
348 * Note that we ONLY handle things that can be picked up.
349 * See "move_player()" for handling of other things.
351 void carry(bool pickup)
353 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
355 OBJECT_IDX this_o_idx, next_o_idx = 0;
357 GAME_TEXT o_name[MAX_NLEN];
359 /* Recenter the map around the player */
362 p_ptr->update |= (PU_MONSTERS);
363 p_ptr->redraw |= (PR_MAP);
364 p_ptr->window |= (PW_OVERHEAD);
367 /* Automatically pickup/destroy/inscribe items */
368 autopick_pickup_items(g_ptr);
372 py_pickup_floor(pickup);
376 /* Scan the pile of objects */
377 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
380 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
382 #ifdef ALLOW_EASY_SENSE /* TNB */
384 /* Option: Make item sensing easy */
387 /* Sense the object */
388 (void)sense_object(o_ptr);
391 #endif /* ALLOW_EASY_SENSE -- TNB */
393 object_desc(o_name, o_ptr, 0);
394 next_o_idx = o_ptr->next_o_idx;
396 disturb(FALSE, FALSE);
399 if (o_ptr->tval == TV_GOLD)
401 int value = (long)o_ptr->pval;
403 /* Delete the gold */
404 delete_object_idx(this_o_idx);
406 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
407 (long)value, o_name);
411 /* Collect the gold */
415 p_ptr->redraw |= (PR_GOLD);
416 p_ptr->window |= (PW_PLAYER);
419 /* Pick up objects */
422 /* Hack - some objects were handled in autopick_pickup_items(). */
423 if (o_ptr->marked & OM_NOMSG)
425 /* Clear the flag. */
426 o_ptr->marked &= ~OM_NOMSG;
430 msg_format(_("%sがある。", "You see %s."), o_name);
433 /* Note that the pack is too full */
434 else if (!inven_carry_okay(o_ptr))
436 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);
439 /* Pick up the item (if requested and allowed) */
444 /* Hack -- query every item */
445 if (carry_query_flag)
447 char out_val[MAX_NLEN+20];
448 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
449 okay = get_check(out_val);
452 /* Attempt to pick up an object. */
455 /* Pick up the object */
456 py_pickup_aux(this_o_idx);
465 * @brief パターンによる移動制限処理
466 * @param c_y プレイヤーの移動元Y座標
467 * @param c_x プレイヤーの移動元X座標
468 * @param n_y プレイヤーの移動先Y座標
469 * @param n_x プレイヤーの移動先X座標
470 * @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。
472 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
474 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
475 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
476 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
477 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
478 int pattern_type_cur, pattern_type_new;
480 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
482 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
483 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
485 if (pattern_type_new == PATTERN_TILE_START)
487 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
489 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?",
490 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
498 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
499 (pattern_type_new == PATTERN_TILE_END) ||
500 (pattern_type_new == PATTERN_TILE_WRECKED))
502 if (is_pattern_tile_cur)
508 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。",
509 "You must start walking the Pattern from the startpoint."));
514 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
515 (pattern_type_cur == PATTERN_TILE_TELEPORT))
519 else if (pattern_type_cur == PATTERN_TILE_START)
521 if (is_pattern_tile_new)
525 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."));
529 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
530 (pattern_type_cur == PATTERN_TILE_END) ||
531 (pattern_type_cur == PATTERN_TILE_WRECKED))
533 if (!is_pattern_tile_new)
535 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."));
545 if (!is_pattern_tile_cur)
547 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。",
548 "You must start walking the Pattern from the startpoint."));
554 byte ok_move = PATTERN_TILE_START;
555 switch (pattern_type_cur)
558 ok_move = PATTERN_TILE_2;
561 ok_move = PATTERN_TILE_3;
564 ok_move = PATTERN_TILE_4;
567 ok_move = PATTERN_TILE_1;
571 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
573 return TRUE; /* Goof-up */
576 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
580 if (!is_pattern_tile_new)
581 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."));
583 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."));
593 * @brief プレイヤーが地形踏破可能かを返す
594 * @param feature 判定したい地形ID
595 * @param mode 移動に関するオプションフラグ
596 * @return 移動可能ならばTRUEを返す
598 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
600 feature_type *f_ptr = &f_info[feature];
602 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);
604 if (have_flag(f_ptr->flags, FF_PATTERN))
606 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
609 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
610 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
611 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
613 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
620 * @brief 移動に伴うプレイヤーのステータス変化処理
623 * @param mpe_mode 移動オプションフラグ
624 * @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。
626 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
