3 * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
13 * The running algorithm: -CJS-
15 * In the diagrams below, the player has just arrived in the
16 * grid marked as '@', and he has just come from a grid marked
17 * as 'o', and he is about to enter the grid marked as 'x'.
19 * Of course, if the "requested" move was impossible, then you
20 * will of course be blocked, and will stop.
22 * Overview: You keep moving until something interesting happens.
23 * If you are in an enclosed space, you follow corners. This is
24 * the usual corridor scheme. If you are in an open space, you go
25 * straight, but stop before entering enclosed space. This is
26 * analogous to reaching doorways. If you have enclosed space on
27 * one side only (that is, running along side a wall) stop if
28 * your wall opens out, or your open space closes in. Either case
29 * corresponds to a doorway.
31 * What happens depends on what you can really SEE. (i.e. if you
32 * have no light, then running along a dark corridor is JUST like
33 * running in a dark room.) The algorithm works equally well in
34 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
36 * These conditions are kept in static memory:
37 * find_openarea You are in the open on at least one
39 * find_breakleft You have a wall on the left, and will
41 * find_breakright You have a wall on the right, and will
44 * To initialize these conditions, we examine the grids adjacent
45 * to the grid marked 'x', two on each side (marked 'L' and 'R').
46 * If either one of the two grids on a given side is seen to be
47 * closed, then that side is considered to be closed. If both
48 * sides are closed, then it is an enclosed (corridor) run.
54 * Looking at more than just the immediate squares is
55 * significant. Consider the following case. A run along the
56 * corridor will stop just before entering the center point,
57 * because a choice is clearly established. Running in any of
58 * three available directions will be defined as a corridor run.
59 * Note that a minor hack is inserted to make the angled corridor
60 * entry (with one side blocked near and the other side blocked
61 * further away from the runner) work correctly. The runner moves
62 * diagonally, but then saves the previous direction as being
63 * straight into the gap. Otherwise, the tail end of the other
64 * entry would be perceived as an alternative on the next move.
72 * Likewise, a run along a wall, and then into a doorway (two
73 * runs) will work correctly. A single run rightwards from \@ will
74 * stop at 1. Another run right and down will enter the corridor
75 * and make the corner, stopping at the 2.
77 * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
79 * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
81 * \#\#\#\#\#\#\#\#\#\#\#\#\#
83 * After any move, the function area_affect is called to
84 * determine the new surroundings, and the direction of
85 * subsequent moves. It examines the current player location
86 * (at which the runner has just arrived) and the previous
87 * direction (from which the runner is considered to have come).
89 * Moving one square in some direction places you adjacent to
90 * three or five new squares (for straight and diagonal moves
91 * respectively) to which you were not previously adjacent,
92 * marked as '!' in the diagrams below.
95 * .o@@! (normal) .o.! (diagonal)
96 * ...! (east) ..@@! (south east)
99 * You STOP if any of the new squares are interesting in any way:
100 * for example, if they contain visible monsters or treasure.
102 * You STOP if any of the newly adjacent squares seem to be open,
103 * and you are also looking for a break on that side. (that is,
104 * find_openarea AND find_break).
106 * You STOP if any of the newly adjacent squares do NOT seem to be
107 * open and you are in an open area, and that side was previously
110 * Corners: If you are not in the open (i.e. you are in a corridor)
111 * and there is only one way to go in the new squares, then turn in
112 * that direction. If there are more than two new ways to go, STOP.
113 * If there are two ways to go, and those ways are separated by a
114 * square which does not seem to be open, then STOP.
116 * Otherwise, we have a potential corner. There are two new open
117 * squares, which are also adjacent. One of the new squares is
118 * diagonally located, the other is straight on (as in the diagram).
119 * We consider two more squares further out (marked below as ?).
121 * We assign "option" to the straight-on grid, and "option2" to the
122 * diagonal grid, and "check_dir" to the grid marked 's'.
128 * If they are both seen to be closed, then it is seen that no benefit
129 * is gained from moving straight. It is a known corner. To cut the
130 * corner, go diagonally, otherwise go straight, but pretend you
131 * stepped diagonally into that next location for a full view next
132 * time. Conversely, if one of the ? squares is not seen to be closed,
133 * then there is a potential choice. We check to see whether it is a
134 * potential corner or an intersection/room entrance. If the square
135 * two spaces straight ahead, and the space marked with 's' are both
136 * unknown space, then it is a potential corner and enter if
137 * find_examine is set, otherwise must stop because it is not a
138 * corner. (find_examine option is removed and always is TRUE.)
