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.)
146 #include "projection.h"
148 #include "artifact.h"
149 #include "player-move.h"
150 #include "player-status.h"
151 #include "spells-floor.h"
158 * @brief 地形やその上のアイテムの隠された要素を明かす /
159 * Search for hidden things
160 * @param y 対象となるマスのY座標
161 * @param x 対象となるマスのX座標
164 static void discover_hidden_things(POSITION y, POSITION x)
166 OBJECT_IDX this_o_idx, next_o_idx = 0;
168 g_ptr = ¤t_floor_ptr->grid_array[y][x];
171 if (g_ptr->mimic && is_trap(g_ptr->feat))
176 msg_print(_("トラップを発見した。", "You have found a trap."));
178 disturb(FALSE, TRUE);
182 if (is_hidden_door(g_ptr))
184 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
189 disturb(FALSE, FALSE);
192 /* Scan all objects in the grid */
193 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
196 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
197 next_o_idx = o_ptr->next_o_idx;
199 /* Skip non-chests */
200 if (o_ptr->tval != TV_CHEST) continue;
202 /* Skip non-trapped chests */
203 if (!chest_traps[o_ptr->pval]) continue;
206 if (!object_is_known(o_ptr))
208 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!"));
214 disturb(FALSE, FALSE);
220 * @brief プレイヤーの探索処理判定
228 /* Start with base search ability */
229 chance = p_ptr->skill_srh;
231 /* Penalize various conditions */
232 if (p_ptr->blind || no_lite()) chance = chance / 10;
233 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
235 /* Search the nearby grids, which are always in bounds */
236 for (i = 0; i < 9; ++ i)
238 /* Sometimes, notice things */
239 if (randint0(100) < chance)
241 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
248 * @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 /
249 * Helper routine for py_pickup() and py_pickup_floor().
250 * @param o_idx 取得したオブジェクトの参照ID
253 * アイテムを拾った際に「2つのケーキを持っている」\n
254 * "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
256 * 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
258 * Add the given dungeon object to the character's inventory.\n
259 * Delete the object afterwards.\n
261 void py_pickup_aux(OBJECT_IDX o_idx)
266 GAME_TEXT o_name[MAX_NLEN];
267 GAME_TEXT old_name[MAX_NLEN];
271 GAME_TEXT o_name[MAX_NLEN];
276 o_ptr = ¤t_floor_ptr->o_list[o_idx];
279 object_desc(old_name, o_ptr, OD_NAME_ONLY);
280 object_desc_kosuu(kazu_str, o_ptr);
281 hirottakazu = o_ptr->number;
283 /* Carry the object */
284 slot = inven_carry(o_ptr);
286 /* Get the object again */
287 o_ptr = &inventory[slot];
289 delete_object_idx(o_idx);
291 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
293 bool old_known = identify_item(o_ptr);
295 /* Auto-inscription/destroy */
296 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
298 /* If it is destroyed, don't pick it up */
299 if (o_ptr->marked & OM_AUTODESTROY) return;
302 object_desc(o_name, o_ptr, 0);
305 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
307 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
308 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
309 msg_format("%sに襲いかかる...", p_ptr->name);
315 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
319 if (o_ptr->number > hirottakazu) {
320 msg_format("%s拾って、%s(%c)を持っている。",
321 kazu_str, o_name, index_to_label(slot));
323 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
327 strcpy(record_o_name, old_name);
329 msg_format("You have %s (%c).", o_name, index_to_label(slot));
330 strcpy(record_o_name, o_name);
332 record_turn = current_world_ptr->game_turn;
335 check_find_art_quest_completion(o_ptr);
340 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
341 * @param pickup 自動拾い処理を行うならばTRUEとする
344 * Player "wants" to pick up an object or gold.
345 * Note that we ONLY handle things that can be picked up.
346 * See "move_player()" for handling of other things.