628 POSITION oy = p_ptr->y;
629 POSITION ox = p_ptr->x;
630 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
631 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
632 feature_type *f_ptr = &f_info[g_ptr->feat];
633 feature_type *of_ptr = &f_info[oc_ptr->feat];
635 if (!(mpe_mode & MPE_STAYING))
637 MONSTER_IDX om_idx = oc_ptr->m_idx;
638 MONSTER_IDX nm_idx = g_ptr->m_idx;
643 /* Hack -- For moving monster or riding player's moving */
644 if (!(mpe_mode & MPE_DONT_SWAP_MON))
646 /* Swap two monsters */
647 g_ptr->m_idx = om_idx;
648 oc_ptr->m_idx = nm_idx;
650 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
652 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
655 update_monster(om_idx, TRUE);
658 if (nm_idx > 0) /* Monster on new spot */
660 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
663 update_monster(nm_idx, TRUE);
670 /* Check for new panel (redraw map) */
673 if (mpe_mode & MPE_FORGET_FLOW)
677 p_ptr->update |= (PU_UN_VIEW);
678 p_ptr->redraw |= (PR_MAP);
681 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
682 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
684 /* Remove "unsafe" flag */
685 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
687 /* For get everything when requested hehe I'm *NASTY* */
688 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
689 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
691 if (p_ptr->pclass == CLASS_NINJA)
693 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
694 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
697 if ((p_ptr->action == ACTION_HAYAGAKE) &&
698 (!have_flag(f_ptr->flags, FF_PROJECT) ||
699 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
701 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
702 set_action(ACTION_NONE);
704 if (p_ptr->prace == RACE_MERFOLK)
706 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
708 p_ptr->update |= PU_BONUS;
709 update_creature(p_ptr);
714 if (mpe_mode & MPE_ENERGY_USE)
716 if (music_singing(MUSIC_WALL))
718 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
719 PROJECT_KILL | PROJECT_ITEM, -1);
721 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
724 /* Spontaneous Searching */
725 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
730 /* Continuous Searching */
731 if (p_ptr->action == ACTION_SEARCH)
737 /* Handle "objects" */
738 if (!(mpe_mode & MPE_DONT_PICKUP))
740 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
743 /* Handle "store doors" */
744 if (have_flag(f_ptr->flags, FF_STORE))
746 disturb(FALSE, TRUE);
749 /* Hack -- Enter store */
750 command_new = SPECIAL_KEY_STORE;
753 /* Handle "building doors" -KMW- */
754 else if (have_flag(f_ptr->flags, FF_BLDG))
756 disturb(FALSE, TRUE);
759 /* Hack -- Enter building */
760 command_new = SPECIAL_KEY_BUILDING;
763 /* Handle quest areas -KMW- */
764 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
766 disturb(FALSE, TRUE);
769 /* Hack -- Enter quest level */
770 command_new = SPECIAL_KEY_QUEST;
773 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
775 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
777 complete_quest(p_ptr->inside_quest);
782 p_ptr->inside_quest = g_ptr->special;
783 current_floor_ptr->dun_level = 0;
787 p_ptr->leaving = TRUE;
791 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
793 disturb(FALSE, TRUE);
796 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
798 msg_print(_("トラップだ!", "You found a trap!"));
801 disclose_grid(p_ptr->y, p_ptr->x);
805 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
807 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
810 /* Warn when leaving trap detected region */
811 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
812 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
814 /* No duplicate warning */
815 p_ptr->dtrap = FALSE;
817 /* You are just on the edge */
818 if (!(g_ptr->info & CAVE_UNSAFE))
820 if (alert_trap_detect)
822 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
825 if (disturb_trap_detect) disturb(FALSE, TRUE);
829 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
833 * @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
835 * @return トラップが自動的に無効ならばTRUEを返す
837 bool trap_can_be_ignored(FEAT_IDX feat)
839 feature_type *f_ptr = &f_info[feat];
841 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
843 switch (f_ptr->subtype)
847 case TRAP_SPIKED_PIT:
848 case TRAP_POISON_PIT:
849 if (p_ptr->levitation) return TRUE;
852 if (p_ptr->anti_tele) return TRUE;
855 if (p_ptr->immune_fire) return TRUE;
858 if (p_ptr->immune_acid) return TRUE;
861 if (p_ptr->resist_blind) return TRUE;
864 if (p_ptr->resist_conf) return TRUE;
867 if (p_ptr->resist_pois) return TRUE;
870 if (p_ptr->free_act) return TRUE;
879 * Determine if a "boundary" grid is "floor mimic"
881 #define boundary_floor(C, F, MF) \
882 ((C)->mimic && permanent_wall(F) && \
883 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
884 have_flag((MF)->flags, FF_PROJECT) && \
885 !have_flag((MF)->flags, FF_OPEN))
889 * @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 /
890 * Move player in the given direction, with the given "pickup" flag.