146 #include "realm-song.h"
147 #include "autopick.h"
154 #include "artifact.h"
155 #include "player-move.h"
156 #include "player-status.h"
157 #include "player-effects.h"
158 #include "player-class.h"
159 #include "player-inventory.h"
160 #include "player-personality.h"
161 #include "spells-floor.h"
165 #include "monster-spell.h"
166 #include "monster-status.h"
167 #include "object-hook.h"
168 #include "object-flavor.h"
170 #include "cmd-basic.h"
171 #include "view-mainwindow.h"
173 #include "objectkind.h"
174 #include "autopick.h"
175 #include "targeting.h"
183 * @brief 地形やその上のアイテムの隠された要素を全て明かす /
184 * Search for hidden things
185 * @param creature_ptr プレーヤーへの参照ポインタ
186 * @param y 対象となるマスのY座標
187 * @param x 対象となるマスのX座標
190 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
193 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
194 g_ptr = &floor_ptr->grid_array[y][x];
196 if (g_ptr->mimic && is_trap(g_ptr->feat))
198 disclose_grid(creature_ptr, y, x);
199 msg_print(_("トラップを発見した。", "You have found a trap."));
200 disturb(creature_ptr, FALSE, TRUE);
203 if (is_hidden_door(g_ptr))
205 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
206 disclose_grid(creature_ptr, y, x);
207 disturb(creature_ptr, FALSE, FALSE);
210 /* Scan all objects in the grid */
211 OBJECT_IDX next_o_idx = 0;
212 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
215 o_ptr = &floor_ptr->o_list[this_o_idx];
216 next_o_idx = o_ptr->next_o_idx;
217 if (o_ptr->tval != TV_CHEST) continue;
218 if (!chest_traps[o_ptr->pval]) continue;
219 if (!object_is_known(o_ptr))
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!"));
223 disturb(creature_ptr, FALSE, FALSE);
230 * @brief プレイヤーの探索処理判定
231 * @param creature_ptr プレーヤーへの参照ポインタ
234 void search(player_type *creature_ptr)
236 /* Start with base search ability */
237 PERCENTAGE chance = creature_ptr->skill_srh;
239 /* Penalize various conditions */
240 if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
241 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
243 /* Search the nearby grids, which are always in bounds */
244 for (DIRECTION i = 0; i < 9; ++ i)
246 /* Sometimes, notice things */
247 if (randint0(100) < chance)
249 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
256 * @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 /
257 * Helper routine for py_pickup() and py_pickup_floor().
258 * @param creature_ptr プレーヤーへの参照ポインタ
259 * @param o_idx 取得したオブジェクトの参照ID
262 * アイテムを拾った際に「2つのケーキを持っている」\n
263 * "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
265 * 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
267 * Add the given dungeon object to the character's inventory.\n
268 * Delete the object afterwards.\n
270 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
273 GAME_TEXT o_name[MAX_NLEN];
274 GAME_TEXT old_name[MAX_NLEN];
278 GAME_TEXT o_name[MAX_NLEN];
282 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
285 object_desc(old_name, o_ptr, OD_NAME_ONLY);
286 object_desc_kosuu(kazu_str, o_ptr);
287 hirottakazu = o_ptr->number;
290 /* Carry the object */
291 INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
293 /* Get the object again */
294 o_ptr = &owner_ptr->inventory_list[slot];
296 delete_object_idx(owner_ptr->current_floor_ptr, o_idx);
298 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
300 bool old_known = identify_item(owner_ptr, o_ptr);
302 /* Auto-inscription/destroy */
303 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
305 /* If it is destroyed, don't pick it up */
306 if (o_ptr->marked & OM_AUTODESTROY) return;
309 object_desc(o_name, o_ptr, 0);
312 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
314 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
315 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
316 msg_format("%sに襲いかかる...", owner_ptr->name);
322 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
326 if (o_ptr->number > hirottakazu) {
327 msg_format("%s拾って、%s(%c)を持っている。",
328 kazu_str, o_name, index_to_label(slot));
330 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
335 strcpy(record_o_name, old_name);
337 msg_format("You have %s (%c).", o_name, index_to_label(slot));
338 strcpy(record_o_name, o_name);
340 record_turn = current_world_ptr->game_turn;
341 check_find_art_quest_completion(owner_ptr, o_ptr);
346 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
347 * @param creature_ptr プレーヤーへの参照ポインタ
348 * @param pickup 自動拾い処理を行うならばTRUEとする
351 * Player "wants" to pick up an object or gold.
352 * Note that we ONLY handle things that can be picked up.
353 * See "move_player(creature_ptr, )" for handling of other things.
355 void carry(player_type *creature_ptr, bool pickup)
357 /* Recenter the map around the player */
358 verify_panel(creature_ptr);
360 creature_ptr->update |= (PU_MONSTERS);
361 creature_ptr->redraw |= (PR_MAP);
362 creature_ptr->window |= (PW_OVERHEAD);
363 handle_stuff(creature_ptr);
365 /* Automatically pickup/destroy/inscribe items */
366 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
367 autopick_pickup_items(creature_ptr, g_ptr);
371 py_pickup_floor(creature_ptr, pickup);
375 /* Scan the pile of objects */
376 OBJECT_IDX next_o_idx = 0;
377 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
380 o_ptr = &creature_ptr->current_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 GAME_TEXT o_name[MAX_NLEN];
394 object_desc(o_name, o_ptr, 0);
395 next_o_idx = o_ptr->next_o_idx;
397 disturb(creature_ptr, FALSE, FALSE);
399 if (o_ptr->tval == TV_GOLD)
401 int value = (long)o_ptr->pval;
402 delete_object_idx(creature_ptr->current_floor_ptr, this_o_idx);
403 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
404 (long)value, o_name);
408 creature_ptr->au += value;
409 creature_ptr->redraw |= (PR_GOLD);
410 creature_ptr->window |= (PW_PLAYER);
414 /* Hack - some objects were handled in autopick_pickup_items(). */
415 if (o_ptr->marked & OM_NOMSG)
417 o_ptr->marked &= ~OM_NOMSG;
423 msg_format(_("%sがある。", "You see %s."), o_name);
427 if (!inven_carry_okay(o_ptr))
429 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);
433 int is_pickup_successful = TRUE;
434 if (carry_query_flag)
436 char out_val[MAX_NLEN + 20];
437 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
438 is_pickup_successful = get_check(out_val);
441 if (is_pickup_successful)
443 py_pickup_aux(creature_ptr, this_o_idx);
450 * @brief パターンによる移動制限処理
451 * @param creature_ptr プレーヤーへの参照ポインタ
452 * @param c_y プレイヤーの移動元Y座標
453 * @param c_x プレイヤーの移動元X座標
454 * @param n_y プレイヤーの移動先Y座標
455 * @param n_x プレイヤーの移動先X座標
456 * @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。
458 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
460 feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
461 feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
462 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
463 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
465 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
467 int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
468 int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
470 if (pattern_type_new == PATTERN_TILE_START)
472 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
474 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?",
475 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
484 if ((pattern_type_new == PATTERN_TILE_OLD) ||
485 (pattern_type_new == PATTERN_TILE_END) ||
486 (pattern_type_new == PATTERN_TILE_WRECKED))
488 if (is_pattern_tile_cur)
494 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。",