348 void carry(bool pickup)
350 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
352 OBJECT_IDX this_o_idx, next_o_idx = 0;
354 GAME_TEXT o_name[MAX_NLEN];
356 /* Recenter the map around the player */
359 p_ptr->update |= (PU_MONSTERS);
360 p_ptr->redraw |= (PR_MAP);
361 p_ptr->window |= (PW_OVERHEAD);
364 /* Automatically pickup/destroy/inscribe items */
365 autopick_pickup_items(g_ptr);
369 py_pickup_floor(pickup);
373 /* Scan the pile of objects */
374 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
377 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
379 #ifdef ALLOW_EASY_SENSE /* TNB */
381 /* Option: Make item sensing easy */
384 /* Sense the object */
385 (void)sense_object(o_ptr);
388 #endif /* ALLOW_EASY_SENSE -- TNB */
390 object_desc(o_name, o_ptr, 0);
391 next_o_idx = o_ptr->next_o_idx;
393 disturb(FALSE, FALSE);
396 if (o_ptr->tval == TV_GOLD)
398 int value = (long)o_ptr->pval;
400 /* Delete the gold */
401 delete_object_idx(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 /* Collect the gold */
412 p_ptr->redraw |= (PR_GOLD);
413 p_ptr->window |= (PW_PLAYER);
416 /* Pick up objects */
419 /* Hack - some objects were handled in autopick_pickup_items(). */
420 if (o_ptr->marked & OM_NOMSG)
422 /* Clear the flag. */
423 o_ptr->marked &= ~OM_NOMSG;
427 msg_format(_("%sがある。", "You see %s."), o_name);
430 /* Note that the pack is too full */
431 else if (!inven_carry_okay(o_ptr))
433 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);
436 /* Pick up the item (if requested and allowed) */
441 /* Hack -- query every item */
442 if (carry_query_flag)
444 char out_val[MAX_NLEN+20];
445 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
446 okay = get_check(out_val);
449 /* Attempt to pick up an object. */
452 /* Pick up the object */
453 py_pickup_aux(this_o_idx);
462 * @brief パターンによる移動制限処理
463 * @param c_y プレイヤーの移動元Y座標
464 * @param c_x プレイヤーの移動元X座標
465 * @param n_y プレイヤーの移動先Y座標
466 * @param n_x プレイヤーの移動先X座標
467 * @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。
469 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
471 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
472 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
473 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
474 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
475 int pattern_type_cur, pattern_type_new;
477 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
479 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
480 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
482 if (pattern_type_new == PATTERN_TILE_START)
484 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
486 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?",
487 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
495 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
496 (pattern_type_new == PATTERN_TILE_END) ||
497 (pattern_type_new == PATTERN_TILE_WRECKED))
499 if (is_pattern_tile_cur)
505 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。",
506 "You must start walking the Pattern from the startpoint."));
511 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
512 (pattern_type_cur == PATTERN_TILE_TELEPORT))
516 else if (pattern_type_cur == PATTERN_TILE_START)
518 if (is_pattern_tile_new)
522 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."));
526 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
527 (pattern_type_cur == PATTERN_TILE_END) ||
528 (pattern_type_cur == PATTERN_TILE_WRECKED))
530 if (!is_pattern_tile_new)
532 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."));
542 if (!is_pattern_tile_cur)
544 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。",
545 "You must start walking the Pattern from the startpoint."));
551 byte ok_move = PATTERN_TILE_START;
552 switch (pattern_type_cur)
555 ok_move = PATTERN_TILE_2;
558 ok_move = PATTERN_TILE_3;
561 ok_move = PATTERN_TILE_4;
564 ok_move = PATTERN_TILE_1;
568 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
570 return TRUE; /* Goof-up */
573 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
577 if (!is_pattern_tile_new)
578 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."));
580 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."));
590 * @brief プレイヤーが地形踏破可能かを返す
591 * @param feature 判定したい地形ID
592 * @param mode 移動に関するオプションフラグ
593 * @return 移動可能ならばTRUEを返す
595 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
597 feature_type *f_ptr = &f_info[feature];
599 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);
601 if (have_flag(f_ptr->flags, FF_PATTERN))
603 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
606 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
607 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
608 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
610 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
617 * @brief 移動に伴うプレイヤーのステータス変化処理
620 * @param mpe_mode 移動オプションフラグ
621 * @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。
623 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
625 POSITION oy = p_ptr->y;
626 POSITION ox = p_ptr->x;
