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 "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-personality.h"
160 #include "spells-floor.h"
164 #include "monster-spell.h"
165 #include "monster-status.h"
166 #include "object-hook.h"
167 #include "object-flavor.h"
169 #include "cmd-basic.h"
170 #include "view-mainwindow.h"
172 #include "objectkind.h"
173 #include "autopick.h"
174 #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 y 対象となるマスのY座標
186 * @param x 対象となるマスのX座標
189 static void discover_hidden_things(POSITION y, POSITION x)
191 OBJECT_IDX this_o_idx, next_o_idx = 0;
193 g_ptr = ¤t_floor_ptr->grid_array[y][x];
196 if (g_ptr->mimic && is_trap(g_ptr->feat))
199 msg_print(_("トラップを発見した。", "You have found a trap."));
200 disturb(FALSE, TRUE);
204 if (is_hidden_door(g_ptr))
206 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
208 disturb(FALSE, FALSE);
211 /* Scan all objects in the grid */
212 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
215 o_ptr = ¤t_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(FALSE, FALSE);
229 * @brief プレイヤーの探索処理判定
232 void search(player_type *creature_ptr)
237 /* Start with base search ability */
238 chance = creature_ptr->skill_srh;
240 /* Penalize various conditions */
241 if (creature_ptr->blind || no_lite()) chance = chance / 10;
242 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
244 /* Search the nearby grids, which are always in bounds */
245 for (i = 0; i < 9; ++ i)
247 /* Sometimes, notice things */
248 if (randint0(100) < chance)
250 discover_hidden_things(creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
257 * @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 /
258 * Helper routine for py_pickup() and py_pickup_floor().
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 p_ptr->inventory_list.\n
268 * Delete the object afterwards.\n
270 void py_pickup_aux(OBJECT_IDX o_idx)
275 GAME_TEXT o_name[MAX_NLEN];
276 GAME_TEXT old_name[MAX_NLEN];
280 GAME_TEXT o_name[MAX_NLEN];
285 o_ptr = ¤t_floor_ptr->o_list[o_idx];
288 object_desc(old_name, o_ptr, OD_NAME_ONLY);
289 object_desc_kosuu(kazu_str, o_ptr);
290 hirottakazu = o_ptr->number;
292 /* Carry the object */
293 slot = inven_carry(o_ptr);
295 /* Get the object again */
296 o_ptr = &p_ptr->inventory_list[slot];
298 delete_object_idx(o_idx);
300 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
302 bool old_known = identify_item(o_ptr);
304 /* Auto-inscription/destroy */
305 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
307 /* If it is destroyed, don't pick it up */
308 if (o_ptr->marked & OM_AUTODESTROY) return;
311 object_desc(o_name, o_ptr, 0);
314 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
316 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
317 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
318 msg_format("%sに襲いかかる...", p_ptr->name);
324 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
328 if (o_ptr->number > hirottakazu) {
329 msg_format("%s拾って、%s(%c)を持っている。",
330 kazu_str, o_name, index_to_label(slot));
332 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
336 strcpy(record_o_name, old_name);
338 msg_format("You have %s (%c).", o_name, index_to_label(slot));
339 strcpy(record_o_name, o_name);
341 record_turn = current_world_ptr->game_turn;
344 check_find_art_quest_completion(o_ptr);
349 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
350 * @param pickup 自動拾い処理を行うならばTRUEとする
353 * Player "wants" to pick up an object or gold.
354 * Note that we ONLY handle things that can be picked up.
355 * See "move_player(p_ptr, )" for handling of other things.