892 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
893 * @param break_trap トラップ粉砕処理を行うならばTRUE
894 * @return 実際に移動が行われたならばTRUEを返す。
896 * This routine should (probably) always induce energy expenditure.\n
898 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
899 * any monster which might be in the destination grid. Previously,\n
900 * moving into walls was "free" and did NOT hit invisible monsters.\n
902 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
904 /* Find the result of moving */
905 POSITION y = p_ptr->y + ddy[dir];
906 POSITION x = p_ptr->x + ddx[dir];
908 /* Examine the destination */
909 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
911 feature_type *f_ptr = &f_info[g_ptr->feat];
915 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
916 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
918 GAME_TEXT m_name[MAX_NLEN];
920 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
921 bool p_can_kill_walls = FALSE;
922 bool stormbringer = FALSE;
924 bool oktomove = TRUE;
925 bool do_past = FALSE;
928 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
929 ((x == 0) || (x == MAX_WID - 1) ||
930 (y == 0) || (y == MAX_HGT - 1)))
932 /* Can the player enter the grid? */
933 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
935 /* Hack: move to new area */
936 if ((y == 0) && (x == 0))
938 p_ptr->wilderness_y--;
939 p_ptr->wilderness_x--;
940 p_ptr->oldpy = current_floor_ptr->height - 2;
941 p_ptr->oldpx = current_floor_ptr->width - 2;
942 p_ptr->ambush_flag = FALSE;
945 else if ((y == 0) && (x == MAX_WID - 1))
947 p_ptr->wilderness_y--;
948 p_ptr->wilderness_x++;
949 p_ptr->oldpy = current_floor_ptr->height - 2;
951 p_ptr->ambush_flag = FALSE;
954 else if ((y == MAX_HGT - 1) && (x == 0))
956 p_ptr->wilderness_y++;
957 p_ptr->wilderness_x--;
959 p_ptr->oldpx = current_floor_ptr->width - 2;
960 p_ptr->ambush_flag = FALSE;
963 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
965 p_ptr->wilderness_y++;
966 p_ptr->wilderness_x++;
969 p_ptr->ambush_flag = FALSE;
974 p_ptr->wilderness_y--;
975 p_ptr->oldpy = current_floor_ptr->height - 2;
977 p_ptr->ambush_flag = FALSE;
980 else if (y == MAX_HGT - 1)
982 p_ptr->wilderness_y++;
985 p_ptr->ambush_flag = FALSE;
990 p_ptr->wilderness_x--;
991 p_ptr->oldpx = current_floor_ptr->width - 2;
993 p_ptr->ambush_flag = FALSE;
996 else if (x == MAX_WID - 1)
998 p_ptr->wilderness_x++;
1001 p_ptr->ambush_flag = FALSE;
1004 p_ptr->leaving = TRUE;
1005 take_turn(p_ptr, 100);
1010 /* "Blocked" message appears later */
1011 /* oktomove = FALSE; */
1012 p_can_enter = FALSE;
1015 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1017 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1018 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1020 /* Player can not walk through "walls"... */
1021 /* unless in Shadow Form */
1022 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1023 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1024 !have_flag(f_ptr->flags, FF_PERMANENT);
1026 /* Hack -- attack monsters */
1027 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1029 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1031 /* Attack -- only if we can see it OR it is not in a wall */
1032 if (!is_hostile(m_ptr) &&
1033 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1034 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1035 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1037 /* Disturb the monster */
1038 (void)set_monster_csleep(g_ptr->m_idx, 0);
1040 /* Extract monster name (or "it") */
1041 monster_desc(m_name, m_ptr, 0);
1045 /* Auto-Recall if possible and visible */
1046 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1048 /* Track a new monster */
1049 health_track(g_ptr->m_idx);
1053 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1058 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1064 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1069 /* now continue on to 'movement' */
1078 if (oktomove && p_ptr->riding)
1080 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1082 msg_print(_("動けない!", "Can't move!"));
1085 disturb(FALSE, TRUE);
1087 else if (MON_MONFEAR(riding_m_ptr))
1089 GAME_TEXT steed_name[MAX_NLEN];
1090 monster_desc(steed_name, riding_m_ptr, 0);
1091 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1093 disturb(FALSE, TRUE);
1095 else if (p_ptr->riding_ryoute)
1098 disturb(FALSE, TRUE);
