-/*!
- * @file cmd1.c
- * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
- * @date 2014/01/02
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- * @note
- * <pre>
- * The running algorithm: -CJS-
- *
- * In the diagrams below, the player has just arrived in the
- * grid marked as '@', and he has just come from a grid marked
- * as 'o', and he is about to enter the grid marked as 'x'.
- *
- * Of course, if the "requested" move was impossible, then you
- * will of course be blocked, and will stop.
- *
- * Overview: You keep moving until something interesting happens.
- * If you are in an enclosed space, you follow corners. This is
- * the usual corridor scheme. If you are in an open space, you go
- * straight, but stop before entering enclosed space. This is
- * analogous to reaching doorways. If you have enclosed space on
- * one side only (that is, running along side a wall) stop if
- * your wall opens out, or your open space closes in. Either case
- * corresponds to a doorway.
- *
- * What happens depends on what you can really SEE. (i.e. if you
- * have no light, then running along a dark corridor is JUST like
- * running in a dark room.) The algorithm works equally well in
- * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
- *
- * These conditions are kept in static memory:
- * find_openarea You are in the open on at least one
- * side.
- * find_breakleft You have a wall on the left, and will
- * stop if it opens
- * find_breakright You have a wall on the right, and will
- * stop if it opens
- *
- * To initialize these conditions, we examine the grids adjacent
- * to the grid marked 'x', two on each side (marked 'L' and 'R').
- * If either one of the two grids on a given side is seen to be
- * closed, then that side is considered to be closed. If both
- * sides are closed, then it is an enclosed (corridor) run.
- *
- * LL L
- * @@x LxR
- * RR @@R
- *
- * Looking at more than just the immediate squares is
- * significant. Consider the following case. A run along the
- * corridor will stop just before entering the center point,
- * because a choice is clearly established. Running in any of
- * three available directions will be defined as a corridor run.
- * Note that a minor hack is inserted to make the angled corridor
- * entry (with one side blocked near and the other side blocked
- * further away from the runner) work correctly. The runner moves
- * diagonally, but then saves the previous direction as being
- * straight into the gap. Otherwise, the tail end of the other
- * entry would be perceived as an alternative on the next move.
- *
- * \#.\#
- * \#\#.\#\#
- * \.\@x..
- * \#\#.\#\#
- * \#.\#
- *
- * Likewise, a run along a wall, and then into a doorway (two
- * runs) will work correctly. A single run rightwards from \@ will
- * stop at 1. Another run right and down will enter the corridor
- * and make the corner, stopping at the 2.
- *
- * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
- * o@@x 1
- * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
- * \#2 \#
- * \#\#\#\#\#\#\#\#\#\#\#\#\#
- *
- * After any move, the function area_affect is called to
- * determine the new surroundings, and the direction of
- * subsequent moves. It examines the current player location
- * (at which the runner has just arrived) and the previous
- * direction (from which the runner is considered to have come).
- *
- * Moving one square in some direction places you adjacent to
- * three or five new squares (for straight and diagonal moves
- * respectively) to which you were not previously adjacent,
- * marked as '!' in the diagrams below.
- *
- * ...! ...
- * .o@@! (normal) .o.! (diagonal)
- * ...! (east) ..@@! (south east)
- * !!!
- *
- * You STOP if any of the new squares are interesting in any way:
- * for example, if they contain visible monsters or treasure.
- *
- * You STOP if any of the newly adjacent squares seem to be open,
- * and you are also looking for a break on that side. (that is,
- * find_openarea AND find_break).
- *
- * You STOP if any of the newly adjacent squares do NOT seem to be
- * open and you are in an open area, and that side was previously
- * entirely open.
- *
- * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then turn in
- * that direction. If there are more than two new ways to go, STOP.
- * If there are two ways to go, and those ways are separated by a
- * square which does not seem to be open, then STOP.
- *
- * Otherwise, we have a potential corner. There are two new open
- * squares, which are also adjacent. One of the new squares is
- * diagonally located, the other is straight on (as in the diagram).
- * We consider two more squares further out (marked below as ?).
- *
- * We assign "option" to the straight-on grid, and "option2" to the
- * diagonal grid, and "check_dir" to the grid marked 's'.
- *
- * \#\#s
- * @@x?
- * \#.?
- *
- * If they are both seen to be closed, then it is seen that no benefit
- * is gained from moving straight. It is a known corner. To cut the
- * corner, go diagonally, otherwise go straight, but pretend you
- * stepped diagonally into that next location for a full view next
- * time. Conversely, if one of the ? squares is not seen to be closed,
- * then there is a potential choice. We check to see whether it is a
- * potential corner or an intersection/room entrance. If the square
- * two spaces straight ahead, and the space marked with 's' are both
- * unknown space, then it is a potential corner and enter if
- * find_examine is set, otherwise must stop because it is not a
- * corner. (find_examine option is removed and always is TRUE.)
- * </pre>
- */
-
-#include "angband.h"
-#include "core.h"
-#include "util.h"
-
-#include "realm-song.h"
-#include "autopick.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "melee.h"
-#include "grid.h"
-#include "trap.h"
-#include "quest.h"
-#include "artifact.h"
-#include "player-move.h"
-#include "player-status.h"
-#include "player-effects.h"
-#include "player-class.h"
-#include "player-personality.h"
-#include "spells-floor.h"
-#include "feature.h"
-#include "warning.h"
-#include "monster.h"
-#include "monster-spell.h"
-#include "monster-status.h"
-#include "object-hook.h"
-#include "object-flavor.h"
-#include "spells.h"
-#include "cmd-basic.h"
-#include "view-mainwindow.h"
-#include "world.h"
-#include "objectkind.h"
-#include "autopick.h"
-#include "targeting.h"
-
-
-#ifdef TRAVEL
- /* for travel */
-travel_type travel;
-#endif
-
-/*!
- * @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 /
- * Search for hidden things
- * @param y 対象となるマスのY座標
- * @param x 対象となるマスのX座標
- * @return なし
- */
-static void discover_hidden_things(POSITION y, POSITION x)
-{
- OBJECT_IDX this_o_idx, next_o_idx = 0;
- grid_type *g_ptr;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Invisible trap */
- if (g_ptr->mimic && is_trap(g_ptr->feat))
- {
- disclose_grid(y, x);
- msg_print(_("トラップを発見した。", "You have found a trap."));
- disturb(p_ptr, FALSE, TRUE);
- }
-
- /* Secret door */
- if (is_hidden_door(g_ptr))
- {
- msg_print(_("隠しドアを発見した。", "You have found a secret door."));
- disclose_grid(y, x);
- disturb(p_ptr, FALSE, FALSE);
- }
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
- if (o_ptr->tval != TV_CHEST) continue;
- if (!chest_traps[o_ptr->pval]) continue;
- if (!object_is_known(o_ptr))
- {
- 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!"));
- object_known(o_ptr);
- disturb(p_ptr, FALSE, FALSE);
- }
- }
-}
-
-/*!