357 void carry(bool pickup)
359 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
361 OBJECT_IDX this_o_idx, next_o_idx = 0;
363 GAME_TEXT o_name[MAX_NLEN];
365 /* Recenter the map around the player */
368 p_ptr->update |= (PU_MONSTERS);
369 p_ptr->redraw |= (PR_MAP);
370 p_ptr->window |= (PW_OVERHEAD);
373 /* Automatically pickup/destroy/inscribe items */
374 autopick_pickup_items(g_ptr);
378 py_pickup_floor(pickup);
382 /* Scan the pile of objects */
383 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
386 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
388 #ifdef ALLOW_EASY_SENSE /* TNB */
390 /* Option: Make item sensing easy */
393 /* Sense the object */
394 (void)sense_object(o_ptr);
397 #endif /* ALLOW_EASY_SENSE -- TNB */
399 object_desc(o_name, o_ptr, 0);
400 next_o_idx = o_ptr->next_o_idx;
402 disturb(FALSE, FALSE);
405 if (o_ptr->tval == TV_GOLD)
407 int value = (long)o_ptr->pval;
409 /* Delete the gold */
410 delete_object_idx(this_o_idx);
412 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
413 (long)value, o_name);
417 /* Collect the gold */
421 p_ptr->redraw |= (PR_GOLD);
422 p_ptr->window |= (PW_PLAYER);
425 /* Pick up objects */
428 /* Hack - some objects were handled in autopick_pickup_items(). */
429 if (o_ptr->marked & OM_NOMSG)
431 /* Clear the flag. */
432 o_ptr->marked &= ~OM_NOMSG;
436 msg_format(_("%sがある。", "You see %s."), o_name);
439 /* Note that the pack is too full */
440 else if (!inven_carry_okay(o_ptr))
442 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);
445 /* Pick up the item (if requested and allowed) */
450 /* Hack -- query every item */
451 if (carry_query_flag)
453 char out_val[MAX_NLEN+20];
454 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
455 okay = get_check(out_val);
458 /* Attempt to pick up an object. */
461 /* Pick up the object */
462 py_pickup_aux(this_o_idx);
471 * @brief パターンによる移動制限処理
472 * @param c_y プレイヤーの移動元Y座標
473 * @param c_x プレイヤーの移動元X座標
474 * @param n_y プレイヤーの移動先Y座標
475 * @param n_x プレイヤーの移動先X座標
476 * @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。
478 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
480 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
481 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
482 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
483 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
484 int pattern_type_cur, pattern_type_new;
486 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
488 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
489 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
491 if (pattern_type_new == PATTERN_TILE_START)
493 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
495 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?",
496 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
504 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
505 (pattern_type_new == PATTERN_TILE_END) ||
506 (pattern_type_new == PATTERN_TILE_WRECKED))
508 if (is_pattern_tile_cur)
514 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。",
515 "You must start walking the Pattern from the startpoint."));
520 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
521 (pattern_type_cur == PATTERN_TILE_TELEPORT))
525 else if (pattern_type_cur == PATTERN_TILE_START)
527 if (is_pattern_tile_new)
531 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."));
535 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
536 (pattern_type_cur == PATTERN_TILE_END) ||
537 (pattern_type_cur == PATTERN_TILE_WRECKED))
539 if (!is_pattern_tile_new)
541 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."));
551 if (!is_pattern_tile_cur)
553 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。",
554 "You must start walking the Pattern from the startpoint."));
560 byte ok_move = PATTERN_TILE_START;
561 switch (pattern_type_cur)
564 ok_move = PATTERN_TILE_2;
567 ok_move = PATTERN_TILE_3;
570 ok_move = PATTERN_TILE_4;
573 ok_move = PATTERN_TILE_1;
577 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
579 return TRUE; /* Goof-up */
582 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
586 if (!is_pattern_tile_new)
587 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."));
589 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."));
598 * @brief 移動に伴うプレイヤーのステータス変化処理
601 * @param mpe_mode 移動オプションフラグ
602 * @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。
604 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
606 POSITION oy = p_ptr->y;
607 POSITION ox = p_ptr->x;
608 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
609 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
610 feature_type *f_ptr = &f_info[g_ptr->feat];
611 feature_type *of_ptr = &f_info[oc_ptr->feat];
613 if (!(mpe_mode & MPE_STAYING))
615 MONSTER_IDX om_idx = oc_ptr->m_idx;
616 MONSTER_IDX nm_idx = g_ptr->m_idx;
621 /* Hack -- For moving monster or riding player's moving */
622 if (!(mpe_mode & MPE_DONT_SWAP_MON))
624 /* Swap two monsters */
625 g_ptr->m_idx = om_idx;
626 oc_ptr->m_idx = nm_idx;
628 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
630 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
633 update_monster(om_idx, TRUE);
636 if (nm_idx > 0) /* Monster on new spot */
638 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
641 update_monster(nm_idx, TRUE);
648 /* Check for new panel (redraw map) */
651 if (mpe_mode & MPE_FORGET_FLOW)
655 p_ptr->update |= (PU_UN_VIEW);
656 p_ptr->redraw |= (PR_MAP);
659 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
660 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
662 /* Remove "unsafe" flag */
663 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
665 /* For get everything when requested hehe I'm *NASTY* */
666 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
667 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
669 if (p_ptr->pclass == CLASS_NINJA)