627 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
628 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
629 feature_type *f_ptr = &f_info[g_ptr->feat];
630 feature_type *of_ptr = &f_info[oc_ptr->feat];
632 if (!(mpe_mode & MPE_STAYING))
634 MONSTER_IDX om_idx = oc_ptr->m_idx;
635 MONSTER_IDX nm_idx = g_ptr->m_idx;
640 /* Hack -- For moving monster or riding player's moving */
641 if (!(mpe_mode & MPE_DONT_SWAP_MON))
643 /* Swap two monsters */
644 g_ptr->m_idx = om_idx;
645 oc_ptr->m_idx = nm_idx;
647 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
649 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
652 update_monster(om_idx, TRUE);
655 if (nm_idx > 0) /* Monster on new spot */
657 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
660 update_monster(nm_idx, TRUE);
667 /* Check for new panel (redraw map) */
670 if (mpe_mode & MPE_FORGET_FLOW)
674 p_ptr->update |= (PU_UN_VIEW);
675 p_ptr->redraw |= (PR_MAP);
678 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
679 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
681 /* Remove "unsafe" flag */
682 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
684 /* For get everything when requested hehe I'm *NASTY* */
685 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
686 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
688 if (p_ptr->pclass == CLASS_NINJA)
690 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
691 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
694 if ((p_ptr->action == ACTION_HAYAGAKE) &&
695 (!have_flag(f_ptr->flags, FF_PROJECT) ||
696 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
698 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
699 set_action(ACTION_NONE);
701 if (p_ptr->prace == RACE_MERFOLK)
703 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
705 p_ptr->update |= PU_BONUS;
706 update_creature(p_ptr);
711 if (mpe_mode & MPE_ENERGY_USE)
713 if (music_singing(MUSIC_WALL))
715 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
716 PROJECT_KILL | PROJECT_ITEM, -1);
718 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
721 /* Spontaneous Searching */
722 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
727 /* Continuous Searching */
728 if (p_ptr->action == ACTION_SEARCH)
734 /* Handle "objects" */
735 if (!(mpe_mode & MPE_DONT_PICKUP))
737 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
740 /* Handle "store doors" */
741 if (have_flag(f_ptr->flags, FF_STORE))
743 disturb(FALSE, TRUE);
746 /* Hack -- Enter store */
747 command_new = SPECIAL_KEY_STORE;
750 /* Handle "building doors" -KMW- */
751 else if (have_flag(f_ptr->flags, FF_BLDG))
753 disturb(FALSE, TRUE);
756 /* Hack -- Enter building */
757 command_new = SPECIAL_KEY_BUILDING;
760 /* Handle quest areas -KMW- */
761 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
763 disturb(FALSE, TRUE);
766 /* Hack -- Enter quest level */
767 command_new = SPECIAL_KEY_QUEST;
770 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
772 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
774 complete_quest(p_ptr->inside_quest);
779 p_ptr->inside_quest = g_ptr->special;
780 current_floor_ptr->dun_level = 0;
784 p_ptr->leaving = TRUE;
788 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
790 disturb(FALSE, TRUE);
793 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
795 msg_print(_("トラップだ!", "You found a trap!"));
798 disclose_grid(p_ptr->y, p_ptr->x);
802 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
804 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
807 /* Warn when leaving trap detected region */
808 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
809 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
811 /* No duplicate warning */
812 p_ptr->dtrap = FALSE;
814 /* You are just on the edge */
815 if (!(g_ptr->info & CAVE_UNSAFE))
817 if (alert_trap_detect)
819 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
822 if (disturb_trap_detect) disturb(FALSE, TRUE);
826 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
830 * @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
832 * @return トラップが自動的に無効ならばTRUEを返す
834 bool trap_can_be_ignored(FEAT_IDX feat)
836 feature_type *f_ptr = &f_info[feat];
838 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
840 switch (f_ptr->subtype)
844 case TRAP_SPIKED_PIT:
845 case TRAP_POISON_PIT:
846 if (p_ptr->levitation) return TRUE;
849 if (p_ptr->anti_tele) return TRUE;
852 if (p_ptr->immune_fire) return TRUE;
855 if (p_ptr->immune_acid) return TRUE;
858 if (p_ptr->resist_blind) return TRUE;
861 if (p_ptr->resist_conf) return TRUE;
864 if (p_ptr->resist_pois) return TRUE;
867 if (p_ptr->free_act) return TRUE;
876 * Determine if a "boundary" grid is "floor mimic"
878 #define boundary_floor(C, F, MF) \
879 ((C)->mimic && permanent_wall(F) && \
880 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
881 have_flag((MF)->flags, FF_PROJECT) && \
882 !have_flag((MF)->flags, FF_OPEN))
886 * @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 /
887 * Move player in the given direction, with the given "pickup" flag.