1100 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1104 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1108 else if (have_flag(f_ptr->flags, FF_WATER) &&
1109 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1110 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1112 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1115 disturb(FALSE, TRUE);
1117 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1119 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);
1122 disturb(FALSE, TRUE);
1124 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1126 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);
1129 disturb(FALSE, TRUE);
1132 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1134 GAME_TEXT steed_name[MAX_NLEN];
1135 monster_desc(steed_name, riding_m_ptr, 0);
1136 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);
1138 disturb(FALSE, TRUE);
1146 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1148 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);
1155 * Player can move through trees and
1156 * has effective -10 speed
1157 * Rangers can move without penality
1159 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1161 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1165 /* Disarm a visible trap */
1166 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1168 if (!trap_can_be_ignored(g_ptr->feat))
1170 (void)do_cmd_disarm_aux(y, x, dir);
1176 /* Player can not walk through "walls" unless in wraith form...*/
1177 else if (!p_can_enter && !p_can_kill_walls)
1179 /* Feature code (applying "mimic" field) */
1180 FEAT_IDX feat = get_feat_mimic(g_ptr);
1181 feature_type *mimic_f_ptr = &f_info[feat];
1182 concptr name = f_name + mimic_f_ptr->name;
1186 /* Notice things in the dark */
1187 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1189 /* Boundary floor mimic */
1190 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1192 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1195 /* Wall (or secret door) */
1199 msg_format("%sが行く手をはばんでいるようだ。", name);
1201 msg_format("You feel %s %s blocking your way.",
1202 is_a_vowel(name[0]) ? "an" : "a", name);
1205 g_ptr->info |= (CAVE_MARK);
1213 /* Boundary floor mimic */
1214 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1216 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1217 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1221 /* Wall (or secret door) */
1225 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1228 msg_format("%sが行く手をはばんでいる。", name);
1230 msg_format("There is %s %s blocking your way.",
1231 is_a_vowel(name[0]) ? "an" : "a", name);
1235 * Well, it makes sense that you lose time bumping into
1236 * a wall _if_ you are confused, stunned or blind; but
1237 * typing mistakes should not cost you a current_world_ptr->game_turn...
1239 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1244 disturb(FALSE, TRUE);
1246 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1249 /* Normal movement */
1250 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1252 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1257 /* To avoid a loop with running */
1258 disturb(FALSE, TRUE);
1263 /* Normal movement */
1266 u32b mpe_mode = MPE_ENERGY_USE;
1270 if (!process_warning(x, y))
1272 p_ptr->energy_use = 25;
1279 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1282 /* Change oldpx and oldpy to place the player well when going back to big mode */
1283 if (p_ptr->wild_mode)
1285 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1286 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1287 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1288 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1289 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1290 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1293 if (p_can_kill_walls)
1295 cave_alter_feat(y, x, FF_HURT_DISI);
1297 /* Update some things -- similar to GF_KILL_WALL */
1298 p_ptr->update |= (PU_FLOW);
1301 /* sound(SOUND_WALK); */
1303 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1304 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1306 (void)move_player_effect(y, x, mpe_mode);
1311 static bool ignore_avoid_run;
1314 * @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 /
1315 * Hack -- Check for a "known wall" (see below)
1316 * @param dir 想定する移動方向ID
1319 * @return 移動先が既知の壁ならばTRUE
1321 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1325 /* Get the new location */