495 "You must start walking the Pattern from the startpoint."));
501 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
502 (pattern_type_cur == PATTERN_TILE_TELEPORT))
507 if (pattern_type_cur == PATTERN_TILE_START)
509 if (is_pattern_tile_new)
513 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."));
518 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
519 (pattern_type_cur == PATTERN_TILE_END) ||
520 (pattern_type_cur == PATTERN_TILE_WRECKED))
522 if (!is_pattern_tile_new)
524 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."));
533 if (!is_pattern_tile_cur)
535 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。",
536 "You must start walking the Pattern from the startpoint."));
541 byte ok_move = PATTERN_TILE_START;
542 switch (pattern_type_cur)
545 ok_move = PATTERN_TILE_2;
548 ok_move = PATTERN_TILE_3;
551 ok_move = PATTERN_TILE_4;
554 ok_move = PATTERN_TILE_1;
557 if (current_world_ptr->wizard)
558 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
562 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
564 if (!is_pattern_tile_new)
565 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."));
567 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."));
574 * @brief 移動に伴うプレイヤーのステータス変化処理
575 * @param creature_ptr プレーヤーへの参照ポインタ
578 * @param mpe_mode 移動オプションフラグ
579 * @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。
581 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
583 POSITION oy = creature_ptr->y;
584 POSITION ox = creature_ptr->x;
585 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
586 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
587 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
588 feature_type *f_ptr = &f_info[g_ptr->feat];
589 feature_type *of_ptr = &f_info[oc_ptr->feat];
591 if (!(mpe_mode & MPE_STAYING))
593 MONSTER_IDX om_idx = oc_ptr->m_idx;
594 MONSTER_IDX nm_idx = g_ptr->m_idx;
596 creature_ptr->y = ny;
597 creature_ptr->x = nx;
599 /* Hack -- For moving monster or riding player's moving */
600 if (!(mpe_mode & MPE_DONT_SWAP_MON))
602 /* Swap two monsters */
603 g_ptr->m_idx = om_idx;
604 oc_ptr->m_idx = nm_idx;
606 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
608 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
611 update_monster(creature_ptr, om_idx, TRUE);
614 if (nm_idx > 0) /* Monster on new spot */
616 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
619 update_monster(creature_ptr, nm_idx, TRUE);
626 /* Check for new panel (redraw map) */
627 verify_panel(creature_ptr);
629 if (mpe_mode & MPE_FORGET_FLOW)
631 forget_flow(floor_ptr);
633 creature_ptr->update |= (PU_UN_VIEW);
634 creature_ptr->redraw |= (PR_MAP);
637 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
638 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
640 /* Remove "unsafe" flag */
641 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
643 /* For get everything when requested hehe I'm *NASTY* */
644 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
645 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
647 if (creature_ptr->pclass == CLASS_NINJA)
649 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
650 else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
653 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
654 (!have_flag(f_ptr->flags, FF_PROJECT) ||
655 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
657 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
658 set_action(creature_ptr, ACTION_NONE);
660 if (creature_ptr->prace == RACE_MERFOLK)
662 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
664 creature_ptr->update |= PU_BONUS;
665 update_creature(creature_ptr);
670 if (mpe_mode & MPE_ENERGY_USE)
672 if (music_singing(creature_ptr, MUSIC_WALL))
674 (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
675 PROJECT_KILL | PROJECT_ITEM, -1);
677 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
680 /* Spontaneous Searching */
681 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
683 search(creature_ptr);
686 /* Continuous Searching */
687 if (creature_ptr->action == ACTION_SEARCH)
689 search(creature_ptr);
693 /* Handle "objects" */
694 if (!(mpe_mode & MPE_DONT_PICKUP))
696 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
699 /* Handle "store doors" */
700 if (have_flag(f_ptr->flags, FF_STORE))
702 disturb(creature_ptr, FALSE, TRUE);
704 free_turn(creature_ptr);
705 /* Hack -- Enter store */
706 command_new = SPECIAL_KEY_STORE;
709 /* Handle "building doors" -KMW- */
710 else if (have_flag(f_ptr->flags, FF_BLDG))
712 disturb(creature_ptr, FALSE, TRUE);
714 free_turn(creature_ptr);
715 /* Hack -- Enter building */
716 command_new = SPECIAL_KEY_BUILDING;
719 /* Handle quest areas -KMW- */
720 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
722 disturb(creature_ptr, FALSE, TRUE);
724 free_turn(creature_ptr);
725 /* Hack -- Enter quest level */
726 command_new = SPECIAL_KEY_QUEST;
729 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
731 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
733 complete_quest(creature_ptr, floor_ptr->inside_quest);
736 leave_quest_check(creature_ptr);
738 floor_ptr->inside_quest = g_ptr->special;
739 floor_ptr->dun_level = 0;
740 creature_ptr->oldpx = 0;
741 creature_ptr->oldpy = 0;
743 creature_ptr->leaving = TRUE;
747 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
749 disturb(creature_ptr, FALSE, TRUE);
752 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
754 msg_print(_("トラップだ!", "You found a trap!"));
757 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
761 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
763 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
766 /* Warn when leaving trap detected region */
767 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
768 && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
770 /* No duplicate warning */
771 creature_ptr->dtrap = FALSE;
773 /* You are just on the edge */
774 if (!(g_ptr->info & CAVE_UNSAFE))
776 if (alert_trap_detect)
778 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
781 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
785 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
790 * @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
791 * @param creature_ptr プレーヤーへの参照ポインタ
793 * @return トラップが自動的に無効ならばTRUEを返す
795 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
797 feature_type *f_ptr = &f_info[feat];
799 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
801 switch (f_ptr->subtype)
805 case TRAP_SPIKED_PIT:
806 case TRAP_POISON_PIT:
807 if (creature_ptr->levitation) return TRUE;
810 if (creature_ptr->anti_tele) return TRUE;
813 if (creature_ptr->immune_fire) return TRUE;
816 if (creature_ptr->immune_acid) return TRUE;
819 if (creature_ptr->resist_blind) return TRUE;
822 if (creature_ptr->resist_conf) return TRUE;
825 if (creature_ptr->resist_pois) return TRUE;
828 if (creature_ptr->free_act) return TRUE;
838 * Determine if a "boundary" grid is "floor mimic"
839 * @param grid_type *g_ptr
840 * @param feature_type *f_ptr
841 * @param feature_type *mimic_f_ptr
842 * @return 移動不能であればTRUE
844 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
846 bool is_boundary_floor = g_ptr->mimic > 0;
847 is_boundary_floor &= permanent_wall(f_ptr);
848 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
849 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
850 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
851 return is_boundary_floor;
856 * @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 /
857 * Move player in the given direction, with the given "pickup" flag.