889 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
890 * @param break_trap トラップ粉砕処理を行うならばTRUE
891 * @return 実際に移動が行われたならばTRUEを返す。
893 * This routine should (probably) always induce energy expenditure.\n
895 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
896 * any monster which might be in the destination grid. Previously,\n
897 * moving into walls was "free" and did NOT hit invisible monsters.\n
899 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
901 /* Find the result of moving */
902 POSITION y = p_ptr->y + ddy[dir];
903 POSITION x = p_ptr->x + ddx[dir];
905 /* Examine the destination */
906 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
908 feature_type *f_ptr = &f_info[g_ptr->feat];
912 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
913 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
915 GAME_TEXT m_name[MAX_NLEN];
917 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
918 bool p_can_kill_walls = FALSE;
919 bool stormbringer = FALSE;
921 bool oktomove = TRUE;
922 bool do_past = FALSE;
925 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
926 ((x == 0) || (x == MAX_WID - 1) ||
927 (y == 0) || (y == MAX_HGT - 1)))
929 /* Can the player enter the grid? */
930 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
932 /* Hack: move to new area */
933 if ((y == 0) && (x == 0))
935 p_ptr->wilderness_y--;
936 p_ptr->wilderness_x--;
937 p_ptr->oldpy = current_floor_ptr->height - 2;
938 p_ptr->oldpx = current_floor_ptr->width - 2;
939 p_ptr->ambush_flag = FALSE;
942 else if ((y == 0) && (x == MAX_WID - 1))
944 p_ptr->wilderness_y--;
945 p_ptr->wilderness_x++;
946 p_ptr->oldpy = current_floor_ptr->height - 2;
948 p_ptr->ambush_flag = FALSE;
951 else if ((y == MAX_HGT - 1) && (x == 0))
953 p_ptr->wilderness_y++;
954 p_ptr->wilderness_x--;
956 p_ptr->oldpx = current_floor_ptr->width - 2;
957 p_ptr->ambush_flag = FALSE;
960 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
962 p_ptr->wilderness_y++;
963 p_ptr->wilderness_x++;
966 p_ptr->ambush_flag = FALSE;
971 p_ptr->wilderness_y--;
972 p_ptr->oldpy = current_floor_ptr->height - 2;
974 p_ptr->ambush_flag = FALSE;
977 else if (y == MAX_HGT - 1)
979 p_ptr->wilderness_y++;
982 p_ptr->ambush_flag = FALSE;
987 p_ptr->wilderness_x--;
988 p_ptr->oldpx = current_floor_ptr->width - 2;
990 p_ptr->ambush_flag = FALSE;
993 else if (x == MAX_WID - 1)
995 p_ptr->wilderness_x++;
998 p_ptr->ambush_flag = FALSE;
1001 p_ptr->leaving = TRUE;
1002 take_turn(p_ptr, 100);
1007 /* "Blocked" message appears later */
1008 /* oktomove = FALSE; */
1009 p_can_enter = FALSE;
1012 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1014 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1015 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1017 /* Player can not walk through "walls"... */
1018 /* unless in Shadow Form */
1019 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1020 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1021 !have_flag(f_ptr->flags, FF_PERMANENT);
1023 /* Hack -- attack monsters */
1024 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1026 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1028 /* Attack -- only if we can see it OR it is not in a wall */
1029 if (!is_hostile(m_ptr) &&
1030 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1031 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1032 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1034 /* Disturb the monster */
1035 (void)set_monster_csleep(g_ptr->m_idx, 0);
1037 /* Extract monster name (or "it") */
1038 monster_desc(m_name, m_ptr, 0);
1042 /* Auto-Recall if possible and visible */
1043 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1045 /* Track a new monster */
1046 health_track(g_ptr->m_idx);
1050 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1055 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1061 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1066 /* now continue on to 'movement' */
1075 if (oktomove && p_ptr->riding)
1077 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1079 msg_print(_("動けない!", "Can't move!"));
1082 disturb(FALSE, TRUE);
1084 else if (MON_MONFEAR(riding_m_ptr))
1086 GAME_TEXT steed_name[MAX_NLEN];
1087 monster_desc(steed_name, riding_m_ptr, 0);
1088 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1090 disturb(FALSE, TRUE);
1092 else if (p_ptr->riding_ryoute)
1095 disturb(FALSE, TRUE);
1097 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1101 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1105 else if (have_flag(f_ptr->flags, FF_WATER) &&
1106 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1107 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1109 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1112 disturb(FALSE, TRUE);
1114 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1116 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);
1119 disturb(FALSE, TRUE);
1121 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1123 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);
1126 disturb(FALSE, TRUE);
1129 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1131 GAME_TEXT steed_name[MAX_NLEN];
1132 monster_desc(steed_name, riding_m_ptr, 0);
1133 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);
1135 disturb(FALSE, TRUE);
1143 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1145 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);
1152 * Player can move through trees and
1153 * has effective -10 speed
1154 * Rangers can move without penality
1156 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1158 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1162 /* Disarm a visible trap */
1163 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1165 if (!trap_can_be_ignored(g_ptr->feat))
1167 (void)do_cmd_disarm_aux(y, x, dir);
1173 /* Player can not walk through "walls" unless in wraith form...*/
1174 else if (!p_can_enter && !p_can_kill_walls)
1176 /* Feature code (applying "mimic" field) */
1177 FEAT_IDX feat = get_feat_mimic(g_ptr);
1178 feature_type *mimic_f_ptr = &f_info[feat];
1179 concptr name = f_name + mimic_f_ptr->name;
1183 /* Notice things in the dark */
1184 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1186 /* Boundary floor mimic */
1187 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1189 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1192 /* Wall (or secret door) */
1196 msg_format("%sが行く手をはばんでいるようだ。", name);
1198 msg_format("You feel %s %s blocking your way.",
1199 is_a_vowel(name[0]) ? "an" : "a", name);
1202 g_ptr->info |= (CAVE_MARK);
1210 /* Boundary floor mimic */
1211 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1213 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1214 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1218 /* Wall (or secret door) */
1222 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1225 msg_format("%sが行く手をはばんでいる。", name);
1227 msg_format("There is %s %s blocking your way.",
1228 is_a_vowel(name[0]) ? "an" : "a", name);
1232 * Well, it makes sense that you lose time bumping into
1233 * a wall _if_ you are confused, stunned or blind; but
1234 * typing mistakes should not cost you a current_world_ptr->game_turn...