671 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(p_ptr, FALSE);
672 else if (p_ptr->cur_lite <= 0) set_superstealth(p_ptr, TRUE);
675 if ((p_ptr->action == ACTION_HAYAGAKE) &&
676 (!have_flag(f_ptr->flags, FF_PROJECT) ||
677 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
679 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
680 set_action(p_ptr, ACTION_NONE);
682 if (p_ptr->prace == RACE_MERFOLK)
684 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
686 p_ptr->update |= PU_BONUS;
687 update_creature(p_ptr);
692 if (mpe_mode & MPE_ENERGY_USE)
694 if (music_singing(p_ptr, MUSIC_WALL))
696 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
697 PROJECT_KILL | PROJECT_ITEM, -1);
699 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
702 /* Spontaneous Searching */
703 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
708 /* Continuous Searching */
709 if (p_ptr->action == ACTION_SEARCH)
715 /* Handle "objects" */
716 if (!(mpe_mode & MPE_DONT_PICKUP))
718 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
721 /* Handle "store doors" */
722 if (have_flag(f_ptr->flags, FF_STORE))
724 disturb(FALSE, TRUE);
727 /* Hack -- Enter store */
728 command_new = SPECIAL_KEY_STORE;
731 /* Handle "building doors" -KMW- */
732 else if (have_flag(f_ptr->flags, FF_BLDG))
734 disturb(FALSE, TRUE);
737 /* Hack -- Enter building */
738 command_new = SPECIAL_KEY_BUILDING;
741 /* Handle quest areas -KMW- */
742 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
744 disturb(FALSE, TRUE);
747 /* Hack -- Enter quest level */
748 command_new = SPECIAL_KEY_QUEST;
751 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
753 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
755 complete_quest(p_ptr->inside_quest);
760 p_ptr->inside_quest = g_ptr->special;
761 current_floor_ptr->dun_level = 0;
765 p_ptr->leaving = TRUE;
769 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
771 disturb(FALSE, TRUE);
774 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
776 msg_print(_("トラップだ!", "You found a trap!"));
779 disclose_grid(p_ptr->y, p_ptr->x);
783 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
785 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
788 /* Warn when leaving trap detected region */
789 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
790 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
792 /* No duplicate warning */
793 p_ptr->dtrap = FALSE;
795 /* You are just on the edge */
796 if (!(g_ptr->info & CAVE_UNSAFE))
798 if (alert_trap_detect)
800 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
803 if (disturb_trap_detect) disturb(FALSE, TRUE);
807 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
811 * @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
813 * @return トラップが自動的に無効ならばTRUEを返す
815 bool trap_can_be_ignored(FEAT_IDX feat)
817 feature_type *f_ptr = &f_info[feat];
819 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
821 switch (f_ptr->subtype)
825 case TRAP_SPIKED_PIT:
826 case TRAP_POISON_PIT:
827 if (p_ptr->levitation) return TRUE;
830 if (p_ptr->anti_tele) return TRUE;
833 if (p_ptr->immune_fire) return TRUE;
836 if (p_ptr->immune_acid) return TRUE;
839 if (p_ptr->resist_blind) return TRUE;
842 if (p_ptr->resist_conf) return TRUE;
845 if (p_ptr->resist_pois) return TRUE;
848 if (p_ptr->free_act) return TRUE;
857 * Determine if a "boundary" grid is "floor mimic"
859 #define boundary_floor(C, F, MF) \
860 ((C)->mimic && permanent_wall(F) && \
861 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
862 have_flag((MF)->flags, FF_PROJECT) && \
863 !have_flag((MF)->flags, FF_OPEN))
867 * @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 /
868 * Move player in the given direction, with the given "pickup" flag.
870 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
871 * @param break_trap トラップ粉砕処理を行うならばTRUE
872 * @return 実際に移動が行われたならばTRUEを返す。
874 * This routine should (probably) always induce energy expenditure.\n
876 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
877 * any monster which might be in the destination grid. Previously,\n
878 * moving into walls was "free" and did NOT hit invisible monsters.\n
880 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
882 /* Find the result of moving */
883 POSITION y = creature_ptr->y + ddy[dir];
884 POSITION x = creature_ptr->x + ddx[dir];
886 /* Examine the destination */
887 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
889 feature_type *f_ptr = &f_info[g_ptr->feat];
893 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
894 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
896 GAME_TEXT m_name[MAX_NLEN];
898 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
899 bool p_can_kill_walls = FALSE;
900 bool stormbringer = FALSE;
902 bool oktomove = TRUE;
903 bool do_past = FALSE;
906 if (!current_floor_ptr->dun_level && !creature_ptr->wild_mode &&
907 ((x == 0) || (x == MAX_WID - 1) ||
908 (y == 0) || (y == MAX_HGT - 1)))
910 /* Can the player enter the grid? */
911 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
913 /* Hack: move to new area */
914 if ((y == 0) && (x == 0))
916 creature_ptr->wilderness_y--;
917 creature_ptr->wilderness_x--;
918 creature_ptr->oldpy = current_floor_ptr->height - 2;
919 creature_ptr->oldpx = current_floor_ptr->width - 2;
920 creature_ptr->ambush_flag = FALSE;
923 else if ((y == 0) && (x == MAX_WID - 1))
925 creature_ptr->wilderness_y--;
926 creature_ptr->wilderness_x++;
927 creature_ptr->oldpy = current_floor_ptr->height - 2;
928 creature_ptr->oldpx = 1;
929 creature_ptr->ambush_flag = FALSE;
932 else if ((y == MAX_HGT - 1) && (x == 0))
934 creature_ptr->wilderness_y++;
935 creature_ptr->wilderness_x--;
936 creature_ptr->oldpy = 1;
937 creature_ptr->oldpx = current_floor_ptr->width - 2;
938 creature_ptr->ambush_flag = FALSE;
941 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