1329 /* Illegal grids are not known walls */
1330 if (!in_bounds2(y, x)) return (FALSE);
1333 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1335 /* Must be known to the player */
1336 if (g_ptr->info & (CAVE_MARK))
1338 /* Feature code (applying "mimic" field) */
1339 s16b feat = get_feat_mimic(g_ptr);
1340 feature_type *f_ptr = &f_info[feat];
1342 /* Wall grids are known walls */
1343 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1345 /* Don't run on a tree unless explicitly requested */
1346 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1349 /* Don't run in a wall */
1350 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1351 return !have_flag(f_ptr->flags, FF_DOOR);
1359 * @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 /
1360 * Hack -- Check for an "unknown corner" (see below)
1361 * @param dir 想定する移動方向ID
1364 * @return 移動先が未知の地形ならばTRUE
1366 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1368 /* Get the new location */
1372 /* Illegal grids are unknown */
1373 if (!in_bounds2(y, x)) return (TRUE);
1375 /* Memorized grids are always known */
1376 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1378 /* Viewable door/wall grids are known */
1379 if (player_can_see_bold(y, x)) return (FALSE);
1387 * Hack -- allow quick "cycling" through the legal directions
1389 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1392 * Hack -- map each direction into the "middle" of the "cycle[]" array
1394 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1397 * The direction we are running
1399 static DIRECTION find_current;
1402 * The direction we came from
1404 static DIRECTION find_prevdir;
1407 * We are looking for open area
1409 static bool find_openarea;
1412 * We are looking for a break
1414 static bool find_breakright;
1415 static bool find_breakleft;
1418 * @brief ダッシュ処理の導入 /
1419 * Initialize the running algorithm for a new direction.
1422 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1424 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1425 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1426 * corridor, must be moving straight into a corridor here. ???\n
1428 * Diagonal Corridor Blunt Corridor (?)\n
1433 static void run_init(DIRECTION dir)
1435 int row, col, deepleft, deepright;
1436 int i, shortleft, shortright;
1438 /* Save the direction */
1441 /* Assume running straight */
1444 /* Assume looking for open area */
1445 find_openarea = TRUE;
1447 /* Assume not looking for breaks */
1448 find_breakright = find_breakleft = FALSE;
1450 /* Assume no nearby walls */
1451 deepleft = deepright = FALSE;
1452 shortright = shortleft = FALSE;
1454 p_ptr->run_py = p_ptr->y;
1455 p_ptr->run_px = p_ptr->x;
1457 /* Find the destination grid */
1458 row = p_ptr->y + ddy[dir];
1459 col = p_ptr->x + ddx[dir];
1461 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1463 /* Extract cycle index */
1466 /* Check for walls */
1467 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1469 find_breakleft = TRUE;
1472 else if (see_wall(cycle[i+1], row, col))
1474 find_breakleft = TRUE;
1478 /* Check for walls */
1479 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1481 find_breakright = TRUE;
1484 else if (see_wall(cycle[i-1], row, col))
1486 find_breakright = TRUE;
1490 /* Looking for a break */
1491 if (find_breakleft && find_breakright)
1493 /* Not looking for open area */
1494 find_openarea = FALSE;
1496 /* Hack -- allow angled corridor entry */
1499 if (deepleft && !deepright)
1501 find_prevdir = cycle[i - 1];
1503 else if (deepright && !deepleft)
1505 find_prevdir = cycle[i + 1];
1509 /* Hack -- allow blunt corridor entry */
1510 else if (see_wall(cycle[i], row, col))
1512 if (shortleft && !shortright)
1514 find_prevdir = cycle[i - 2];
1516 else if (shortright && !shortleft)
1518 find_prevdir = cycle[i + 2];
1526 * @brief ダッシュ移動が継続できるかどうかの判定 /
1527 * Update the current "run" path
1529 * ダッシュ移動が継続できるならばTRUEを返す。
1530 * Return TRUE if the running should be stopped
1532 static bool run_test(void)
1534 DIRECTION prev_dir, new_dir, check_dir = 0;
1537 int option = 0, option2 = 0;
1540 feature_type *f_ptr;
1542 /* Where we came from */
1543 prev_dir = find_prevdir;
1546 /* Range of newly adjacent grids */
1547 max = (prev_dir & 0x01) + 1;
1549 /* break run when leaving trap detected region */
1550 if ((disturb_trap_detect || alert_trap_detect)
1551 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1553 /* No duplicate warning */