1236 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1241 disturb(FALSE, TRUE);
1243 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1246 /* Normal movement */
1247 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1249 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1254 /* To avoid a loop with running */
1255 disturb(FALSE, TRUE);
1260 /* Normal movement */
1263 u32b mpe_mode = MPE_ENERGY_USE;
1267 if (!process_warning(x, y))
1269 p_ptr->energy_use = 25;
1276 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1279 /* Change oldpx and oldpy to place the player well when going back to big mode */
1280 if (p_ptr->wild_mode)
1282 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1283 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1284 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1285 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1286 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1287 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1290 if (p_can_kill_walls)
1292 cave_alter_feat(y, x, FF_HURT_DISI);
1294 /* Update some things -- similar to GF_KILL_WALL */
1295 p_ptr->update |= (PU_FLOW);
1298 /* sound(SOUND_WALK); */
1300 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1301 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1303 (void)move_player_effect(y, x, mpe_mode);
1308 static bool ignore_avoid_run;
1311 * @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 /
1312 * Hack -- Check for a "known wall" (see below)
1313 * @param dir 想定する移動方向ID
1316 * @return 移動先が既知の壁ならばTRUE
1318 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1322 /* Get the new location */
1326 /* Illegal grids are not known walls */
1327 if (!in_bounds2(y, x)) return (FALSE);
1330 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1332 /* Must be known to the player */
1333 if (g_ptr->info & (CAVE_MARK))
1335 /* Feature code (applying "mimic" field) */
1336 s16b feat = get_feat_mimic(g_ptr);
1337 feature_type *f_ptr = &f_info[feat];
1339 /* Wall grids are known walls */
1340 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1342 /* Don't run on a tree unless explicitly requested */
1343 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1346 /* Don't run in a wall */
1347 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1348 return !have_flag(f_ptr->flags, FF_DOOR);
1356 * @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 /
1357 * Hack -- Check for an "unknown corner" (see below)
1358 * @param dir 想定する移動方向ID
1361 * @return 移動先が未知の地形ならばTRUE
1363 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1365 /* Get the new location */
1369 /* Illegal grids are unknown */
1370 if (!in_bounds2(y, x)) return (TRUE);
1372 /* Memorized grids are always known */
1373 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1375 /* Viewable door/wall grids are known */
1376 if (player_can_see_bold(y, x)) return (FALSE);
1384 * Hack -- allow quick "cycling" through the legal directions
1386 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1389 * Hack -- map each direction into the "middle" of the "cycle[]" array
1391 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1394 * The direction we are running
1396 static DIRECTION find_current;
1399 * The direction we came from
1401 static DIRECTION find_prevdir;
1404 * We are looking for open area
1406 static bool find_openarea;
1409 * We are looking for a break
1411 static bool find_breakright;
1412 static bool find_breakleft;
1415 * @brief ダッシュ処理の導入 /
1416 * Initialize the running algorithm for a new direction.