- * @brief プレイヤーの探索処理判定
- * @return なし
- */
-void search(player_type *creature_ptr)
-{
- DIRECTION i;
- PERCENTAGE chance;
-
- /* Start with base search ability */
- chance = creature_ptr->skill_srh;
-
- /* Penalize various conditions */
- if (creature_ptr->blind || no_lite()) chance = chance / 10;
- if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
-
- /* Search the nearby grids, which are always in bounds */
- for (i = 0; i < 9; ++ i)
- {
- /* Sometimes, notice things */
- if (randint0(100) < chance)
- {
- discover_hidden_things(creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
- }
- }
-}
-
-
-/*!
- * @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 /
- * Helper routine for py_pickup() and py_pickup_floor().
- * @param o_idx 取得したオブジェクトの参照ID
- * @return なし
- * @details
- * アイテムを拾った際に「2つのケーキを持っている」\n
- * "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
- * だが、違和感が\n
- * 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
- * にかえてある。そのための配列。\n
- * Add the given dungeon object to the character's p_ptr->inventory_list.\n
- * Delete the object afterwards.\n
- */
-void py_pickup_aux(OBJECT_IDX o_idx)
-{
- INVENTORY_IDX slot;
-
-#ifdef JP
- GAME_TEXT o_name[MAX_NLEN];
- GAME_TEXT old_name[MAX_NLEN];
- char kazu_str[80];
- int hirottakazu;
-#else
- GAME_TEXT o_name[MAX_NLEN];
-#endif
-
- object_type *o_ptr;
-
- o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
-
-#ifdef JP
- object_desc(old_name, o_ptr, OD_NAME_ONLY);
- object_desc_kosuu(kazu_str, o_ptr);
- hirottakazu = o_ptr->number;
-#endif
- /* Carry the object */
- slot = inven_carry(o_ptr);
-
- /* Get the object again */
- o_ptr = &p_ptr->inventory_list[slot];
-
- delete_object_idx(o_idx);
-
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
- {
- bool old_known = identify_item(o_ptr);
-
- /* Auto-inscription/destroy */
- autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
-
- /* If it is destroyed, don't pick it up */
- if (o_ptr->marked & OM_AUTODESTROY) return;
- }
-
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
- {
- msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
- msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
- msg_format("%sに襲いかかる...", p_ptr->name);
- }
- else
- {
- if (plain_pickup)
- {
- msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
- }
- else
- {
- if (o_ptr->number > hirottakazu) {
- msg_format("%s拾って、%s(%c)を持っている。",
- kazu_str, o_name, index_to_label(slot));
- } else {
- msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
- }
- }
- }
- strcpy(record_o_name, old_name);
-#else
- msg_format("You have %s (%c).", o_name, index_to_label(slot));
- strcpy(record_o_name, o_name);
-#endif
- record_turn = current_world_ptr->game_turn;
-
-
- check_find_art_quest_completion(o_ptr);
-}
-
-
-/*!
- * @brief プレイヤーがオブジェクト上に乗った際の表示処理
- * @param pickup 自動拾い処理を行うならばTRUEとする
- * @return なし
- * @details
- * Player "wants" to pick up an object or gold.
- * Note that we ONLY handle things that can be picked up.
- * See "move_player(p_ptr, )" for handling of other things.
- */
-void carry(bool pickup)
-{
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
-
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- GAME_TEXT o_name[MAX_NLEN];
-
- /* Recenter the map around the player */
- verify_panel();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- /* Automatically pickup/destroy/inscribe items */
- autopick_pickup_items(g_ptr);
-
- if (easy_floor)
- {
- py_pickup_floor(pickup);
- return;
- }
-
- /* Scan the pile of objects */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
-
-#ifdef ALLOW_EASY_SENSE /* TNB */
-
- /* Option: Make item sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void)sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE -- TNB */
-
- object_desc(o_name, o_ptr, 0);
- next_o_idx = o_ptr->next_o_idx;
-
- disturb(p_ptr, FALSE, FALSE);
-
- /* Pick up gold */
- if (o_ptr->tval == TV_GOLD)
- {
- int value = (long)o_ptr->pval;
-
- /* Delete the gold */
- delete_object_idx(this_o_idx);
-
- msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
- (long)value, o_name);
-
- sound(SOUND_SELL);
-
- /* Collect the gold */
- p_ptr->au += value;
-
- /* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
- p_ptr->window |= (PW_PLAYER);
- }
-
- /* Pick up objects */
- else
- {
- /* Hack - some objects were handled in autopick_pickup_items(). */
- if (o_ptr->marked & OM_NOMSG)
- {
- /* Clear the flag. */
- o_ptr->marked &= ~OM_NOMSG;
- }
- else if (!pickup)
- {
- msg_format(_("%sがある。", "You see %s."), o_name);
- }
-
- /* Note that the pack is too full */
- else if (!inven_carry_okay(o_ptr))
- {
- 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);
- }
-
- /* Pick up the item (if requested and allowed) */
- else
- {
- int okay = TRUE;
-
- /* Hack -- query every item */
- if (carry_query_flag)
- {
- char out_val[MAX_NLEN+20];
- sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
- okay = get_check(out_val);
- }
-
- /* Attempt to pick up an object. */
- if (okay)
- {
- /* Pick up the object */
- py_pickup_aux(this_o_idx);
- }
- }
- }
- }
-}
-
-
-/*!