1554 p_ptr->dtrap = FALSE;
1556 /* You are just on the edge */
1557 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1559 if (alert_trap_detect)
1561 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1564 if (disturb_trap_detect)
1572 /* Look at every newly adjacent square. */
1573 for (i = -max; i <= max; i++)
1575 OBJECT_IDX this_o_idx, next_o_idx = 0;
1578 new_dir = cycle[chome[prev_dir] + i];
1581 row = p_ptr->y + ddy[new_dir];
1582 col = p_ptr->x + ddx[new_dir];
1585 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1587 /* Feature code (applying "mimic" field) */
1588 feat = get_feat_mimic(g_ptr);
1589 f_ptr = &f_info[feat];
1591 /* Visible monsters abort running */
1594 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1596 /* Visible monster */
1597 if (m_ptr->ml) return (TRUE);
1600 /* Visible objects abort running */
1601 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1604 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1605 next_o_idx = o_ptr->next_o_idx;
1607 /* Visible object */
1608 if (o_ptr->marked & OM_FOUND) return (TRUE);
1611 /* Assume unknown */
1614 /* Check memorized grids */
1615 if (g_ptr->info & (CAVE_MARK))
1617 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1619 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1622 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1624 /* Option -- ignore */
1629 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1631 /* Option -- ignore */
1636 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1643 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1644 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1651 /* Interesting feature */
1652 if (notice) return (TRUE);
1654 /* The grid is "visible" */
1658 /* Analyze unknown grids and floors considering mimic */
1659 if (inv || !see_wall(0, row, col))
1661 /* Looking for open area */
1667 /* The first new direction. */
1673 /* Three new directions. Stop running. */
1679 /* Two non-adjacent new directions. Stop running. */
1680 else if (option != cycle[chome[prev_dir] + i - 1])
1685 /* Two new (adjacent) directions (case 1) */
1686 else if (new_dir & 0x01)
1688 check_dir = cycle[chome[prev_dir] + i - 2];
1692 /* Two new (adjacent) directions (case 2) */
1695 check_dir = cycle[chome[prev_dir] + i + 1];
1701 /* Obstacle, while looking for open area */
1708 /* Break to the right */
1709 find_breakright = TRUE;
1714 /* Break to the left */
1715 find_breakleft = TRUE;
1721 /* Looking for open area */
1724 /* Hack -- look again */
1725 for (i = -max; i < 0; i++)
1727 /* Unknown grid or non-wall */
1728 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1730 /* Looking to break right */
1731 if (find_breakright)
1740 /* Looking to break left */
1748 /* Hack -- look again */
1749 for (i = max; i > 0; i--)
1751 /* Unknown grid or non-wall */
1752 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1754 /* Looking to break left */
1764 /* Looking to break right */
1765 if (find_breakright)
1773 /* Not looking for open area */
1785 /* Primary option */
1786 find_current = option;
1788 /* No other options */
1789 find_prevdir = option;
1792 /* Two options, examining corners */
1795 /* Primary option */
1796 find_current = option;
1798 /* Hack -- allow curving */
1799 find_prevdir = option2;
1802 /* Two options, pick one */
1805 /* Get next location */
1806 row = p_ptr->y + ddy[option];
1807 col = p_ptr->x + ddx[option];
1809 /* Don't see that it is closed off. */
1810 /* This could be a potential corner or an intersection. */
1811 if (!see_wall(option, row, col) ||
1812 !see_wall(check_dir, row, col))
1814 /* Can not see anything ahead and in the direction we */
1815 /* are turning, assume that it is a potential corner. */
1816 if (see_nothing(option, row, col) &&
1817 see_nothing(option2, row, col))
1819 find_current = option;
1820 find_prevdir = option2;
1823 /* STOP: we are next to an intersection or a room */
1830 /* This corner is seen to be enclosed; we cut the corner. */
1833 find_current = option2;
1834 find_prevdir = option2;
1837 /* This corner is seen to be enclosed, and we */
1838 /* deliberately go the long way. */
1841 find_current = option;
1842 find_prevdir = option2;
1847 /* About to hit a known wall, stop */
1848 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1860 * @brief 継続的なダッシュ処理 /
1861 * Take one step along the current "run" path
1862 * @param dir 移動を試みる方向ID