943 creature_ptr->wilderness_y++;
944 creature_ptr->wilderness_x++;
945 creature_ptr->oldpy = 1;
946 creature_ptr->oldpx = 1;
947 creature_ptr->ambush_flag = FALSE;
952 creature_ptr->wilderness_y--;
953 creature_ptr->oldpy = current_floor_ptr->height - 2;
954 creature_ptr->oldpx = x;
955 creature_ptr->ambush_flag = FALSE;
958 else if (y == MAX_HGT - 1)
960 creature_ptr->wilderness_y++;
961 creature_ptr->oldpy = 1;
962 creature_ptr->oldpx = x;
963 creature_ptr->ambush_flag = FALSE;
968 creature_ptr->wilderness_x--;
969 creature_ptr->oldpx = current_floor_ptr->width - 2;
970 creature_ptr->oldpy = y;
971 creature_ptr->ambush_flag = FALSE;
974 else if (x == MAX_WID - 1)
976 creature_ptr->wilderness_x++;
977 creature_ptr->oldpx = 1;
978 creature_ptr->oldpy = y;
979 creature_ptr->ambush_flag = FALSE;
982 creature_ptr->leaving = TRUE;
983 take_turn(creature_ptr, 100);
988 /* "Blocked" message appears later */
989 /* oktomove = FALSE; */
993 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
995 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
996 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
998 /* Player can not walk through "walls"... */
999 /* unless in Shadow Form */
1000 p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1001 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1002 !have_flag(f_ptr->flags, FF_PERMANENT);
1004 /* Hack -- attack monsters */
1005 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1007 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1009 /* Attack -- only if we can see it OR it is not in a wall */
1010 if (!is_hostile(m_ptr) &&
1011 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
1012 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
1013 pattern_seq(creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1015 /* Disturb the monster */
1016 (void)set_monster_csleep(g_ptr->m_idx, 0);
1018 monster_desc(m_name, m_ptr, 0);
1022 /* Auto-Recall if possible and visible */
1023 if (!creature_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1024 health_track(g_ptr->m_idx);
1028 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1033 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1039 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1040 free_turn(creature_ptr);
1044 /* now continue on to 'movement' */
1053 if (oktomove && creature_ptr->riding)
1055 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1057 msg_print(_("動けない!", "Can't move!"));
1058 free_turn(creature_ptr);
1060 disturb(FALSE, TRUE);
1062 else if (MON_MONFEAR(riding_m_ptr))
1064 GAME_TEXT steed_name[MAX_NLEN];
1065 monster_desc(steed_name, riding_m_ptr, 0);
1066 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1068 disturb(FALSE, TRUE);
1070 else if (creature_ptr->riding_ryoute)
1073 disturb(FALSE, TRUE);
1075 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1079 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1083 else if (have_flag(f_ptr->flags, FF_WATER) &&
1084 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1085 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1087 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1088 free_turn(creature_ptr);
1090 disturb(FALSE, TRUE);
1092 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1094 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[creature_ptr->y][creature_ptr->x])].name);
1095 free_turn(creature_ptr);
1097 disturb(FALSE, TRUE);
1099 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1101 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);
1102 free_turn(creature_ptr);
1104 disturb(FALSE, TRUE);
1107 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1109 GAME_TEXT steed_name[MAX_NLEN];
1110 monster_desc(steed_name, riding_m_ptr, 0);
1111 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);
1113 disturb(FALSE, TRUE);
1121 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1123 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);
1124 free_turn(creature_ptr);
1125 creature_ptr->running = 0;
1130 * Player can move through trees and
1131 * has effective -10 speed
1132 * Rangers can move without penality
1134 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1136 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1140 /* Disarm a visible trap */
1141 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1143 if (!trap_can_be_ignored(g_ptr->feat))
1145 (void)do_cmd_disarm_aux(y, x, dir);
1151 /* Player can not walk through "walls" unless in wraith form...*/
1152 else if (!p_can_enter && !p_can_kill_walls)
1154 /* Feature code (applying "mimic" field) */
1155 FEAT_IDX feat = get_feat_mimic(g_ptr);
1156 feature_type *mimic_f_ptr = &f_info[feat];
1157 concptr name = f_name + mimic_f_ptr->name;
1161 /* Notice things in the dark */
1162 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1164 /* Boundary floor mimic */
1165 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1167 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1170 /* Wall (or secret door) */
1174 msg_format("%sが行く手をはばんでいるようだ。", name);
1176 msg_format("You feel %s %s blocking your way.",
1177 is_a_vowel(name[0]) ? "an" : "a", name);
1180 g_ptr->info |= (CAVE_MARK);
1188 /* Boundary floor mimic */
1189 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1191 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1192 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1193 free_turn(creature_ptr);
1196 /* Wall (or secret door) */
1200 if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return;
1203 msg_format("%sが行く手をはばんでいる。", name);
1205 msg_format("There is %s %s blocking your way.",
1206 is_a_vowel(name[0]) ? "an" : "a", name);
1210 * Well, it makes sense that you lose time bumping into
1211 * a wall _if_ you are confused, stunned or blind; but
1212 * typing mistakes should not cost you a current_world_ptr->game_turn...