- * @brief パターンによる移動制限処理
- * @param c_y プレイヤーの移動元Y座標
- * @param c_x プレイヤーの移動元X座標
- * @param n_y プレイヤーの移動先Y座標
- * @param n_x プレイヤーの移動先X座標
- * @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。
- */
-bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
-{
- feature_type *cur_f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
- feature_type *new_f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
- bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
- bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
- int pattern_type_cur, pattern_type_new;
-
- if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
-
- pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
- pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
-
- if (pattern_type_new == PATTERN_TILE_START)
- {
- if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
- {
- 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?",
- "If you start walking the Pattern, you must walk the whole way. Ok? ")))
- return TRUE;
- else
- return FALSE;
- }
- else
- return TRUE;
- }
- else if ((pattern_type_new == PATTERN_TILE_OLD) ||
- (pattern_type_new == PATTERN_TILE_END) ||
- (pattern_type_new == PATTERN_TILE_WRECKED))
- {
- if (is_pattern_tile_cur)
- {
- return TRUE;
- }
- else
- {
- 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。",
- "You must start walking the Pattern from the startpoint."));
-
- return FALSE;
- }
- }
- else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
- (pattern_type_cur == PATTERN_TILE_TELEPORT))
- {
- return TRUE;
- }
- else if (pattern_type_cur == PATTERN_TILE_START)
- {
- if (is_pattern_tile_new)
- return TRUE;
- else
- {
- 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."));
- return FALSE;
- }
- }
- else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
- (pattern_type_cur == PATTERN_TILE_END) ||
- (pattern_type_cur == PATTERN_TILE_WRECKED))
- {
- if (!is_pattern_tile_new)
- {
- 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."));
- return FALSE;
- }
- else
- {
- return TRUE;
- }
- }
- else
- {
- if (!is_pattern_tile_cur)
- {
- 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。",
- "You must start walking the Pattern from the startpoint."));
-
- return FALSE;
- }
- else
- {
- byte ok_move = PATTERN_TILE_START;
- switch (pattern_type_cur)
- {
- case PATTERN_TILE_1:
- ok_move = PATTERN_TILE_2;
- break;
- case PATTERN_TILE_2:
- ok_move = PATTERN_TILE_3;
- break;
- case PATTERN_TILE_3:
- ok_move = PATTERN_TILE_4;
- break;
- case PATTERN_TILE_4:
- ok_move = PATTERN_TILE_1;
- break;
- default:
- if (current_world_ptr->wizard)
- msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
-
- return TRUE; /* Goof-up */
- }
-
- if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
- return TRUE;
- else
- {
- if (!is_pattern_tile_new)
- 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."));
- else
- 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."));
-
- return FALSE;
- }
- }
- }
-}
-
-/*!
- * @brief 移動に伴うプレイヤーのステータス変化処理
- * @param ny 移動先Y座標
- * @param nx 移動先X座標
- * @param mpe_mode 移動オプションフラグ
- * @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。
- */
-bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
-{
- POSITION oy = creature_ptr->y;
- POSITION ox = creature_ptr->x;
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[ny][nx];
- grid_type *oc_ptr = &p_ptr->current_floor_ptr->grid_array[oy][ox];
- feature_type *f_ptr = &f_info[g_ptr->feat];
- feature_type *of_ptr = &f_info[oc_ptr->feat];
-
- if (!(mpe_mode & MPE_STAYING))
- {
- MONSTER_IDX om_idx = oc_ptr->m_idx;
- MONSTER_IDX nm_idx = g_ptr->m_idx;
-
- creature_ptr->y = ny;
- creature_ptr->x = nx;
-
- /* Hack -- For moving monster or riding player's moving */
- if (!(mpe_mode & MPE_DONT_SWAP_MON))
- {
- /* Swap two monsters */
- g_ptr->m_idx = om_idx;
- oc_ptr->m_idx = nm_idx;
-
- if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
- {
- monster_type *om_ptr = &p_ptr->current_floor_ptr->m_list[om_idx];
- om_ptr->fy = ny;
- om_ptr->fx = nx;
- update_monster(creature_ptr, om_idx, TRUE);
- }
-
- if (nm_idx > 0) /* Monster on new spot */
- {
- monster_type *nm_ptr = &p_ptr->current_floor_ptr->m_list[nm_idx];
- nm_ptr->fy = oy;
- nm_ptr->fx = ox;
- update_monster(creature_ptr, nm_idx, TRUE);
- }
- }
-
- lite_spot(oy, ox);
- lite_spot(ny, nx);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- if (mpe_mode & MPE_FORGET_FLOW)
- {
- forget_flow(creature_ptr->current_floor_ptr);
-
- creature_ptr->update |= (PU_UN_VIEW);
- creature_ptr->redraw |= (PR_MAP);
- }
-
- creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
- creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Remove "unsafe" flag */
- if ((!creature_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
-
- /* For get everything when requested hehe I'm *NASTY* */
- if (p_ptr->current_floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
- if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
-
- if (creature_ptr->pclass == CLASS_NINJA)
- {
- if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
- else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
- }
-
- if ((creature_ptr->action == ACTION_HAYAGAKE) &&
- (!have_flag(f_ptr->flags, FF_PROJECT) ||
- (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
- {
- msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
- set_action(creature_ptr, ACTION_NONE);
- }
- if (creature_ptr->prace == RACE_MERFOLK)
- {
- if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
- {
- creature_ptr->update |= PU_BONUS;
- update_creature(creature_ptr);
- }
- }
- }
-
- if (mpe_mode & MPE_ENERGY_USE)
- {
- if (music_singing(creature_ptr, MUSIC_WALL))
- {
- (void)project(0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
- PROJECT_KILL | PROJECT_ITEM, -1);
-
- if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
- }
-
- /* Spontaneous Searching */
- if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
- {
- search(creature_ptr);
- }
-
- /* Continuous Searching */
- if (creature_ptr->action == ACTION_SEARCH)
- {
- search(creature_ptr);
- }
- }
-
- /* Handle "objects" */
- if (!(mpe_mode & MPE_DONT_PICKUP))
- {
- carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
- }
-
- /* Handle "store doors" */
- if (have_flag(f_ptr->flags, FF_STORE))
- {
- disturb(p_ptr, FALSE, TRUE);
-
- free_turn(creature_ptr);
- /* Hack -- Enter store */
- command_new = SPECIAL_KEY_STORE;
- }
-
- /* Handle "building doors" -KMW- */
- else if (have_flag(f_ptr->flags, FF_BLDG))
- {
- disturb(p_ptr, FALSE, TRUE);
-
- free_turn(creature_ptr);
- /* Hack -- Enter building */
- command_new = SPECIAL_KEY_BUILDING;
- }
-
- /* Handle quest areas -KMW- */
- else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
- {
- disturb(p_ptr, FALSE, TRUE);
-
- free_turn(creature_ptr);
- /* Hack -- Enter quest level */
- command_new = SPECIAL_KEY_QUEST;
- }
-
- else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
- {
- if (quest[creature_ptr->current_floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
- {
- complete_quest(creature_ptr->current_floor_ptr->inside_quest);
- }
-
- leave_quest_check();
-
- creature_ptr->current_floor_ptr->inside_quest = g_ptr->special;
- p_ptr->current_floor_ptr->dun_level = 0;
- creature_ptr->oldpx = 0;
- creature_ptr->oldpy = 0;
-
- creature_ptr->leaving = TRUE;
- }
-
- /* Set off a trap */
- else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
- {
- disturb(p_ptr, FALSE, TRUE);
-
- /* Hidden trap */
- if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
- {
- msg_print(_("トラップだ!", "You found a trap!"));
-
- /* Pick a trap */
- disclose_grid(creature_ptr->y, creature_ptr->x);
- }
-
- /* Hit the trap */
- hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
-
- if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
- }
-
- /* Warn when leaving trap detected region */
- if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
- && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
- {
- /* No duplicate warning */
- creature_ptr->dtrap = FALSE;
-
- /* You are just on the edge */
- if (!(g_ptr->info & CAVE_UNSAFE))
- {
- if (alert_trap_detect)
- {
- msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
- }
-
- if (disturb_trap_detect) disturb(p_ptr, FALSE, TRUE);
- }
- }
-
- return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
-}
-
-/*!