858 * @param creature_ptr プレーヤーへの参照ポインタ
860 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
861 * @param break_trap トラップ粉砕処理を行うならばTRUE
862 * @return 実際に移動が行われたならばTRUEを返す。
864 * This routine should (probably) always induce energy expenditure.\n
866 * Note that moving will *always* take a turn, and will *always* hit\n
867 * any monster which might be in the destination grid. Previously,\n
868 * moving into walls was "free" and did NOT hit invisible monsters.\n
870 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
872 POSITION y = creature_ptr->y + ddy[dir];
873 POSITION x = creature_ptr->x + ddx[dir];
875 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
876 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
877 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
878 bool stormbringer = FALSE;
881 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
882 ((x == 0) || (x == MAX_WID - 1) ||
883 (y == 0) || (y == MAX_HGT - 1)))
885 /* Can the player enter the grid? */
886 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
888 /* Hack: move to new area */
889 if ((y == 0) && (x == 0))
891 creature_ptr->wilderness_y--;
892 creature_ptr->wilderness_x--;
893 creature_ptr->oldpy = floor_ptr->height - 2;
894 creature_ptr->oldpx = floor_ptr->width - 2;
895 creature_ptr->ambush_flag = FALSE;
898 else if ((y == 0) && (x == MAX_WID - 1))
900 creature_ptr->wilderness_y--;
901 creature_ptr->wilderness_x++;
902 creature_ptr->oldpy = floor_ptr->height - 2;
903 creature_ptr->oldpx = 1;
904 creature_ptr->ambush_flag = FALSE;
907 else if ((y == MAX_HGT - 1) && (x == 0))
909 creature_ptr->wilderness_y++;
910 creature_ptr->wilderness_x--;
911 creature_ptr->oldpy = 1;
912 creature_ptr->oldpx = floor_ptr->width - 2;
913 creature_ptr->ambush_flag = FALSE;
916 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
918 creature_ptr->wilderness_y++;
919 creature_ptr->wilderness_x++;
920 creature_ptr->oldpy = 1;
921 creature_ptr->oldpx = 1;
922 creature_ptr->ambush_flag = FALSE;
927 creature_ptr->wilderness_y--;
928 creature_ptr->oldpy = floor_ptr->height - 2;
929 creature_ptr->oldpx = x;
930 creature_ptr->ambush_flag = FALSE;
933 else if (y == MAX_HGT - 1)
935 creature_ptr->wilderness_y++;
936 creature_ptr->oldpy = 1;
937 creature_ptr->oldpx = x;
938 creature_ptr->ambush_flag = FALSE;
943 creature_ptr->wilderness_x--;
944 creature_ptr->oldpx = floor_ptr->width - 2;
945 creature_ptr->oldpy = y;
946 creature_ptr->ambush_flag = FALSE;
949 else if (x == MAX_WID - 1)
951 creature_ptr->wilderness_x++;
952 creature_ptr->oldpx = 1;
953 creature_ptr->oldpy = y;
954 creature_ptr->ambush_flag = FALSE;
957 creature_ptr->leaving = TRUE;
958 take_turn(creature_ptr, 100);
963 /* "Blocked" message appears later */
964 /* oktomove = FALSE; */
969 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
971 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
972 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
974 /* Player can not walk through "walls"... */
975 /* unless in Shadow Form */
976 feature_type *f_ptr = &f_info[g_ptr->feat];
977 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
978 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
979 !have_flag(f_ptr->flags, FF_PERMANENT);
981 /* Hack -- attack monsters */
982 GAME_TEXT m_name[MAX_NLEN];
983 bool can_move = TRUE;
984 bool do_past = FALSE;
985 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
987 monster_race *r_ptr = &r_info[m_ptr->r_idx];
989 /* Attack -- only if we can see it OR it is not in a wall */
990 if (!is_hostile(m_ptr) &&
991 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
992 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
993 pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
995 /* Disturb the monster */
996 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
998 monster_desc(m_name, m_ptr, 0);
1002 /* Auto-Recall if possible and visible */
1003 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
1004 health_track(creature_ptr, g_ptr->m_idx);
1008 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1010 py_attack(creature_ptr, y, x, 0);
1013 else if (monster_can_cross_terrain(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1019 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1020 free_turn(creature_ptr);
1024 /* now continue on to 'movement' */
1028 py_attack(creature_ptr, y, x, 0);
1033 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1034 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1035 if (can_move && creature_ptr->riding)
1037 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1039 msg_print(_("動けない!", "Can't move!"));
1040 free_turn(creature_ptr);
1042 disturb(creature_ptr, FALSE, TRUE);
1044 else if (MON_MONFEAR(riding_m_ptr))
1046 GAME_TEXT steed_name[MAX_NLEN];
1047 monster_desc(steed_name, riding_m_ptr, 0);
1048 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1050 disturb(creature_ptr, FALSE, TRUE);
1052 else if (creature_ptr->riding_ryoute)
1055 disturb(creature_ptr, FALSE, TRUE);
1057 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1061 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1065 else if (have_flag(f_ptr->flags, FF_WATER) &&
1066 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1067 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1069 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1070 free_turn(creature_ptr);
1072 disturb(creature_ptr, FALSE, TRUE);
1074 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1076 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name);
1077 free_turn(creature_ptr);
1079 disturb(creature_ptr, FALSE, TRUE);
1081 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1083 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);
1084 free_turn(creature_ptr);
1086 disturb(creature_ptr, FALSE, TRUE);
1089 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
1091 GAME_TEXT steed_name[MAX_NLEN];
1092 monster_desc(steed_name, riding_m_ptr, 0);
1093 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);
1095 disturb(creature_ptr, FALSE, TRUE);