1214 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1215 free_turn(creature_ptr);
1219 disturb(FALSE, TRUE);
1221 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1224 /* Normal movement */
1225 if (oktomove && !pattern_seq(creature_ptr->y, creature_ptr->x, y, x))
1227 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1229 free_turn(creature_ptr);
1232 /* To avoid a loop with running */
1233 disturb(FALSE, TRUE);
1238 /* Normal movement */
1241 u32b mpe_mode = MPE_ENERGY_USE;
1243 if (creature_ptr->warning)
1245 if (!process_warning(x, y))
1247 creature_ptr->energy_use = 25;
1254 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1257 /* Change oldpx and oldpy to place the player well when going back to big mode */
1258 if (creature_ptr->wild_mode)
1260 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1261 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1262 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1263 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1264 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1265 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1268 if (p_can_kill_walls)
1270 cave_alter_feat(y, x, FF_HURT_DISI);
1272 /* Update some things -- similar to GF_KILL_WALL */
1273 creature_ptr->update |= (PU_FLOW);
1276 /* sound(SOUND_WALK); */
1278 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1279 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1281 (void)move_player_effect(y, x, mpe_mode);
1286 static bool ignore_avoid_run;
1289 * @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 /
1290 * Hack -- Check for a "known wall" (see below)
1291 * @param dir 想定する移動方向ID
1294 * @return 移動先が既知の壁ならばTRUE
1296 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1300 /* Get the new location */
1304 /* Illegal grids are not known walls */
1305 if (!in_bounds2(y, x)) return (FALSE);
1308 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1310 /* Must be known to the player */
1311 if (g_ptr->info & (CAVE_MARK))
1313 /* Feature code (applying "mimic" field) */
1314 s16b feat = get_feat_mimic(g_ptr);
1315 feature_type *f_ptr = &f_info[feat];
1317 /* Wall grids are known walls */
1318 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1320 /* Don't run on a tree unless explicitly requested */
1321 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1324 /* Don't run in a wall */
1325 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1326 return !have_flag(f_ptr->flags, FF_DOOR);
1334 * @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 /
1335 * Hack -- Check for an "unknown corner" (see below)
1336 * @param dir 想定する移動方向ID
1339 * @return 移動先が未知の地形ならばTRUE
1341 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1343 /* Get the new location */
1347 /* Illegal grids are unknown */
1348 if (!in_bounds2(y, x)) return (TRUE);
1350 /* Memorized grids are always known */
1351 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1353 /* Viewable door/wall grids are known */
1354 if (player_can_see_bold(y, x)) return (FALSE);
1362 * Hack -- allow quick "cycling" through the legal directions
1364 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1367 * Hack -- map each direction into the "middle" of the "cycle[]" array
1369 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1372 * The direction we are running
1374 static DIRECTION find_current;
1377 * The direction we came from
1379 static DIRECTION find_prevdir;
1382 * We are looking for open area
1384 static bool find_openarea;
1387 * We are looking for a break
1389 static bool find_breakright;
1390 static bool find_breakleft;
1393 * @brief ダッシュ処理の導入 /
1394 * Initialize the running algorithm for a new direction.