- * @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
- * @param feat 地形ID
- * @return トラップが自動的に無効ならばTRUEを返す
- */
-bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
-{
- feature_type *f_ptr = &f_info[feat];
-
- if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
-
- switch (f_ptr->subtype)
- {
- case TRAP_TRAPDOOR:
- case TRAP_PIT:
- case TRAP_SPIKED_PIT:
- case TRAP_POISON_PIT:
- if (creature_ptr->levitation) return TRUE;
- break;
- case TRAP_TELEPORT:
- if (creature_ptr->anti_tele) return TRUE;
- break;
- case TRAP_FIRE:
- if (creature_ptr->immune_fire) return TRUE;
- break;
- case TRAP_ACID:
- if (creature_ptr->immune_acid) return TRUE;
- break;
- case TRAP_BLIND:
- if (creature_ptr->resist_blind) return TRUE;
- break;
- case TRAP_CONFUSE:
- if (creature_ptr->resist_conf) return TRUE;
- break;
- case TRAP_POISON:
- if (creature_ptr->resist_pois) return TRUE;
- break;
- case TRAP_SLEEP:
- if (creature_ptr->free_act) return TRUE;
- break;
- }
-
- return FALSE;
-}
-
-
-/*
- * Determine if a "boundary" grid is "floor mimic"
- */
-#define boundary_floor(C, F, MF) \
- ((C)->mimic && permanent_wall(F) && \
- (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
- have_flag((MF)->flags, FF_PROJECT) && \
- !have_flag((MF)->flags, FF_OPEN))
-
-
-/*!
- * @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 /
- * Move player in the given direction, with the given "pickup" flag.
- * @param dir 移動方向ID
- * @param do_pickup 罠解除を試みながらの移動ならばTRUE
- * @param break_trap トラップ粉砕処理を行うならばTRUE
- * @return 実際に移動が行われたならばTRUEを返す。
- * @note
- * This routine should (probably) always induce energy expenditure.\n
- * @details
- * Note that moving will *always* take a turn, and will *always* hit\n
- * any monster which might be in the destination grid. Previously,\n
- * moving into walls was "free" and did NOT hit invisible monsters.\n
- */
-void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
-{
- /* Find the result of moving */
- POSITION y = creature_ptr->y + ddy[dir];
- POSITION x = creature_ptr->x + ddx[dir];
-
- /* Examine the destination */
- grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
-
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- monster_type *m_ptr;
-
- monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
- monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
-
- GAME_TEXT m_name[MAX_NLEN];
-
- bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
- bool p_can_kill_walls = FALSE;
- bool stormbringer = FALSE;
-
- bool oktomove = TRUE;
- bool do_past = FALSE;
-
- /* Exit the area */
- if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->wild_mode &&
- ((x == 0) || (x == MAX_WID - 1) ||
- (y == 0) || (y == MAX_HGT - 1)))
- {
- /* Can the player enter the grid? */
- if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
- {
- /* Hack: move to new area */
- if ((y == 0) && (x == 0))
- {
- creature_ptr->wilderness_y--;
- creature_ptr->wilderness_x--;
- creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2;
- creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if ((y == 0) && (x == MAX_WID - 1))
- {
- creature_ptr->wilderness_y--;
- creature_ptr->wilderness_x++;
- creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2;
- creature_ptr->oldpx = 1;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if ((y == MAX_HGT - 1) && (x == 0))
- {
- creature_ptr->wilderness_y++;
- creature_ptr->wilderness_x--;
- creature_ptr->oldpy = 1;
- creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
- {
- creature_ptr->wilderness_y++;
- creature_ptr->wilderness_x++;
- creature_ptr->oldpy = 1;
- creature_ptr->oldpx = 1;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if (y == 0)
- {
- creature_ptr->wilderness_y--;
- creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2;
- creature_ptr->oldpx = x;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if (y == MAX_HGT - 1)
- {
- creature_ptr->wilderness_y++;
- creature_ptr->oldpy = 1;
- creature_ptr->oldpx = x;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if (x == 0)
- {
- creature_ptr->wilderness_x--;
- creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2;
- creature_ptr->oldpy = y;
- creature_ptr->ambush_flag = FALSE;
- }
-
- else if (x == MAX_WID - 1)
- {
- creature_ptr->wilderness_x++;
- creature_ptr->oldpx = 1;
- creature_ptr->oldpy = y;
- creature_ptr->ambush_flag = FALSE;
- }
-
- creature_ptr->leaving = TRUE;
- take_turn(creature_ptr, 100);
-
- return;
- }
-
- /* "Blocked" message appears later */
- /* oktomove = FALSE; */
- p_can_enter = FALSE;
- }
-
- m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-
- /* Player can not walk through "walls"... */
- /* unless in Shadow Form */
- p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
- (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
- !have_flag(f_ptr->flags, FF_PERMANENT);
-
- /* Hack -- attack monsters */
- if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
- {
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Attack -- only if we can see it OR it is not in a wall */
- if (!is_hostile(m_ptr) &&
- !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
- ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
- pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
- {
- /* Disturb the monster */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
-
- monster_desc(m_name, m_ptr, 0);
-
- if (m_ptr->ml)
- {
- /* Auto-Recall if possible and visible */
- if (!creature_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(g_ptr->m_idx);
- }
-
- /* displace? */
- if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
- {
- py_attack(creature_ptr, y, x, 0);
- oktomove = FALSE;
- }
- else if (monster_can_cross_terrain(creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
- {
- do_past = TRUE;
- }
- else
- {
- msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
- free_turn(creature_ptr);
- oktomove = FALSE;
- }
-
- /* now continue on to 'movement' */
- }
- else
- {
- py_attack(creature_ptr, y, x, 0);
- oktomove = FALSE;
- }
- }
-
- if (oktomove && creature_ptr->riding)
- {
- if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
- {
- msg_print(_("動けない!", "Can't move!"));
- free_turn(creature_ptr);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- else if (MON_MONFEAR(riding_m_ptr))
- {
- GAME_TEXT steed_name[MAX_NLEN];
- monster_desc(steed_name, riding_m_ptr, 0);
- msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- else if (creature_ptr->riding_ryoute)
- {
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
- {
- /* Allow moving */
- }
- else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
- {
- /* Allow moving */
- }
- else if (have_flag(f_ptr->flags, FF_WATER) &&
- !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
- (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
- {
- msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
- free_turn(creature_ptr);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
- {
- msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name);
- free_turn(creature_ptr);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
- {
- 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);
- free_turn(creature_ptr);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
-
- if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
- {
- GAME_TEXT steed_name[MAX_NLEN];
- monster_desc(steed_name, riding_m_ptr, 0);
- 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);
- oktomove = FALSE;
- disturb(creature_ptr, FALSE, TRUE);
- }
- }
-
- if (!oktomove)
- {
- }
-
- else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
- {
- 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);
- free_turn(creature_ptr);
- creature_ptr->running = 0;
- oktomove = FALSE;
- }
-
- /*
- * Player can move through trees and
- * has effective -10 speed
- * Rangers can move without penality
- */
- else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
- {
- if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
- }
-
-
- /* Disarm a visible trap */
- else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
- {
- if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
- {
- (void)exe_disarm(creature_ptr, y, x, dir);
- return;
- }
- }
-
-
- /* Player can not walk through "walls" unless in wraith form...*/
- else if (!p_can_enter && !p_can_kill_walls)
- {
- /* Feature code (applying "mimic" field) */
- FEAT_IDX feat = get_feat_mimic(g_ptr);
- feature_type *mimic_f_ptr = &f_info[feat];
- concptr name = f_name + mimic_f_ptr->name;
-
- oktomove = FALSE;
-
- /* Notice things in the dark */
- if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
- {
- /* Boundary floor mimic */
- if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
- {
- msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
- }
-
- /* Wall (or secret door) */
- else
- {
-#ifdef JP
- msg_format("%sが行く手をはばんでいるようだ。", name);
-#else
- msg_format("You feel %s %s blocking your way.",
- is_a_vowel(name[0]) ? "an" : "a", name);
-#endif
-
- g_ptr->info |= (CAVE_MARK);
- lite_spot(y, x);
- }
- }
-
- /* Notice things */
- else
- {
- /* Boundary floor mimic */
- if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
- {
- msg_print(_("それ以上先には進めない。", "You cannot go any more."));
- if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
- free_turn(creature_ptr);
- }
-
- /* Wall (or secret door) */
- else
- {
- /* Closed doors */
- if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return;
-
-#ifdef JP
- msg_format("%sが行く手をはばんでいる。", name);
-#else
- msg_format("There is %s %s blocking your way.",
- is_a_vowel(name[0]) ? "an" : "a", name);
-#endif
-
- /*
- * Well, it makes sense that you lose time bumping into
- * a wall _if_ you are confused, stunned or blind; but
- * typing mistakes should not cost you a turn...
- */
- if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
- free_turn(creature_ptr);
- }
- }
-
- disturb(creature_ptr, FALSE, TRUE);
-
- if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
- }
-
- /* Normal movement */
- if (oktomove && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
- {
- if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
- {
- free_turn(creature_ptr);
- }
-
- /* To avoid a loop with running */
- disturb(creature_ptr, FALSE, TRUE);
-
- oktomove = FALSE;
- }
-
- /* Normal movement */
- if (oktomove)
- {
- u32b mpe_mode = MPE_ENERGY_USE;
-
- if (creature_ptr->warning)
- {
- if (!process_warning(x, y))
- {
- creature_ptr->energy_use = 25;
- return;
- }
- }
-
- if (do_past)
- {
- msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
- }
-
- /* Change oldpx and oldpy to place the player well when going back to big mode */
- if (creature_ptr->wild_mode)
- {
- if (ddy[dir] > 0) creature_ptr->oldpy = 1;
- if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
- if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
- if (ddx[dir] > 0) creature_ptr->oldpx = 1;
- if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
- if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
- }
-
- if (p_can_kill_walls)
- {
- cave_alter_feat(y, x, FF_HURT_DISI);
-
- /* Update some things -- similar to GF_KILL_WALL */
- creature_ptr->update |= (PU_FLOW);
- }
-
- /* sound(SOUND_WALK); */
-
- if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
- if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
-
- (void)move_player_effect(creature_ptr, y, x, mpe_mode);
- }
-}
-
-
-static bool ignore_avoid_run;
-
-/*!
- * @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 /
- * Hack -- Check for a "known wall" (see below)
- * @param dir 想定する移動方向ID
- * @param y 移動元のY座標
- * @param x 移動元のX座標
- * @return 移動先が既知の壁ならばTRUE
- */
-static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
-{
- grid_type *g_ptr;
-
- /* Get the new location */
- y += ddy[dir];
- x += ddx[dir];
-
- /* Illegal grids are not known walls */
- if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return (FALSE);
-
- /* Access grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Must be known to the player */
- if (g_ptr->info & (CAVE_MARK))
- {
- /* Feature code (applying "mimic" field) */
- s16b feat = get_feat_mimic(g_ptr);
- feature_type *f_ptr = &f_info[feat];
-
- /* Wall grids are known walls */
- if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
-
- /* Don't run on a tree unless explicitly requested */
- if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
- return TRUE;
-
- /* Don't run in a wall */
- if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
- return !have_flag(f_ptr->flags, FF_DOOR);
- }
-
- return FALSE;
-}
-
-
-/*!
- * @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 /
- * Hack -- Check for an "unknown corner" (see below)
- * @param dir 想定する移動方向ID
- * @param y 移動元のY座標
- * @param x 移動元のX座標
- * @return 移動先が未知の地形ならばTRUE
- */
-static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
-{
- /* Get the new location */
- y += ddy[dir];
- x += ddx[dir];
-
- /* Illegal grids are unknown */
- if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return (TRUE);
-
- /* Memorized grids are always known */
- if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
-
- /* Viewable door/wall grids are known */
- if (player_can_see_bold(y, x)) return (FALSE);
-
- /* Default */
- return (TRUE);
-}
-
-
-/*
- * Hack -- allow quick "cycling" through the legal directions
- */
-static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
-
-/*
- * Hack -- map each direction into the "middle" of the "cycle[]" array
- */
-static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
-
-/*
- * The direction we are running
- */
-static DIRECTION find_current;
-
-/*
- * The direction we came from
- */
-static DIRECTION find_prevdir;
-
-/*
- * We are looking for open area
- */
-static bool find_openarea;
-
-/*
- * We are looking for a break
- */
-static bool find_breakright;
-static bool find_breakleft;
-
-/*!
- * @brief ダッシュ処理の導入 /
- * Initialize the running algorithm for a new direction.