1419 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1421 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1422 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1423 * corridor, must be moving straight into a corridor here. ???\n
1425 * Diagonal Corridor Blunt Corridor (?)\n
1430 static void run_init(DIRECTION dir)
1432 int row, col, deepleft, deepright;
1433 int i, shortleft, shortright;
1435 /* Save the direction */
1438 /* Assume running straight */
1441 /* Assume looking for open area */
1442 find_openarea = TRUE;
1444 /* Assume not looking for breaks */
1445 find_breakright = find_breakleft = FALSE;
1447 /* Assume no nearby walls */
1448 deepleft = deepright = FALSE;
1449 shortright = shortleft = FALSE;
1451 p_ptr->run_py = p_ptr->y;
1452 p_ptr->run_px = p_ptr->x;
1454 /* Find the destination grid */
1455 row = p_ptr->y + ddy[dir];
1456 col = p_ptr->x + ddx[dir];
1458 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1460 /* Extract cycle index */
1463 /* Check for walls */
1464 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1466 find_breakleft = TRUE;
1469 else if (see_wall(cycle[i+1], row, col))
1471 find_breakleft = TRUE;
1475 /* Check for walls */
1476 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1478 find_breakright = TRUE;
1481 else if (see_wall(cycle[i-1], row, col))
1483 find_breakright = TRUE;
1487 /* Looking for a break */
1488 if (find_breakleft && find_breakright)
1490 /* Not looking for open area */
1491 find_openarea = FALSE;
1493 /* Hack -- allow angled corridor entry */
1496 if (deepleft && !deepright)
1498 find_prevdir = cycle[i - 1];
1500 else if (deepright && !deepleft)
1502 find_prevdir = cycle[i + 1];
1506 /* Hack -- allow blunt corridor entry */
1507 else if (see_wall(cycle[i], row, col))
1509 if (shortleft && !shortright)
1511 find_prevdir = cycle[i - 2];
1513 else if (shortright && !shortleft)
1515 find_prevdir = cycle[i + 2];
1523 * @brief ダッシュ移動が継続できるかどうかの判定 /
1524 * Update the current "run" path
1526 * ダッシュ移動が継続できるならばTRUEを返す。
1527 * Return TRUE if the running should be stopped
1529 static bool run_test(void)
1531 DIRECTION prev_dir, new_dir, check_dir = 0;
1534 int option = 0, option2 = 0;
1537 feature_type *f_ptr;
1539 /* Where we came from */
1540 prev_dir = find_prevdir;
1543 /* Range of newly adjacent grids */
1544 max = (prev_dir & 0x01) + 1;
1546 /* break run when leaving trap detected region */
1547 if ((disturb_trap_detect || alert_trap_detect)
1548 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1550 /* No duplicate warning */
1551 p_ptr->dtrap = FALSE;
1553 /* You are just on the edge */
1554 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1556 if (alert_trap_detect)
1558 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1561 if (disturb_trap_detect)
1569 /* Look at every newly adjacent square. */
1570 for (i = -max; i <= max; i++)
1572 OBJECT_IDX this_o_idx, next_o_idx = 0;
1575 new_dir = cycle[chome[prev_dir] + i];
1578 row = p_ptr->y + ddy[new_dir];
1579 col = p_ptr->x + ddx[new_dir];
1582 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1584 /* Feature code (applying "mimic" field) */
1585 feat = get_feat_mimic(g_ptr);
1586 f_ptr = &f_info[feat];
1588 /* Visible monsters abort running */
1591 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1593 /* Visible monster */
1594 if (m_ptr->ml) return (TRUE);
1597 /* Visible objects abort running */
1598 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1601 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1602 next_o_idx = o_ptr->next_o_idx;
1604 /* Visible object */
1605 if (o_ptr->marked & OM_FOUND) return (TRUE);
1608 /* Assume unknown */
1611 /* Check memorized grids */
1612 if (g_ptr->info & (CAVE_MARK))
1614 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1616 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1619 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1621 /* Option -- ignore */
1626 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1628 /* Option -- ignore */
1633 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1640 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1641 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1648 /* Interesting feature */
1649 if (notice) return (TRUE);
1651 /* The grid is "visible" */
1655 /* Analyze unknown grids and floors considering mimic */
1656 if (inv || !see_wall(0, row, col))
1658 /* Looking for open area */
1664 /* The first new direction. */
1670 /* Three new directions. Stop running. */
1676 /* Two non-adjacent new directions. Stop running. */
1677 else if (option != cycle[chome[prev_dir] + i - 1])
1682 /* Two new (adjacent) directions (case 1) */
1683 else if (new_dir & 0x01)
1685 check_dir = cycle[chome[prev_dir] + i - 2];
1689 /* Two new (adjacent) directions (case 2) */
1692 check_dir = cycle[chome[prev_dir] + i + 1];
1698 /* Obstacle, while looking for open area */
1705 /* Break to the right */
1706 find_breakright = TRUE;
1711 /* Break to the left */
1712 find_breakleft = TRUE;
1718 /* Looking for open area */
1721 /* Hack -- look again */
1722 for (i = -max; i < 0; i++)
1724 /* Unknown grid or non-wall */
1725 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1727 /* Looking to break right */
1728 if (find_breakright)
1737 /* Looking to break left */