1865 void run_step(DIRECTION dir)
1870 /* Ignore AVOID_RUN on a first step */
1871 ignore_avoid_run = TRUE;
1873 /* Hack -- do not start silly run */
1874 if (see_wall(dir, p_ptr->y, p_ptr->x))
1876 sound(SOUND_HITWALL);
1878 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1880 disturb(FALSE, FALSE);
1894 disturb(FALSE, FALSE);
1900 /* Decrease the run counter */
1901 if (--running <= 0) return;
1904 take_turn(p_ptr, 100);
1906 /* Move the player, using the "pickup" flag */
1907 move_player(find_current, FALSE, FALSE);
1909 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1913 disturb(FALSE, FALSE);
1921 * @brief トラベル機能の判定処理 /
1922 * Test for traveling
1923 * @param prev_dir 前回移動を行った元の方角ID
1926 static DIRECTION travel_test(DIRECTION prev_dir)
1928 DIRECTION new_dir = 0;
1930 const grid_type *g_ptr;
1933 /* Cannot travel when blind */
1934 if (p_ptr->blind || no_lite())
1936 msg_print(_("目が見えない!", "You cannot see!"));
1940 /* break run when leaving trap detected region */
1941 if ((disturb_trap_detect || alert_trap_detect)
1942 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1944 /* No duplicate warning */
1945 p_ptr->dtrap = FALSE;
1947 /* You are just on the edge */
1948 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1950 if (alert_trap_detect)
1952 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1955 if (disturb_trap_detect)
1963 /* Range of newly adjacent grids */
1964 max = (prev_dir & 0x01) + 1;
1966 /* Look at every newly adjacent square. */
1967 for (i = -max; i <= max; i++)
1970 DIRECTION dir = cycle[chome[prev_dir] + i];
1973 POSITION row = p_ptr->y + ddy[dir];
1974 POSITION col = p_ptr->x + ddx[dir];
1977 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1979 /* Visible monsters abort running */
1982 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1984 /* Visible monster */
1985 if (m_ptr->ml) return (0);
1990 /* Travel cost of current grid */
1991 cost = travel.cost[p_ptr->y][p_ptr->x];
1993 /* Determine travel direction */
1994 for (i = 0; i < 8; ++ i) {
1995 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1997 if (dir_cost < cost)
2004 if (!new_dir) return (0);
2006 /* Access newly move grid */
2007 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2009 /* Close door abort traveling */
2010 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2012 /* Visible and unignorable trap abort tarveling */
2013 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2021 * @brief トラベル機能の実装 /
2025 void travel_step(void)
2027 /* Get travel direction */
2028 travel.dir = travel_test(travel.dir);
2032 if (travel.run == 255)
2034 msg_print(_("道筋が見つかりません!", "No route is found!"));
2035 travel.y = travel.x = 0;
2037 disturb(FALSE, TRUE);
2041 take_turn(p_ptr, 100);
2043 move_player(travel.dir, always_pickup, FALSE);
2045 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2048 travel.y = travel.x = 0;
2050 else if (travel.run > 0)
2054 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2061 * Hack: travel command
2063 #define TRAVEL_UNABLE 9999
2065 static int flow_head = 0;
2066 static int flow_tail = 0;
2067 static POSITION temp2_x[MAX_SHORT];
2068 static POSITION temp2_y[MAX_SHORT];
2071 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2074 void forget_travel_flow(void)
2077 /* Check the entire dungeon / Forget the old data */
2078 for (y = 0; y < current_floor_ptr->height; y++)
2080 for (x = 0; x < current_floor_ptr->width; x++)
2083 travel.cost[y][x] = MAX_SHORT;
2086 travel.y = travel.x = 0;
2090 * @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
2095 static int travel_flow_cost(POSITION y, POSITION x)
2097 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2100 /* Avoid obstacles (ex. trees) */
2101 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2104 if (have_flag(f_ptr->flags, FF_WATER))
2106 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2110 if (have_flag(f_ptr->flags, FF_LAVA))
2113 if (!p_ptr->resist_fire) lava *= 2;
2114 if (!p_ptr->levitation) lava *= 2;
2115 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2120 /* Detected traps and doors */
2121 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2123 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2124 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2131 * @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
2135 * @param wall プレイヤーが壁の中にいるならばTRUE