1103 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1105 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);
1106 free_turn(creature_ptr);
1107 creature_ptr->running = 0;
1112 * Player can move through trees and
1113 * has effective -10 speed
1114 * Rangers can move without penality
1116 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1118 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1121 /* Disarm a visible trap */
1122 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1124 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1126 (void)exe_disarm(creature_ptr, y, x, dir);
1131 /* Player can not walk through "walls" unless in wraith form...*/
1132 else if (!p_can_enter && !p_can_kill_walls)
1134 /* Feature code (applying "mimic" field) */
1135 FEAT_IDX feat = get_feat_mimic(g_ptr);
1136 feature_type *mimic_f_ptr = &f_info[feat];
1137 concptr name = f_name + mimic_f_ptr->name;
1141 /* Notice things in the dark */
1142 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1144 /* Boundary floor mimic */
1145 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1147 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1150 /* Wall (or secret door) */
1154 msg_format("%sが行く手をはばんでいるようだ。", name);
1156 msg_format("You feel %s %s blocking your way.",
1157 is_a_vowel(name[0]) ? "an" : "a", name);
1160 g_ptr->info |= (CAVE_MARK);
1168 /* Boundary floor mimic */
1169 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1171 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1172 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1173 free_turn(creature_ptr);
1176 /* Wall (or secret door) */
1180 if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return;
1183 msg_format("%sが行く手をはばんでいる。", name);
1185 msg_format("There is %s %s blocking your way.",
1186 is_a_vowel(name[0]) ? "an" : "a", name);
1190 * Well, it makes sense that you lose time bumping into
1191 * a wall _if_ you are confused, stunned or blind; but
1192 * typing mistakes should not cost you a turn...
1194 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1195 free_turn(creature_ptr);
1199 disturb(creature_ptr, FALSE, TRUE);
1201 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1204 /* Normal movement */
1205 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1207 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1209 free_turn(creature_ptr);
1212 /* To avoid a loop with running */
1213 disturb(creature_ptr, FALSE, TRUE);
1218 if (!can_move) return;
1220 if (creature_ptr->warning)
1222 if (!process_warning(creature_ptr, x, y))
1224 creature_ptr->energy_use = 25;
1231 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1234 /* Change oldpx and oldpy to place the player well when going back to big mode */
1235 if (creature_ptr->wild_mode)
1237 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1238 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1239 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1240 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1241 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1242 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1245 if (p_can_kill_walls)
1247 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1249 /* Update some things -- similar to GF_KILL_WALL */
1250 creature_ptr->update |= (PU_FLOW);
1253 u32b mpe_mode = MPE_ENERGY_USE;
1254 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1255 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1257 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1261 static bool ignore_avoid_run;
1264 * @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 /
1265 * Hack -- Check for a "known wall" (see below)
1266 * @param creature_ptr プレーヤーへの参照ポインタ
1267 * @param dir 想定する移動方向ID
1270 * @return 移動先が既知の壁ならばTRUE
1272 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1274 /* Get the new location */
1278 /* Illegal grids are not known walls */
1279 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1280 if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1283 g_ptr = &floor_ptr->grid_array[y][x];
1285 /* Must be known to the player */
1286 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1288 /* Feature code (applying "mimic" field) */
1289 s16b feat = get_feat_mimic(g_ptr);
1290 feature_type *f_ptr = &f_info[feat];
1292 /* Wall grids are known walls */
1293 if (!player_can_enter(creature_ptr, feat, 0))
1294 return !have_flag(f_ptr->flags, FF_DOOR);
1296 /* Don't run on a tree unless explicitly requested */
1297 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1300 /* Don't run in a wall */
1301 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1302 return !have_flag(f_ptr->flags, FF_DOOR);
1309 * @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 /
1310 * Hack -- Check for an "unknown corner" (see below)
1311 * @param creature_ptr プレーヤーへの参照ポインタ
1312 * @param dir 想定する移動方向ID
1315 * @return 移動先が未知の地形ならばTRUE
1317 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1319 /* Get the new location */
1323 /* Illegal grids are unknown */
1324 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1325 if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1327 /* Memorized grids are always known */
1328 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1330 /* Viewable door/wall grids are known */
1331 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1339 * Hack -- allow quick "cycling" through the legal directions
1341 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1344 * Hack -- map each direction into the "middle" of the "cycle[]" array
1346 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1349 * The direction we are running
1351 static DIRECTION find_current;
1354 * The direction we came from
1356 static DIRECTION find_prevdir;
1359 * We are looking for open area
1361 static bool find_openarea;
1364 * We are looking for a break
1366 static bool find_breakright;
1367 static bool find_breakleft;
1370 * @brief ダッシュ処理の導入 /
1371 * Initialize the running algorithm for a new direction.