- * @param dir 導入の移動先
- * @details
- * Diagonal Corridor -- allow diaginal entry into corridors.\n
- *\n
- * Blunt Corridor -- If there is a wall two spaces ahead and\n
- * we seem to be in a corridor, then force a turn into the side\n
- * corridor, must be moving straight into a corridor here. ???\n
- *\n
- * Diagonal Corridor Blunt Corridor (?)\n
- * \# \# \#\n
- * \#x\# \@x\#\n
- * \@\@p. p\n
- */
-static void run_init(DIRECTION dir)
-{
- int row, col, deepleft, deepright;
- int i, shortleft, shortright;
-
- /* Save the direction */
- find_current = dir;
-
- /* Assume running straight */
- find_prevdir = dir;
-
- /* Assume looking for open area */
- find_openarea = TRUE;
-
- /* Assume not looking for breaks */
- find_breakright = find_breakleft = FALSE;
-
- /* Assume no nearby walls */
- deepleft = deepright = FALSE;
- shortright = shortleft = FALSE;
-
- p_ptr->run_py = p_ptr->y;
- p_ptr->run_px = p_ptr->x;
-
- /* Find the destination grid */
- row = p_ptr->y + ddy[dir];
- col = p_ptr->x + ddx[dir];
-
- ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
-
- /* Extract cycle index */
- i = chome[dir];
-
- /* Check for walls */
- if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
- {
- find_breakleft = TRUE;
- shortleft = TRUE;
- }
- else if (see_wall(cycle[i+1], row, col))
- {
- find_breakleft = TRUE;
- deepleft = TRUE;
- }
-
- /* Check for walls */
- if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
- {
- find_breakright = TRUE;
- shortright = TRUE;
- }
- else if (see_wall(cycle[i-1], row, col))
- {
- find_breakright = TRUE;
- deepright = TRUE;
- }
-
- /* Looking for a break */
- if (find_breakleft && find_breakright)
- {
- /* Not looking for open area */
- find_openarea = FALSE;
-
- /* Hack -- allow angled corridor entry */
- if (dir & 0x01)
- {
- if (deepleft && !deepright)
- {
- find_prevdir = cycle[i - 1];
- }
- else if (deepright && !deepleft)
- {
- find_prevdir = cycle[i + 1];
- }
- }
-
- /* Hack -- allow blunt corridor entry */
- else if (see_wall(cycle[i], row, col))
- {
- if (shortleft && !shortright)
- {
- find_prevdir = cycle[i - 2];
- }
- else if (shortright && !shortleft)
- {
- find_prevdir = cycle[i + 2];
- }
- }
- }
-}
-
-
-/*!
- * @brief ダッシュ移動が継続できるかどうかの判定 /
- * Update the current "run" path
- * @return
- * ダッシュ移動が継続できるならばTRUEを返す。
- * Return TRUE if the running should be stopped
- */
-static bool run_test(void)
-{
- DIRECTION prev_dir, new_dir, check_dir = 0;
- int row, col;
- int i, max, inv;
- int option = 0, option2 = 0;
- grid_type *g_ptr;
- FEAT_IDX feat;
- feature_type *f_ptr;
-
- /* Where we came from */
- prev_dir = find_prevdir;
-
-
- /* Range of newly adjacent grids */
- max = (prev_dir & 0x01) + 1;
-
- /* break run when leaving trap detected region */
- if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
- {
- /* No duplicate warning */
- p_ptr->dtrap = FALSE;
-
- /* You are just on the edge */
- if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
- {
- if (alert_trap_detect)
- {
- msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
- }
-
- if (disturb_trap_detect)
- {
- /* Break Run */
- return(TRUE);
- }
- }
- }
-
- /* Look at every newly adjacent square. */
- for (i = -max; i <= max; i++)
- {
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* New direction */
- new_dir = cycle[chome[prev_dir] + i];
-
- /* New location */
- row = p_ptr->y + ddy[new_dir];
- col = p_ptr->x + ddx[new_dir];
-
- /* Access grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
- f_ptr = &f_info[feat];
-
- /* Visible monsters abort running */
- if (g_ptr->m_idx)
- {
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Visible monster */
- if (m_ptr->ml) return (TRUE);
- }
-
- /* Visible objects abort running */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Visible object */
- if (o_ptr->marked & OM_FOUND) return (TRUE);
- }
-
- /* Assume unknown */
- inv = TRUE;
-
- /* Check memorized grids */
- if (g_ptr->info & (CAVE_MARK))
- {
- bool notice = have_flag(f_ptr->flags, FF_NOTICE);
-
- if (notice && have_flag(f_ptr->flags, FF_MOVE))
- {
- /* Open doors */
- if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
- {
- /* Option -- ignore */
- notice = FALSE;
- }
-
- /* Stairs */
- else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
- {
- /* Option -- ignore */
- notice = FALSE;
- }
-
- /* Lava */
- else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
- {
- /* Ignore */
- notice = FALSE;
- }
-
- /* Deep water */
- else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
- (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit(p_ptr))))
- {
- /* Ignore */
- notice = FALSE;
- }
- }
-
- /* Interesting feature */
- if (notice) return (TRUE);
-
- /* The grid is "visible" */
- inv = FALSE;
- }
-
- /* Analyze unknown grids and floors considering mimic */
- if (inv || !see_wall(0, row, col))
- {
- /* Looking for open area */
- if (find_openarea)
- {
- /* Nothing */
- }
-
- /* The first new direction. */
- else if (!option)
- {
- option = new_dir;
- }
-
- /* Three new directions. Stop running. */
- else if (option2)
- {
- return (TRUE);
- }
-
- /* Two non-adjacent new directions. Stop running. */
- else if (option != cycle[chome[prev_dir] + i - 1])
- {
- return (TRUE);
- }
-
- /* Two new (adjacent) directions (case 1) */
- else if (new_dir & 0x01)
- {
- check_dir = cycle[chome[prev_dir] + i - 2];
- option2 = new_dir;
- }
-
- /* Two new (adjacent) directions (case 2) */
- else
- {
- check_dir = cycle[chome[prev_dir] + i + 1];
- option2 = option;
- option = new_dir;
- }
- }
-
- /* Obstacle, while looking for open area */
- else
- {
- if (find_openarea)
- {
- if (i < 0)
- {
- /* Break to the right */
- find_breakright = TRUE;
- }
-
- else if (i > 0)
- {
- /* Break to the left */
- find_breakleft = TRUE;
- }
- }
- }
- }
-
- /* Looking for open area */
- if (find_openarea)
- {
- /* Hack -- look again */
- for (i = -max; i < 0; i++)
- {
- /* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
- {
- /* Looking to break right */
- if (find_breakright)