1397 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1399 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1400 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1401 * corridor, must be moving straight into a corridor here. ???\n
1403 * Diagonal Corridor Blunt Corridor (?)\n
1408 static void run_init(DIRECTION dir)
1410 int row, col, deepleft, deepright;
1411 int i, shortleft, shortright;
1413 /* Save the direction */
1416 /* Assume running straight */
1419 /* Assume looking for open area */
1420 find_openarea = TRUE;
1422 /* Assume not looking for breaks */
1423 find_breakright = find_breakleft = FALSE;
1425 /* Assume no nearby walls */
1426 deepleft = deepright = FALSE;
1427 shortright = shortleft = FALSE;
1429 p_ptr->run_py = p_ptr->y;
1430 p_ptr->run_px = p_ptr->x;
1432 /* Find the destination grid */
1433 row = p_ptr->y + ddy[dir];
1434 col = p_ptr->x + ddx[dir];
1436 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1438 /* Extract cycle index */
1441 /* Check for walls */
1442 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1444 find_breakleft = TRUE;
1447 else if (see_wall(cycle[i+1], row, col))
1449 find_breakleft = TRUE;
1453 /* Check for walls */
1454 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1456 find_breakright = TRUE;
1459 else if (see_wall(cycle[i-1], row, col))
1461 find_breakright = TRUE;
1465 /* Looking for a break */
1466 if (find_breakleft && find_breakright)
1468 /* Not looking for open area */
1469 find_openarea = FALSE;
1471 /* Hack -- allow angled corridor entry */
1474 if (deepleft && !deepright)
1476 find_prevdir = cycle[i - 1];
1478 else if (deepright && !deepleft)
1480 find_prevdir = cycle[i + 1];
1484 /* Hack -- allow blunt corridor entry */
1485 else if (see_wall(cycle[i], row, col))
1487 if (shortleft && !shortright)
1489 find_prevdir = cycle[i - 2];
1491 else if (shortright && !shortleft)
1493 find_prevdir = cycle[i + 2];
1501 * @brief ダッシュ移動が継続できるかどうかの判定 /
1502 * Update the current "run" path
1504 * ダッシュ移動が継続できるならばTRUEを返す。
1505 * Return TRUE if the running should be stopped
1507 static bool run_test(void)
1509 DIRECTION prev_dir, new_dir, check_dir = 0;
1512 int option = 0, option2 = 0;
1515 feature_type *f_ptr;
1517 /* Where we came from */
1518 prev_dir = find_prevdir;
1521 /* Range of newly adjacent grids */
1522 max = (prev_dir & 0x01) + 1;
1524 /* break run when leaving trap detected region */
1525 if ((disturb_trap_detect || alert_trap_detect)
1526 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1528 /* No duplicate warning */
1529 p_ptr->dtrap = FALSE;
1531 /* You are just on the edge */
1532 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1534 if (alert_trap_detect)
1536 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1539 if (disturb_trap_detect)
1547 /* Look at every newly adjacent square. */
1548 for (i = -max; i <= max; i++)
1550 OBJECT_IDX this_o_idx, next_o_idx = 0;
1553 new_dir = cycle[chome[prev_dir] + i];
1556 row = p_ptr->y + ddy[new_dir];
1557 col = p_ptr->x + ddx[new_dir];
1560 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1562 /* Feature code (applying "mimic" field) */
1563 feat = get_feat_mimic(g_ptr);
1564 f_ptr = &f_info[feat];
1566 /* Visible monsters abort running */
1569 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1571 /* Visible monster */
1572 if (m_ptr->ml) return (TRUE);
1575 /* Visible objects abort running */
1576 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1579 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1580 next_o_idx = o_ptr->next_o_idx;
1582 /* Visible object */
1583 if (o_ptr->marked & OM_FOUND) return (TRUE);
1586 /* Assume unknown */
1589 /* Check memorized grids */
1590 if (g_ptr->info & (CAVE_MARK))
1592 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1594 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1597 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1599 /* Option -- ignore */
1604 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1606 /* Option -- ignore */
1611 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1618 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1619 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit(p_ptr))))
1626 /* Interesting feature */
1627 if (notice) return (TRUE);
1629 /* The grid is "visible" */
1633 /* Analyze unknown grids and floors considering mimic */
1634 if (inv || !see_wall(0, row, col))
1636 /* Looking for open area */
1642 /* The first new direction. */
1648 /* Three new directions. Stop running. */
1654 /* Two non-adjacent new directions. Stop running. */
1655 else if (option != cycle[chome[prev_dir] + i - 1])
1660 /* Two new (adjacent) directions (case 1) */
1661 else if (new_dir & 0x01)
1663 check_dir = cycle[chome[prev_dir] + i - 2];
1667 /* Two new (adjacent) directions (case 2) */
1670 check_dir = cycle[chome[prev_dir] + i + 1];
1676 /* Obstacle, while looking for open area */
1683 /* Break to the right */
1684 find_breakright = TRUE;
1689 /* Break to the left */
1690 find_breakleft = TRUE;
1696 /* Looking for open area */
1699 /* Hack -- look again */
1700 for (i = -max; i < 0; i++)
1702 /* Unknown grid or non-wall */
1703 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1705 /* Looking to break right */
1706 if (find_breakright)
1715 /* Looking to break left */