1372 * @param creature_ptr プレーヤーへの参照ポインタ
1375 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1377 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1378 * we seem to be in a corridor, then force a turn into the side\n
1379 * corridor, must be moving straight into a corridor here. ???\n
1381 * Diagonal Corridor Blunt Corridor (?)\n
1386 static void run_init(player_type *creature_ptr, DIRECTION dir)
1388 /* Save the direction */
1391 /* Assume running straight */
1394 /* Assume looking for open area */
1395 find_openarea = TRUE;
1397 /* Assume not looking for breaks */
1398 find_breakright = find_breakleft = FALSE;
1400 /* Assume no nearby walls */
1401 bool deepleft = FALSE;
1402 bool deepright = FALSE;
1403 bool shortright = FALSE;
1404 bool shortleft = FALSE;
1406 creature_ptr->run_py = creature_ptr->y;
1407 creature_ptr->run_px = creature_ptr->x;
1409 /* Find the destination grid */
1410 int row = creature_ptr->y + ddy[dir];
1411 int col = creature_ptr->x + ddx[dir];
1413 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1415 /* Extract cycle index */
1418 /* Check for walls */
1419 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1421 find_breakleft = TRUE;
1424 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1426 find_breakleft = TRUE;
1430 /* Check for walls */
1431 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1433 find_breakright = TRUE;
1436 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1438 find_breakright = TRUE;
1442 /* Looking for a break */
1443 if (!find_breakleft || !find_breakright) return;
1445 /* Not looking for open area */
1446 find_openarea = FALSE;
1448 /* Hack -- allow angled corridor entry */
1451 if (deepleft && !deepright)
1453 find_prevdir = cycle[i - 1];
1455 else if (deepright && !deepleft)
1457 find_prevdir = cycle[i + 1];
1463 /* Hack -- allow blunt corridor entry */
1464 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1466 if (shortleft && !shortright)
1468 find_prevdir = cycle[i - 2];
1470 else if (shortright && !shortleft)
1472 find_prevdir = cycle[i + 2];
1478 * @brief ダッシュ移動が継続できるかどうかの判定 /
1479 * Update the current "run" path
1480 * @param creature_ptr プレーヤーへの参照ポインタ
1481 * @return 立ち止まるべき条件が満たされたらTRUE
1482 * ダッシュ移動が継続できるならばTRUEを返す。
1483 * Return TRUE if the running should be stopped
1485 static bool run_test(player_type *creature_ptr)
1487 DIRECTION prev_dir = find_prevdir;
1489 /* Range of newly adjacent grids */
1490 int max = (prev_dir & 0x01) + 1;
1492 /* break run when leaving trap detected region */
1493 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1494 if ((disturb_trap_detect || alert_trap_detect)
1495 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1497 /* No duplicate warning */
1498 creature_ptr->dtrap = FALSE;
1500 /* You are just on the edge */
1501 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1503 if (alert_trap_detect)
1505 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1508 if (disturb_trap_detect)
1516 /* Look at every newly adjacent square. */
1517 DIRECTION check_dir = 0;
1518 int option = 0, option2 = 0;
1519 for (int i = -max; i <= max; i++)
1521 OBJECT_IDX this_o_idx, next_o_idx = 0;
1524 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1527 int row = creature_ptr->y + ddy[new_dir];
1528 int col = creature_ptr->x + ddx[new_dir];
1531 g_ptr = &floor_ptr->grid_array[row][col];
1533 /* Feature code (applying "mimic" field) */
1534 FEAT_IDX feat = get_feat_mimic(g_ptr);
1535 feature_type *f_ptr;
1536 f_ptr = &f_info[feat];
1538 /* Visible monsters abort running */
1541 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1543 /* Visible monster */
1544 if (m_ptr->ml) return TRUE;
1547 /* Visible objects abort running */
1548 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1551 o_ptr = &floor_ptr->o_list[this_o_idx];
1552 next_o_idx = o_ptr->next_o_idx;
1554 /* Visible object */
1555 if (o_ptr->marked & OM_FOUND) return TRUE;
1558 /* Assume unknown */
1561 /* Check memorized grids */
1562 if (g_ptr->info & (CAVE_MARK))
1564 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1566 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1569 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1571 /* Option -- ignore */
1576 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1578 /* Option -- ignore */
1583 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1590 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1591 (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1598 /* Interesting feature */
1599 if (notice) return TRUE;
1601 /* The grid is "visible" */
1605 /* Analyze unknown grids and floors considering mimic */
1606 if (!inv && see_wall(creature_ptr, 0, row, col))
1612 /* Break to the right */
1613 find_breakright = TRUE;
1618 /* Break to the left */
1619 find_breakleft = TRUE;
1626 /* Looking for open area */
1627 if (find_openarea) continue;
1629 /* The first new direction. */
1636 /* Three new directions. Stop running. */
1642 /* Two non-adjacent new directions. Stop running. */
1643 if (option != cycle[chome[prev_dir] + i - 1])
1648 /* Two new (adjacent) directions (case 1) */
1651 check_dir = cycle[chome[prev_dir] + i - 2];
1656 /* Two new (adjacent) directions (case 2) */
1657 check_dir = cycle[chome[prev_dir] + i + 1];
1662 /* Looking for open area */
1665 /* Hack -- look again */
1666 for (int i = -max; i < 0; i++)
1668 /* Unknown grid or non-wall */
1669 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1671 /* Looking to break right */
1672 if (find_breakright)
1681 /* Looking to break left */
1689 /* Hack -- look again */
1690 for (int i = max; i > 0; i--)
1692 /* Unknown grid or non-wall */
1693 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1695 /* Looking to break left */