1745 /* Hack -- look again */
1746 for (i = max; i > 0; i--)
1748 /* Unknown grid or non-wall */
1749 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1751 /* Looking to break left */
1761 /* Looking to break right */
1762 if (find_breakright)
1770 /* Not looking for open area */
1782 /* Primary option */
1783 find_current = option;
1785 /* No other options */
1786 find_prevdir = option;
1789 /* Two options, examining corners */
1792 /* Primary option */
1793 find_current = option;
1795 /* Hack -- allow curving */
1796 find_prevdir = option2;
1799 /* Two options, pick one */
1802 /* Get next location */
1803 row = p_ptr->y + ddy[option];
1804 col = p_ptr->x + ddx[option];
1806 /* Don't see that it is closed off. */
1807 /* This could be a potential corner or an intersection. */
1808 if (!see_wall(option, row, col) ||
1809 !see_wall(check_dir, row, col))
1811 /* Can not see anything ahead and in the direction we */
1812 /* are turning, assume that it is a potential corner. */
1813 if (see_nothing(option, row, col) &&
1814 see_nothing(option2, row, col))
1816 find_current = option;
1817 find_prevdir = option2;
1820 /* STOP: we are next to an intersection or a room */
1827 /* This corner is seen to be enclosed; we cut the corner. */
1830 find_current = option2;
1831 find_prevdir = option2;
1834 /* This corner is seen to be enclosed, and we */
1835 /* deliberately go the long way. */
1838 find_current = option;
1839 find_prevdir = option2;
1844 /* About to hit a known wall, stop */
1845 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1857 * @brief 継続的なダッシュ処理 /
1858 * Take one step along the current "run" path
1859 * @param dir 移動を試みる方向ID
1862 void run_step(DIRECTION dir)
1867 /* Ignore AVOID_RUN on a first step */
1868 ignore_avoid_run = TRUE;
1870 /* Hack -- do not start silly run */
1871 if (see_wall(dir, p_ptr->y, p_ptr->x))
1873 sound(SOUND_HITWALL);
1875 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1877 disturb(FALSE, FALSE);
1891 disturb(FALSE, FALSE);
1897 /* Decrease the run counter */
1898 if (--running <= 0) return;
1901 take_turn(p_ptr, 100);
1903 /* Move the player, using the "pickup" flag */
1904 move_player(find_current, FALSE, FALSE);
1906 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1910 disturb(FALSE, FALSE);
1918 * @brief トラベル機能の判定処理 /
1919 * Test for traveling
1920 * @param prev_dir 前回移動を行った元の方角ID
1923 static DIRECTION travel_test(DIRECTION prev_dir)
1925 DIRECTION new_dir = 0;
1927 const grid_type *g_ptr;
1930 /* Cannot travel when blind */
1931 if (p_ptr->blind || no_lite())
1933 msg_print(_("目が見えない!", "You cannot see!"));
1937 /* break run when leaving trap detected region */
1938 if ((disturb_trap_detect || alert_trap_detect)
1939 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1941 /* No duplicate warning */
1942 p_ptr->dtrap = FALSE;
1944 /* You are just on the edge */
1945 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1947 if (alert_trap_detect)
1949 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1952 if (disturb_trap_detect)
1960 /* Range of newly adjacent grids */
1961 max = (prev_dir & 0x01) + 1;
1963 /* Look at every newly adjacent square. */
1964 for (i = -max; i <= max; i++)
1967 DIRECTION dir = cycle[chome[prev_dir] + i];
1970 POSITION row = p_ptr->y + ddy[dir];
1971 POSITION col = p_ptr->x + ddx[dir];
1974 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1976 /* Visible monsters abort running */
1979 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1981 /* Visible monster */
1982 if (m_ptr->ml) return (0);
1987 /* Travel cost of current grid */
1988 cost = travel.cost[p_ptr->y][p_ptr->x];
1990 /* Determine travel direction */
1991 for (i = 0; i < 8; ++ i) {
1992 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1994 if (dir_cost < cost)
2001 if (!new_dir) return (0);
2003 /* Access newly move grid */
2004 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2006 /* Close door abort traveling */
2007 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2009 /* Visible and unignorable trap abort tarveling */
2010 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2018 * @brief トラベル機能の実装 /
2022 void travel_step(void)
2024 /* Get travel direction */
2025 travel.dir = travel_test(travel.dir);
2029 if (travel.run == 255)
2031 msg_print(_("道筋が見つかりません!", "No route is found!"));
2032 travel.y = travel.x = 0;
2034 disturb(FALSE, TRUE);
2038 take_turn(p_ptr, 100);
2040 move_player(travel.dir, always_pickup, FALSE);
2042 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2045 travel.y = travel.x = 0;
2047 else if (travel.run > 0)
2051 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2058 * Hack: travel command
2060 #define TRAVEL_UNABLE 9999
2062 static int flow_head = 0;
2063 static int flow_tail = 0;
2064 static POSITION temp2_x[MAX_SHORT];
2065 static POSITION temp2_y[MAX_SHORT];
2068 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2071 void forget_travel_flow(void)
2074 /* Check the entire dungeon / Forget the old data */
2075 for (y = 0; y < current_floor_ptr->height; y++)
2077 for (x = 0; x < current_floor_ptr->width; x++)
2080 travel.cost[y][x] = MAX_SHORT;
2083 travel.y = travel.x = 0;
2087 * @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
2092 static int travel_flow_cost(POSITION y, POSITION x)