1723 /* Hack -- look again */
1724 for (i = max; i > 0; i--)
1726 /* Unknown grid or non-wall */
1727 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1729 /* Looking to break left */
1739 /* Looking to break right */
1740 if (find_breakright)
1748 /* Not looking for open area */
1760 /* Primary option */
1761 find_current = option;
1763 /* No other options */
1764 find_prevdir = option;
1767 /* Two options, examining corners */
1770 /* Primary option */
1771 find_current = option;
1773 /* Hack -- allow curving */
1774 find_prevdir = option2;
1777 /* Two options, pick one */
1780 /* Get next location */
1781 row = p_ptr->y + ddy[option];
1782 col = p_ptr->x + ddx[option];
1784 /* Don't see that it is closed off. */
1785 /* This could be a potential corner or an intersection. */
1786 if (!see_wall(option, row, col) ||
1787 !see_wall(check_dir, row, col))
1789 /* Can not see anything ahead and in the direction we */
1790 /* are turning, assume that it is a potential corner. */
1791 if (see_nothing(option, row, col) &&
1792 see_nothing(option2, row, col))
1794 find_current = option;
1795 find_prevdir = option2;
1798 /* STOP: we are next to an intersection or a room */
1805 /* This corner is seen to be enclosed; we cut the corner. */
1808 find_current = option2;
1809 find_prevdir = option2;
1812 /* This corner is seen to be enclosed, and we */
1813 /* deliberately go the long way. */
1816 find_current = option;
1817 find_prevdir = option2;
1822 /* About to hit a known wall, stop */
1823 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1835 * @brief 継続的なダッシュ処理 /
1836 * Take one step along the current "run" path
1837 * @param dir 移動を試みる方向ID
1840 void run_step(DIRECTION dir)
1845 /* Ignore AVOID_RUN on a first step */
1846 ignore_avoid_run = TRUE;
1848 /* Hack -- do not start silly run */
1849 if (see_wall(dir, p_ptr->y, p_ptr->x))
1851 sound(SOUND_HITWALL);
1853 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1855 disturb(FALSE, FALSE);
1869 disturb(FALSE, FALSE);
1875 /* Decrease the run counter */
1876 if (--p_ptr->running <= 0) return;
1879 take_turn(p_ptr, 100);
1881 /* Move the player, using the "pickup" flag */
1882 move_player(p_ptr, find_current, FALSE, FALSE);
1884 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1888 disturb(FALSE, FALSE);
1896 * @brief トラベル機能の判定処理 /
1897 * Test for traveling
1898 * @param prev_dir 前回移動を行った元の方角ID
1901 static DIRECTION travel_test(DIRECTION prev_dir)
1903 DIRECTION new_dir = 0;
1905 const grid_type *g_ptr;
1908 /* Cannot travel when blind */
1909 if (p_ptr->blind || no_lite())
1911 msg_print(_("目が見えない!", "You cannot see!"));
1915 /* break run when leaving trap detected region */
1916 if ((disturb_trap_detect || alert_trap_detect)
1917 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1919 /* No duplicate warning */
1920 p_ptr->dtrap = FALSE;
1922 /* You are just on the edge */
1923 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1925 if (alert_trap_detect)
1927 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1930 if (disturb_trap_detect)
1938 /* Range of newly adjacent grids */
1939 max = (prev_dir & 0x01) + 1;
1941 /* Look at every newly adjacent square. */
1942 for (i = -max; i <= max; i++)
1945 DIRECTION dir = cycle[chome[prev_dir] + i];
1948 POSITION row = p_ptr->y + ddy[dir];
1949 POSITION col = p_ptr->x + ddx[dir];
1952 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1954 /* Visible monsters abort running */
1957 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1959 /* Visible monster */
1960 if (m_ptr->ml) return (0);
1965 /* Travel cost of current grid */
1966 cost = travel.cost[p_ptr->y][p_ptr->x];
1968 /* Determine travel direction */
1969 for (i = 0; i < 8; ++ i) {
1970 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1972 if (dir_cost < cost)
1979 if (!new_dir) return (0);
1981 /* Access newly move grid */
1982 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
1984 /* Close door abort traveling */
1985 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
1987 /* Visible and unignorable trap abort tarveling */
1988 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
1996 * @brief トラベル機能の実装 /
2000 void travel_step(void)
2002 /* Get travel direction */
2003 travel.dir = travel_test(travel.dir);
2007 if (travel.run == 255)
2009 msg_print(_("道筋が見つかりません!", "No route is found!"));
2010 travel.y = travel.x = 0;
2012 disturb(FALSE, TRUE);
2016 take_turn(p_ptr, 100);
2018 move_player(p_ptr, travel.dir, always_pickup, FALSE);
2020 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2023 travel.y = travel.x = 0;
2025 else if (travel.run > 0)
2029 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2036 * Hack: travel command
2038 #define TRAVEL_UNABLE 9999
2040 static int flow_head = 0;
2041 static int flow_tail = 0;
2042 static POSITION temp2_x[MAX_SHORT];
2043 static POSITION temp2_y[MAX_SHORT];
2046 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2049 void forget_travel_flow(void)
2052 /* Check the entire dungeon / Forget the old data */
2053 for (y = 0; y < current_floor_ptr->height; y++)
2055 for (x = 0; x < current_floor_ptr->width; x++)
2058 travel.cost[y][x] = MAX_SHORT;
2061 travel.y = travel.x = 0;
2065 * @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