1705 /* Looking to break right */
1706 if (find_breakright)
1713 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1725 find_current = option;
1726 find_prevdir = option;
1727 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1730 /* Two options, examining corners */
1733 find_current = option;
1734 find_prevdir = option2;
1735 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1738 /* Two options, pick one */
1739 /* Get next location */
1740 int row = creature_ptr->y + ddy[option];
1741 int col = creature_ptr->x + ddx[option];
1743 /* Don't see that it is closed off. */
1744 /* This could be a potential corner or an intersection. */
1745 if (!see_wall(creature_ptr, option, row, col) ||
1746 !see_wall(creature_ptr, check_dir, row, col))
1748 /* Can not see anything ahead and in the direction we */
1749 /* are turning, assume that it is a potential corner. */
1750 if (see_nothing(creature_ptr, option, row, col) &&
1751 see_nothing(creature_ptr, option2, row, col))
1753 find_current = option;
1754 find_prevdir = option2;
1755 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1758 /* STOP: we are next to an intersection or a room */
1762 /* This corner is seen to be enclosed; we cut the corner. */
1765 find_current = option2;
1766 find_prevdir = option2;
1767 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1770 /* This corner is seen to be enclosed, and we */
1771 /* deliberately go the long way. */
1772 find_current = option;
1773 find_prevdir = option2;
1774 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1779 * @brief 継続的なダッシュ処理 /
1780 * Take one step along the current "run" path
1781 * @param creature_ptr プレーヤーへの参照ポインタ
1782 * @param dir 移動を試みる方向ID
1785 void run_step(player_type *creature_ptr, DIRECTION dir)
1790 /* Ignore AVOID_RUN on a first step */
1791 ignore_avoid_run = TRUE;
1793 /* Hack -- do not start silly run */
1794 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1796 sound(SOUND_HITWALL);
1798 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1800 disturb(creature_ptr, FALSE, FALSE);
1805 run_init(creature_ptr, dir);
1812 if (run_test(creature_ptr))
1814 disturb(creature_ptr, FALSE, FALSE);
1820 /* Decrease the run counter */
1821 if (--creature_ptr->running <= 0) return;
1824 take_turn(creature_ptr, 100);
1826 /* Move the player, using the "pickup" flag */
1827 move_player(creature_ptr, find_current, FALSE, FALSE);
1829 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1831 creature_ptr->run_py = 0;
1832 creature_ptr->run_px = 0;
1833 disturb(creature_ptr, FALSE, FALSE);
1841 * @brief トラベル機能の判定処理 /
1842 * Test for traveling
1843 * @param creature_ptr プレーヤーへの参照ポインタ
1844 * @param prev_dir 前回移動を行った元の方角ID
1847 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1849 /* Cannot travel when blind */
1850 if (creature_ptr->blind || no_lite(creature_ptr))
1852 msg_print(_("目が見えない!", "You cannot see!"));
1856 /* break run when leaving trap detected region */
1857 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1858 if ((disturb_trap_detect || alert_trap_detect)
1859 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1861 /* No duplicate warning */
1862 creature_ptr->dtrap = FALSE;
1864 /* You are just on the edge */
1865 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1867 if (alert_trap_detect)
1869 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1872 if (disturb_trap_detect)
1880 /* Range of newly adjacent grids */
1881 int max = (prev_dir & 0x01) + 1;
1883 /* Look at every newly adjacent square. */
1884 const grid_type *g_ptr;
1885 for (int i = -max; i <= max; i++)
1888 DIRECTION dir = cycle[chome[prev_dir] + i];
1891 POSITION row = creature_ptr->y + ddy[dir];
1892 POSITION col = creature_ptr->x + ddx[dir];
1894 g_ptr = &floor_ptr->grid_array[row][col];
1896 /* Visible monsters abort running */
1899 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1901 /* Visible monster */
1902 if (m_ptr->ml) return 0;
1907 /* Travel cost of current grid */
1908 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1910 /* Determine travel direction */
1911 DIRECTION new_dir = 0;
1912 for (int i = 0; i < 8; ++ i)
1914 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1916 if (dir_cost < cost)
1923 if (!new_dir) return 0;
1925 /* Access newly move grid */
1926 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1928 /* Close door abort traveling */
1929 if (!easy_open && is_closed_door(g_ptr->feat)) return 0;
1931 /* Visible and unignorable trap abort tarveling */
1932 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return 0;
1940 * @brief トラベル機能の実装 /
1942 * @param creature_ptr プレーヤーへの参照ポインタ
1945 void travel_step(player_type *creature_ptr)
1947 /* Get travel direction */
1948 travel.dir = travel_test(creature_ptr, travel.dir);
1952 if (travel.run == 255)
1954 msg_print(_("道筋が見つかりません!", "No route is found!"));
1955 travel.y = travel.x = 0;
1958 disturb(creature_ptr, FALSE, TRUE);
1962 take_turn(creature_ptr, 100);
1964 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1966 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1969 travel.y = travel.x = 0;
1971 else if (travel.run > 0)
1977 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1984 * Hack: travel command
1986 #define TRAVEL_UNABLE 9999
1988 static int flow_head = 0;
1989 static int flow_tail = 0;
1990 static POSITION temp2_x[MAX_SHORT];
1991 static POSITION temp2_y[MAX_SHORT];
1995 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1996 * @param creature_ptr プレーヤーへの参照ポインタ
1999 void forget_travel_flow(floor_type *floor_ptr)
2001 /* Check the entire dungeon / Forget the old data */
2002 for (POSITION y = 0; y < floor_ptr->height; y++)
2004 for (POSITION x = 0; x < floor_ptr->width; x++)
2006 travel.cost[y][x] = MAX_SHORT;