2094 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2097 /* Avoid obstacles (ex. trees) */
2098 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2101 if (have_flag(f_ptr->flags, FF_WATER))
2103 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2107 if (have_flag(f_ptr->flags, FF_LAVA))
2110 if (!p_ptr->resist_fire) lava *= 2;
2111 if (!p_ptr->levitation) lava *= 2;
2112 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2117 /* Detected traps and doors */
2118 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2120 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2121 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2128 * @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
2132 * @param wall プレイヤーが壁の中にいるならばTRUE
2135 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2137 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2138 feature_type *f_ptr = &f_info[g_ptr->feat];
2139 int old_head = flow_head;
2141 int base_cost = (n % TRAVEL_UNABLE);
2142 int from_wall = (n / TRAVEL_UNABLE);
2145 /* Ignore out of bounds */
2146 if (!in_bounds(y, x)) return;
2148 /* Ignore unknown grid except in wilderness */
2149 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2151 /* Ignore "walls" and "rubble" (include "secret doors") */
2152 if (have_flag(f_ptr->flags, FF_WALL) ||
2153 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2154 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2155 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2157 if (!wall || !from_wall) return;
2158 add_cost += TRAVEL_UNABLE;
2162 add_cost = travel_flow_cost(y, x);
2165 cost = base_cost + add_cost;
2167 /* Ignore lower cost entries */
2168 if (travel.cost[y][x] <= cost) return;
2170 /* Save the flow cost */
2171 travel.cost[y][x] = cost;
2173 /* Enqueue that entry */
2174 temp2_y[flow_head] = y;
2175 temp2_x[flow_head] = x;
2177 /* Advance the queue */
2178 if (++flow_head == MAX_SHORT) flow_head = 0;
2180 /* Hack -- notice overflow by forgetting new entry */
2181 if (flow_head == flow_tail) flow_head = old_head;
2187 * @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
2188 * @param ty 目標地点のY座標
2189 * @param tx 目標地点のX座標
2192 static void travel_flow(POSITION ty, POSITION tx)
2197 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2199 /* Reset the "queue" */
2200 flow_head = flow_tail = 0;
2202 /* is player in the wall? */
2203 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2205 /* Start at the target grid */
2206 travel_flow_aux(ty, tx, 0, wall);
2208 /* Now process the queue */
2209 while (flow_head != flow_tail)
2211 /* Extract the next entry */
2212 y = temp2_y[flow_tail];
2213 x = temp2_x[flow_tail];
2215 /* Forget that entry */
2216 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2218 /* Ignore too far entries */
2219 //if (distance(ty, tx, y, x) > 100) continue;
2221 /* Add the "children" */
2222 for (d = 0; d < 8; d++)
2224 /* Add that child if "legal" */
2225 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2229 /* Forget the flow info */
2230 flow_head = flow_tail = 0;
2234 * @brief トラベル処理のメインルーチン
2237 void do_cmd_travel(void)
2241 POSITION dx, dy, sx, sy;
2242 feature_type *f_ptr;
2244 if (travel.x != 0 && travel.y != 0 &&
2245 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2250 else if (!tgt_pt(&x, &y)) return;
2252 if ((x == p_ptr->x) && (y == p_ptr->y))
2254 msg_print(_("すでにそこにいます!", "You are already there!!"));
2258 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2260 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2261 (have_flag(f_ptr->flags, FF_WALL) ||
2262 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2263 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2265 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2269 forget_travel_flow();
2275 /* Travel till 255 steps */
2281 /* Decides first direction */
2282 dx = abs(p_ptr->x - x);
2283 dy = abs(p_ptr->y - y);
2284 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2285 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2287 for (i = 1; i <= 9; i++)
2289 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2295 * Something has happened to disturb the player.
2296 * The first arg indicates a major disturbance, which affects search.
2297 * The second arg is currently unused, but could induce output flush.
2298 * All disturbance cancels repeated commands, resting, and running.
2300 void disturb(bool stop_search, bool stop_travel)
2304 stop_travel = stop_travel;
2307 /* Cancel auto-commands */
2308 /* command_new = 0; */
2310 /* Cancel repeated commands */
2316 /* Redraw the state (later) */
2317 p_ptr->redraw |= (PR_STATE);
2320 /* Cancel Resting */
2321 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2324 set_action(ACTION_NONE);
2327 /* Cancel running */
2333 /* Check for new panel if appropriate */
2334 if (center_player && !center_running) verify_panel();
2336 /* Calculate torch radius */
2337 p_ptr->update |= (PU_TORCH);
2339 /* Update monster flow */
2340 p_ptr->update |= (PU_FLOW);
2349 /* Check for new panel if appropriate */
2350 if (center_player && !center_running) verify_panel();
2352 /* Calculate torch radius */
2353 p_ptr->update |= (PU_TORCH);
2357 /* Flush the input if requested */
2358 if (flush_disturb) flush();