2070 static int travel_flow_cost(POSITION y, POSITION x)
2072 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2075 /* Avoid obstacles (ex. trees) */
2076 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2079 if (have_flag(f_ptr->flags, FF_WATER))
2081 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2085 if (have_flag(f_ptr->flags, FF_LAVA))
2088 if (!p_ptr->resist_fire) lava *= 2;
2089 if (!p_ptr->levitation) lava *= 2;
2090 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2095 /* Detected traps and doors */
2096 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2098 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2099 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2106 * @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
2110 * @param wall プレイヤーが壁の中にいるならばTRUE
2113 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2115 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2116 feature_type *f_ptr = &f_info[g_ptr->feat];
2117 int old_head = flow_head;
2119 int base_cost = (n % TRAVEL_UNABLE);
2120 int from_wall = (n / TRAVEL_UNABLE);
2123 /* Ignore out of bounds */
2124 if (!in_bounds(y, x)) return;
2126 /* Ignore unknown grid except in wilderness */
2127 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2129 /* Ignore "walls" and "rubble" (include "secret doors") */
2130 if (have_flag(f_ptr->flags, FF_WALL) ||
2131 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2132 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2133 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2135 if (!wall || !from_wall) return;
2136 add_cost += TRAVEL_UNABLE;
2140 add_cost = travel_flow_cost(y, x);
2143 cost = base_cost + add_cost;
2145 /* Ignore lower cost entries */
2146 if (travel.cost[y][x] <= cost) return;
2148 /* Save the flow cost */
2149 travel.cost[y][x] = cost;
2151 /* Enqueue that entry */
2152 temp2_y[flow_head] = y;
2153 temp2_x[flow_head] = x;
2155 /* Advance the queue */
2156 if (++flow_head == MAX_SHORT) flow_head = 0;
2158 /* Hack -- notice overflow by forgetting new entry */
2159 if (flow_head == flow_tail) flow_head = old_head;
2165 * @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
2166 * @param ty 目標地点のY座標
2167 * @param tx 目標地点のX座標
2170 static void travel_flow(POSITION ty, POSITION tx)
2175 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2177 /* Reset the "queue" */
2178 flow_head = flow_tail = 0;
2180 /* is player in the wall? */
2181 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2183 /* Start at the target grid */
2184 travel_flow_aux(ty, tx, 0, wall);
2186 /* Now process the queue */
2187 while (flow_head != flow_tail)
2189 /* Extract the next entry */
2190 y = temp2_y[flow_tail];
2191 x = temp2_x[flow_tail];
2193 /* Forget that entry */
2194 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2196 /* Ignore too far entries */
2197 //if (distance(ty, tx, y, x) > 100) continue;
2199 /* Add the "children" */
2200 for (d = 0; d < 8; d++)
2202 /* Add that child if "legal" */
2203 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2207 /* Forget the flow info */
2208 flow_head = flow_tail = 0;
2212 * @brief トラベル処理のメインルーチン
2215 void do_cmd_travel(void)
2219 POSITION dx, dy, sx, sy;
2220 feature_type *f_ptr;
2222 if (travel.x != 0 && travel.y != 0 &&
2223 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2228 else if (!tgt_pt(&x, &y)) return;
2230 if ((x == p_ptr->x) && (y == p_ptr->y))
2232 msg_print(_("すでにそこにいます!", "You are already there!!"));
2236 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2238 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2239 (have_flag(f_ptr->flags, FF_WALL) ||
2240 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2241 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2243 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2247 forget_travel_flow();
2253 /* Travel till 255 steps */
2257 /* Decides first direction */
2258 dx = abs(p_ptr->x - x);
2259 dy = abs(p_ptr->y - y);
2260 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2261 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2263 for (i = 1; i <= 9; i++)
2265 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2271 * Something has happened to disturb the player.
2272 * The first arg indicates a major disturbance, which affects search.
2273 * The second arg is currently unused, but could induce output flush.
2274 * All disturbance cancels repeated commands, resting, and running.
2276 void disturb(bool stop_search, bool stop_travel)
2280 stop_travel = stop_travel;
2283 /* Cancel auto-commands */
2284 /* command_new = 0; */
2286 /* Cancel repeated commands */
2292 /* Redraw the state (later) */
2293 p_ptr->redraw |= (PR_STATE);
2296 /* Cancel Resting */
2297 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2300 set_action(p_ptr, ACTION_NONE);
2303 /* Cancel running */
2309 /* Check for new panel if appropriate */
2310 if (center_player && !center_running) verify_panel();
2312 /* Calculate torch radius */
2313 p_ptr->update |= (PU_TORCH);
2315 /* Update monster flow */
2316 p_ptr->update |= (PU_FLOW);
2325 /* Check for new panel if appropriate */
2326 if (center_player && !center_running) verify_panel();
2328 /* Calculate torch radius */
2329 p_ptr->update |= (PU_TORCH);
2333 /* Flush the input if requested */
2334 if (flush_disturb) flush();