2010 travel.y = travel.x = 0;
2015 * @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
2016 * @param creature_ptr プレーヤーへの参照ポインタ
2021 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2023 /* Avoid obstacles (ex. trees) */
2025 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2026 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2029 if (have_flag(f_ptr->flags, FF_WATER))
2031 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2035 if (have_flag(f_ptr->flags, FF_LAVA))
2038 if (!creature_ptr->resist_fire) lava *= 2;
2039 if (!creature_ptr->levitation) lava *= 2;
2040 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2045 /* Detected traps and doors */
2046 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2048 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2049 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2057 * @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
2058 * @param creature_ptr プレーヤーへの参照ポインタ
2062 * @param wall プレイヤーが壁の中にいるならばTRUE
2065 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2067 /* Ignore out of bounds */
2068 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2069 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2070 feature_type *f_ptr = &f_info[g_ptr->feat];
2071 if (!in_bounds(floor_ptr, y, x)) return;
2073 /* Ignore unknown grid except in wilderness */
2074 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2076 /* Ignore "walls" and "rubble" (include "secret doors") */
2078 int from_wall = (n / TRAVEL_UNABLE);
2079 if (have_flag(f_ptr->flags, FF_WALL) ||
2080 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2081 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2082 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2084 if (!wall || !from_wall) return;
2085 add_cost += TRAVEL_UNABLE;
2089 add_cost = travel_flow_cost(creature_ptr, y, x);
2092 int base_cost = (n % TRAVEL_UNABLE);
2093 int cost = base_cost + add_cost;
2095 /* Ignore lower cost entries */
2096 if (travel.cost[y][x] <= cost) return;
2098 /* Save the flow cost */
2099 travel.cost[y][x] = cost;
2101 /* Enqueue that entry */
2102 int old_head = flow_head;
2103 temp2_y[flow_head] = y;
2104 temp2_x[flow_head] = x;
2106 /* Advance the queue */
2107 if (++flow_head == MAX_SHORT) flow_head = 0;
2109 /* Hack -- notice overflow by forgetting new entry */
2110 if (flow_head == flow_tail) flow_head = old_head;
2115 * @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
2116 * @param creature_ptr プレーヤーへの参照ポインタ
2117 * @param ty 目標地点のY座標
2118 * @param tx 目標地点のX座標
2121 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2123 flow_head = flow_tail = 0;
2125 /* is player in the wall? */
2127 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2128 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2130 /* Start at the target grid */
2131 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2133 /* Now process the queue */
2135 while (flow_head != flow_tail)
2137 /* Extract the next entry */
2138 y = temp2_y[flow_tail];
2139 x = temp2_x[flow_tail];
2141 /* Forget that entry */
2142 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2144 /* Add the "children" */
2145 for (DIRECTION d = 0; d < 8; d++)
2147 /* Add that child if "legal" */
2148 travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2152 flow_head = flow_tail = 0;
2157 * @brief トラベル処理のメインルーチン
2160 void do_cmd_travel(player_type *creature_ptr)
2163 if (travel.x != 0 && travel.y != 0 &&
2164 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2169 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2171 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2173 msg_print(_("すでにそこにいます!", "You are already there!!"));
2177 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2178 feature_type *f_ptr;
2179 f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2181 if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2182 (have_flag(f_ptr->flags, FF_WALL) ||
2183 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2184 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2186 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2190 forget_travel_flow(creature_ptr->current_floor_ptr);
2191 travel_flow(creature_ptr, y, x);
2196 /* Travel till 255 steps */
2200 /* Decides first direction */
2201 POSITION dx = abs(creature_ptr->x - x);
2202 POSITION dy = abs(creature_ptr->y - y);
2203 POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2204 POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2206 for (int i = 1; i <= 9; i++)
2208 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2215 * Something has happened to disturb the player.
2216 * The first arg indicates a major disturbance, which affects search.
2217 * The second arg is currently unused, but could induce output flush.
2218 * All disturbance cancels repeated commands, resting, and running.
2220 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2224 stop_travel = stop_travel;
2227 /* Cancel repeated commands */
2233 /* Redraw the state (later) */
2234 creature_ptr->redraw |= (PR_STATE);
2237 /* Cancel Resting */
2238 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2241 set_action(creature_ptr, ACTION_NONE);
2244 /* Cancel running */
2245 if (creature_ptr->running)
2248 creature_ptr->running = 0;
2250 /* Check for new panel if appropriate */
2251 if (center_player && !center_running) verify_panel(creature_ptr);
2253 /* Calculate torch radius */
2254 creature_ptr->update |= (PU_TORCH);
2256 /* Update monster flow */
2257 creature_ptr->update |= (PU_FLOW);
2266 /* Check for new panel if appropriate */
2267 if (center_player && !center_running) verify_panel(creature_ptr);
2269 /* Calculate torch radius */
2270 creature_ptr->update |= (PU_TORCH);
2274 if (flush_disturb) flush();