2138 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2140 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2141 feature_type *f_ptr = &f_info[g_ptr->feat];
2142 int old_head = flow_head;
2144 int base_cost = (n % TRAVEL_UNABLE);
2145 int from_wall = (n / TRAVEL_UNABLE);
2148 /* Ignore out of bounds */
2149 if (!in_bounds(y, x)) return;
2151 /* Ignore unknown grid except in wilderness */
2152 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2154 /* Ignore "walls" and "rubble" (include "secret doors") */
2155 if (have_flag(f_ptr->flags, FF_WALL) ||
2156 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2157 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2158 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2160 if (!wall || !from_wall) return;
2161 add_cost += TRAVEL_UNABLE;
2165 add_cost = travel_flow_cost(y, x);
2168 cost = base_cost + add_cost;
2170 /* Ignore lower cost entries */
2171 if (travel.cost[y][x] <= cost) return;
2173 /* Save the flow cost */
2174 travel.cost[y][x] = cost;
2176 /* Enqueue that entry */
2177 temp2_y[flow_head] = y;
2178 temp2_x[flow_head] = x;
2180 /* Advance the queue */
2181 if (++flow_head == MAX_SHORT) flow_head = 0;
2183 /* Hack -- notice overflow by forgetting new entry */
2184 if (flow_head == flow_tail) flow_head = old_head;
2190 * @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
2191 * @param ty 目標地点のY座標
2192 * @param tx 目標地点のX座標
2195 static void travel_flow(POSITION ty, POSITION tx)
2200 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2202 /* Reset the "queue" */
2203 flow_head = flow_tail = 0;
2205 /* is player in the wall? */
2206 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2208 /* Start at the target grid */
2209 travel_flow_aux(ty, tx, 0, wall);
2211 /* Now process the queue */
2212 while (flow_head != flow_tail)
2214 /* Extract the next entry */
2215 y = temp2_y[flow_tail];
2216 x = temp2_x[flow_tail];
2218 /* Forget that entry */
2219 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2221 /* Ignore too far entries */
2222 //if (distance(ty, tx, y, x) > 100) continue;
2224 /* Add the "children" */
2225 for (d = 0; d < 8; d++)
2227 /* Add that child if "legal" */
2228 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2232 /* Forget the flow info */
2233 flow_head = flow_tail = 0;
2237 * @brief トラベル処理のメインルーチン
2240 void do_cmd_travel(void)
2244 POSITION dx, dy, sx, sy;
2245 feature_type *f_ptr;
2247 if (travel.x != 0 && travel.y != 0 &&
2248 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2253 else if (!tgt_pt(&x, &y)) return;
2255 if ((x == p_ptr->x) && (y == p_ptr->y))
2257 msg_print(_("すでにそこにいます!", "You are already there!!"));
2261 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2263 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2264 (have_flag(f_ptr->flags, FF_WALL) ||
2265 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2266 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2268 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2272 forget_travel_flow();
2278 /* Travel till 255 steps */
2282 /* Decides first direction */
2283 dx = abs(p_ptr->x - x);
2284 dy = abs(p_ptr->y - y);
2285 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2286 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2288 for (i = 1; i <= 9; i++)
2290 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2296 * Something has happened to disturb the player.
2297 * The first arg indicates a major disturbance, which affects search.
2298 * The second arg is currently unused, but could induce output flush.
2299 * All disturbance cancels repeated commands, resting, and running.
2301 void disturb(bool stop_search, bool stop_travel)
2305 stop_travel = stop_travel;
2308 /* Cancel auto-commands */
2309 /* command_new = 0; */
2311 /* Cancel repeated commands */
2317 /* Redraw the state (later) */
2318 p_ptr->redraw |= (PR_STATE);
2321 /* Cancel Resting */
2322 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2325 set_action(ACTION_NONE);
2328 /* Cancel running */
2334 /* Check for new panel if appropriate */
2335 if (center_player && !center_running) verify_panel();
2337 /* Calculate torch radius */
2338 p_ptr->update |= (PU_TORCH);
2340 /* Update monster flow */
2341 p_ptr->update |= (PU_FLOW);
2350 /* Check for new panel if appropriate */
2351 if (center_player && !center_running) verify_panel();
2353 /* Calculate torch radius */
2354 p_ptr->update |= (PU_TORCH);
2358 /* Flush the input if requested */
2359 if (flush_disturb) flush();