- {
- return (TRUE);
- }
- }
-
- /* Obstacle */
- else
- {
- /* Looking to break left */
- if (find_breakleft)
- {
- return (TRUE);
- }
- }
- }
-
- /* Hack -- look again */
- for (i = max; i > 0; i--)
- {
- /* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
- {
- /* Looking to break left */
- if (find_breakleft)
- {
- return (TRUE);
- }
- }
-
- /* Obstacle */
- else
- {
- /* Looking to break right */
- if (find_breakright)
- {
- return (TRUE);
- }
- }
- }
- }
-
- /* Not looking for open area */
- else
- {
- /* No options */
- if (!option)
- {
- return (TRUE);
- }
-
- /* One option */
- else if (!option2)
- {
- /* Primary option */
- find_current = option;
-
- /* No other options */
- find_prevdir = option;
- }
-
- /* Two options, examining corners */
- else if (!find_cut)
- {
- /* Primary option */
- find_current = option;
-
- /* Hack -- allow curving */
- find_prevdir = option2;
- }
-
- /* Two options, pick one */
- else
- {
- /* Get next location */
- row = p_ptr->y + ddy[option];
- col = p_ptr->x + ddx[option];
-
- /* Don't see that it is closed off. */
- /* This could be a potential corner or an intersection. */
- if (!see_wall(option, row, col) ||
- !see_wall(check_dir, row, col))
- {
- /* Can not see anything ahead and in the direction we */
- /* are turning, assume that it is a potential corner. */
- if (see_nothing(option, row, col) &&
- see_nothing(option2, row, col))
- {
- find_current = option;
- find_prevdir = option2;
- }
-
- /* STOP: we are next to an intersection or a room */
- else
- {
- return (TRUE);
- }
- }
-
- /* This corner is seen to be enclosed; we cut the corner. */
- else if (find_cut)
- {
- find_current = option2;
- find_prevdir = option2;
- }
-
- /* This corner is seen to be enclosed, and we */
- /* deliberately go the long way. */
- else
- {
- find_current = option;
- find_prevdir = option2;
- }
- }
- }
-
- /* About to hit a known wall, stop */
- if (see_wall(find_current, p_ptr->y, p_ptr->x))
- {
- return (TRUE);
- }
-
- /* Failure */
- return (FALSE);
-}
-
-
-
-/*!
- * @brief 継続的なダッシュ処理 /
- * Take one step along the current "run" path
- * @param dir 移動を試みる方向ID
- * @return なし
- */
-void run_step(DIRECTION dir)
-{
- /* Start running */
- if (dir)
- {
- /* Ignore AVOID_RUN on a first step */
- ignore_avoid_run = TRUE;
-
- /* Hack -- do not start silly run */
- if (see_wall(dir, p_ptr->y, p_ptr->x))
- {
- sound(SOUND_HITWALL);
-
- msg_print(_("その方向には走れません。", "You cannot run in that direction."));
-
- disturb(p_ptr, FALSE, FALSE);
-
- return;
- }
-
- run_init(dir);
- }
-
- /* Keep running */
- else
- {
- /* Update run */
- if (run_test())
- {
- disturb(p_ptr, FALSE, FALSE);
-
- return;
- }
- }
-
- /* Decrease the run counter */
- if (--p_ptr->running <= 0) return;
-
- /* Take time */
- take_turn(p_ptr, 100);
-
- /* Move the player, using the "pickup" flag */
- move_player(p_ptr, find_current, FALSE, FALSE);
-
- if (player_bold(p_ptr, p_ptr->run_py, p_ptr->run_px))
- {
- p_ptr->run_py = 0;
- p_ptr->run_px = 0;
- disturb(p_ptr, FALSE, FALSE);
- }
-}
-
-
-#ifdef TRAVEL
-
-/*!
- * @brief トラベル機能の判定処理 /
- * Test for traveling
- * @param prev_dir 前回移動を行った元の方角ID
- * @return 次の方向
- */
-static DIRECTION travel_test(DIRECTION prev_dir)
-{
- DIRECTION new_dir = 0;
- int i, max;
- const grid_type *g_ptr;
- int cost;
-
- /* Cannot travel when blind */
- if (p_ptr->blind || no_lite())
- {
- msg_print(_("目が見えない!", "You cannot see!"));
- return (0);
- }
-
- /* break run when leaving trap detected region */
- if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
- {
- /* No duplicate warning */
- p_ptr->dtrap = FALSE;
-
- /* You are just on the edge */
- if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
- {
- if (alert_trap_detect)
- {
- msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
- }
-
- if (disturb_trap_detect)
- {
- /* Break Run */
- return (0);
- }
- }
- }
-
- /* Range of newly adjacent grids */
- max = (prev_dir & 0x01) + 1;
-
- /* Look at every newly adjacent square. */
- for (i = -max; i <= max; i++)
- {
- /* New direction */
- DIRECTION dir = cycle[chome[prev_dir] + i];
-
- /* New location */
- POSITION row = p_ptr->y + ddy[dir];
- POSITION col = p_ptr->x + ddx[dir];
-
- /* Access grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col];
-
- /* Visible monsters abort running */
- if (g_ptr->m_idx)
- {
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Visible monster */
- if (m_ptr->ml) return (0);
- }
-
- }
-
- /* Travel cost of current grid */
- cost = travel.cost[p_ptr->y][p_ptr->x];
-
- /* Determine travel direction */
- for (i = 0; i < 8; ++ i) {
- int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
-
- if (dir_cost < cost)
- {
- new_dir = ddd[i];
- cost = dir_cost;
- }
- }
-
- if (!new_dir) return (0);
-
- /* Access newly move grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
-
- /* Close door abort traveling */
- if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
-
- /* Visible and unignorable trap abort tarveling */
- if (!g_ptr->mimic && !trap_can_be_ignored(p_ptr, g_ptr->feat)) return (0);
-
- /* Move new grid */
- return (new_dir);
-}
-
-
-/*!
- * @brief トラベル機能の実装 /
- * Travel command
- * @return なし
- */
-void travel_step(void)
-{
- /* Get travel direction */
- travel.dir = travel_test(travel.dir);
-
- if (!travel.dir)
- {
- if (travel.run == 255)
- {
- msg_print(_("道筋が見つかりません!", "No route is found!"));
- travel.y = travel.x = 0;
- }
- disturb(p_ptr, FALSE, TRUE);
- return;
- }
-
- take_turn(p_ptr, 100);
-
- move_player(p_ptr, travel.dir, always_pickup, FALSE);
-
- if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
- {
- travel.run = 0;
- travel.y = travel.x = 0;
- }
- else if (travel.run > 0)
- travel.run--;
-
- /* Travel Delay */
- Term_xtra(TERM_XTRA_DELAY, delay_factor);
-}
-#endif
-
-
-#ifdef TRAVEL
-/*
- * Hack: travel command
- */
-#define TRAVEL_UNABLE 9999
-
-static int flow_head = 0;
-static int flow_tail = 0;
-static POSITION temp2_x[MAX_SHORT];
-static POSITION temp2_y[MAX_SHORT];
-
-/*!
- * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
- * @return なし
- */
-void forget_travel_flow(void)
-{
- POSITION x, y;
- /* Check the entire dungeon / Forget the old data */
- for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
- {
- for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
- {
-
- travel.cost[y][x] = MAX_SHORT;
- }
- }
- travel.y = travel.x = 0;
-}
-
-/*!
- * @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
- * @param y 該当地点のY座標
- * @param x 該当地点のX座標
- * @return コスト値
- */
-static int travel_flow_cost(POSITION y, POSITION x)
-{
- feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
- int cost = 1;
-
- /* Avoid obstacles (ex. trees) */
- if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
-
- /* Water */
- if (have_flag(f_ptr->flags, FF_WATER))
- {
- if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
- }
-
- /* Lava */
- if (have_flag(f_ptr->flags, FF_LAVA))
- {
- int lava = 2;
- if (!p_ptr->resist_fire) lava *= 2;
- if (!p_ptr->levitation) lava *= 2;
- if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
-
- cost += lava;
- }
-
- /* Detected traps and doors */
- if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
- {
- if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
- if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
- }
-
- return (cost);
-}
-
-/*!
- * @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
- * @param y 目標地点のY座標
- * @param x 目標地点のX座標
- * @param n 現在のコスト
- * @param wall プレイヤーが壁の中にいるならばTRUE
- * @return なし
- */
-static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
-{
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
- int old_head = flow_head;
- int add_cost = 1;
- int base_cost = (n % TRAVEL_UNABLE);
- int from_wall = (n / TRAVEL_UNABLE);
- int cost;
-
- /* Ignore out of bounds */
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
-
- /* Ignore unknown grid except in wilderness */
- if (p_ptr->current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
-
- /* Ignore "walls" and "rubble" (include "secret doors") */
- if (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && p_ptr->current_floor_ptr->grid_array[y][x].mimic) ||
- (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
- {
- if (!wall || !from_wall) return;
- add_cost += TRAVEL_UNABLE;
- }
- else
- {
- add_cost = travel_flow_cost(y, x);
- }
-
- cost = base_cost + add_cost;
-
- /* Ignore lower cost entries */
- if (travel.cost[y][x] <= cost) return;
-
- /* Save the flow cost */
- travel.cost[y][x] = cost;
-
- /* Enqueue that entry */
- temp2_y[flow_head] = y;
- temp2_x[flow_head] = x;
-
- /* Advance the queue */
- if (++flow_head == MAX_SHORT) flow_head = 0;
-
- /* Hack -- notice overflow by forgetting new entry */
- if (flow_head == flow_tail) flow_head = old_head;
-
- return;
-}
-
-/*!
- * @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
- * @param ty 目標地点のY座標
- * @param tx 目標地点のX座標
- * @return なし
- */
-static void travel_flow(POSITION ty, POSITION tx)
-{
- POSITION x, y;
- DIRECTION d;
- bool wall = FALSE;
- feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
-
- /* Reset the "queue" */
- flow_head = flow_tail = 0;
-
- /* is player in the wall? */
- if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
-
- /* Start at the target grid */
- travel_flow_aux(ty, tx, 0, wall);
-
- /* Now process the queue */
- while (flow_head != flow_tail)
- {
- /* Extract the next entry */
- y = temp2_y[flow_tail];
- x = temp2_x[flow_tail];
-
- /* Forget that entry */
- if (++flow_tail == MAX_SHORT) flow_tail = 0;
-
- /* Ignore too far entries */
- //if (distance(ty, tx, y, x) > 100) continue;
-
- /* Add the "children" */
- for (d = 0; d < 8; d++)
- {
- /* Add that child if "legal" */
- travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
- }
- }
-
- /* Forget the flow info */
- flow_head = flow_tail = 0;
-}
-
-/*!
- * @brief トラベル処理のメインルーチン
- * @return なし
- */
-void do_cmd_travel(player_type *creature_ptr)
-{
- POSITION x, y;
- int i;
- POSITION dx, dy, sx, sy;
- feature_type *f_ptr;
-
- if (travel.x != 0 && travel.y != 0 &&
- get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
- {
- y = travel.y;
- x = travel.x;
- }
- else if (!tgt_pt(&x, &y)) return;
-
- if ((x == creature_ptr->x) && (y == creature_ptr->y))
- {
- msg_print(_("すでにそこにいます!", "You are already there!!"));
- return;
- }
-
- f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
-
- if ((p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
- (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && p_ptr->current_floor_ptr->grid_array[y][x].mimic)))
- {
- msg_print(_("そこには行くことができません!", "You cannot travel there!"));
- return;
- }
-
- forget_travel_flow();
- travel_flow(y, x);
-
- travel.x = x;
- travel.y = y;
-
- /* Travel till 255 steps */
- travel.run = 255;
- travel.dir = 0;
-
- /* Decides first direction */
- dx = abs(creature_ptr->x - x);
- dy = abs(creature_ptr->y - y);
- sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
- sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
-
- for (i = 1; i <= 9; i++)
- {
- if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
- }
-}
-#endif
-
-/*
- * Something has happened to disturb the player.
- * The first arg indicates a major disturbance, which affects search.
- * The second arg is currently unused, but could induce output flush.
- * All disturbance cancels repeated commands, resting, and running.
- */
-void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
-{
-#ifndef TRAVEL
- /* Unused */
- stop_travel = stop_travel;
-#endif
-
- /* Cancel auto-commands */
- /* command_new = 0; */
-
- /* Cancel repeated commands */
- if (command_rep)
- {
- /* Cancel */
- command_rep = 0;
-
- /* Redraw the state (later) */
- creature_ptr->redraw |= (PR_STATE);
- }
-
- /* Cancel Resting */
- if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
- {
- /* Cancel */
- set_action(creature_ptr, ACTION_NONE);
- }
-
- /* Cancel running */
- if (creature_ptr->running)
- {
- /* Cancel */
- creature_ptr->running = 0;
-
- /* Check for new panel if appropriate */
- if (center_player && !center_running) verify_panel();
-
- /* Calculate torch radius */
- creature_ptr->update |= (PU_TORCH);
-
- /* Update monster flow */
- creature_ptr->update |= (PU_FLOW);
- }
-
-#ifdef TRAVEL
- if (stop_travel)
- {
- /* Cancel */
- travel.run = 0;
-
- /* Check for new panel if appropriate */
- if (center_player && !center_running) verify_panel();
-
- /* Calculate torch radius */
- creature_ptr->update |= (PU_TORCH);
- }
-#endif
-
- /* Flush the input if requested */
- if (flush_disturb) flush();
-}