* 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 current_world_ptr->game_turn in
+ * 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.
*/
#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 "projection.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明かす /
+ * @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 creature_ptr プレーヤーへの参照ポインタ
* @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)
+static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
grid_type *g_ptr;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Invisible trap */
if (g_ptr->mimic && is_trap(g_ptr->feat))
{
- /* Pick a trap */
- disclose_grid(y, x);
-
+ disclose_grid(creature_ptr, y, x);
msg_print(_("トラップを発見した。", "You have found a trap."));
-
- disturb(FALSE, TRUE);
+ disturb(creature_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 */
- disclose_grid(y, x);
-
- disturb(FALSE, FALSE);
+ disclose_grid(creature_ptr, y, x);
+ disturb(creature_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 = ¤t_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /* Skip non-chests */
if (o_ptr->tval != TV_CHEST) continue;
-
- /* Skip non-trapped chests */
if (!chest_traps[o_ptr->pval]) continue;
-
- /* Identify once */
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!"));
-
- /* Know the trap */
object_known(o_ptr);
-
- /* Notice it */
- disturb(FALSE, FALSE);
+ disturb(creature_ptr, FALSE, FALSE);
}
}
}
+
/*!
* @brief プレイヤーの探索処理判定
* @return なし
*/
-void search(void)
+void search(player_type *creature_ptr)
{
DIRECTION i;
PERCENTAGE chance;
/* Start with base search ability */
- chance = p_ptr->skill_srh;
+ chance = creature_ptr->skill_srh;
/* Penalize various conditions */
- if (p_ptr->blind || no_lite()) chance = chance / 10;
- if (p_ptr->confused || p_ptr->image) chance = chance / 10;
+ if (creature_ptr->blind || no_lite(creature_ptr)) 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(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
+ discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
}
}
}
* Add the given dungeon object to the character's inventory.\n
* Delete the object afterwards.\n
*/
-void py_pickup_aux(OBJECT_IDX o_idx)
+void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
{
INVENTORY_IDX slot;
object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[o_idx];
+ o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
#ifdef JP
object_desc(old_name, o_ptr, OD_NAME_ONLY);
hirottakazu = o_ptr->number;
#endif
/* Carry the object */
- slot = inven_carry(o_ptr);
+ slot = inven_carry(owner_ptr, o_ptr);
/* Get the object again */
- o_ptr = &inventory[slot];
+ o_ptr = &owner_ptr->inventory_list[slot];
- delete_object_idx(o_idx);
+ delete_object_idx(owner_ptr->current_floor_ptr, o_idx);
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
- bool old_known = identify_item(o_ptr);
+ bool old_known = identify_item(owner_ptr, o_ptr);
/* Auto-inscription/destroy */
- autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
+ autopick_alter_item(owner_ptr, 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))
+ if ((o_ptr->name1 == ART_CRIMSON) && (owner_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_format("こうして、%sは『クリムゾン』を手に入れた。", owner_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);
+ msg_format("%sに襲いかかる...", owner_ptr->name);
}
else
{
record_turn = current_world_ptr->game_turn;
- check_find_art_quest_completion(o_ptr);
+ check_find_art_quest_completion(owner_ptr, o_ptr);
}
* @details
* Player "wants" to pick up an object or gold.
* Note that we ONLY handle things that can be picked up.
- * See "move_player()" for handling of other things.
+ * See "move_player(creature_ptr, )" for handling of other things.
*/
-void carry(bool pickup)
+void carry(player_type *creature_ptr, bool pickup)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* 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();
+ creature_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_MAP);
+ creature_ptr->window |= (PW_OVERHEAD);
+ handle_stuff(creature_ptr);
/* Automatically pickup/destroy/inscribe items */
- autopick_pickup_items(g_ptr);
+ autopick_pickup_items(creature_ptr, g_ptr);
if (easy_floor)
{
- py_pickup_floor(pickup);
+ py_pickup_floor(creature_ptr, pickup);
return;
}
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
+ o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
#ifdef ALLOW_EASY_SENSE /* TNB */
object_desc(o_name, o_ptr, 0);
next_o_idx = o_ptr->next_o_idx;
- disturb(FALSE, FALSE);
+ disturb(creature_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);
+ delete_object_idx(creature_ptr->current_floor_ptr, 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;
+ creature_ptr->au += value;
/* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->redraw |= (PR_GOLD);
+ creature_ptr->window |= (PW_PLAYER);
}
/* Pick up objects */
if (okay)
{
/* Pick up the object */
- py_pickup_aux(this_o_idx);
+ py_pickup_aux(creature_ptr, this_o_idx);
}
}
}
* @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(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
+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[current_floor_ptr->grid_array[c_y][c_x].feat];
- feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
+ feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
+ feature_type *new_f_ptr = &f_info[creature_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 (pattern_type_new == PATTERN_TILE_START)
{
- if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
+ 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? ")))
ok_move = PATTERN_TILE_1;
break;
default:
- if (p_ptr->wizard)
+ 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 */
/*!
- * @brief プレイヤーが地形踏破可能かを返す
- * @param feature 判定したい地形ID
- * @param mode 移動に関するオプションフラグ
- * @return 移動可能ならばTRUEを返す
- */
-bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
-{
- feature_type *f_ptr = &f_info[feature];
-
- if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
-
- if (have_flag(f_ptr->flags, FF_PATTERN))
- {
- if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
- }
-
- if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
- if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
- if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
-
- if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
* @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(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
+bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
{
- POSITION oy = p_ptr->y;
- POSITION ox = p_ptr->x;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
- grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
+ POSITION oy = creature_ptr->y;
+ POSITION ox = creature_ptr->x;
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
+ grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
feature_type *f_ptr = &f_info[g_ptr->feat];
feature_type *of_ptr = &f_info[oc_ptr->feat];
MONSTER_IDX om_idx = oc_ptr->m_idx;
MONSTER_IDX nm_idx = g_ptr->m_idx;
- p_ptr->y = ny;
- p_ptr->x = nx;
+ creature_ptr->y = ny;
+ creature_ptr->x = nx;
/* Hack -- For moving monster or riding player's moving */
if (!(mpe_mode & MPE_DONT_SWAP_MON))
g_ptr->m_idx = om_idx;
oc_ptr->m_idx = nm_idx;
- if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
+ if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
{
- monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
+ monster_type *om_ptr = &floor_ptr->m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
- update_monster(om_idx, TRUE);
+ update_monster(creature_ptr, om_idx, TRUE);
}
if (nm_idx > 0) /* Monster on new spot */
{
- monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
+ monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
- update_monster(nm_idx, TRUE);
+ update_monster(creature_ptr, nm_idx, TRUE);
}
}
if (mpe_mode & MPE_FORGET_FLOW)
{
- forget_flow();
+ forget_flow(floor_ptr);
- p_ptr->update |= (PU_UN_VIEW);
- p_ptr->redraw |= (PR_MAP);
+ creature_ptr->update |= (PU_UN_VIEW);
+ creature_ptr->redraw |= (PR_MAP);
}
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ 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 ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
+ if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
/* For get everything when requested hehe I'm *NASTY* */
- if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
- if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
+ if (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(creature_ptr);
- if (p_ptr->pclass == CLASS_NINJA)
+ if (creature_ptr->pclass == CLASS_NINJA)
{
- if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
+ else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
}
- if ((p_ptr->action == ACTION_HAYAGAKE) &&
+ if ((creature_ptr->action == ACTION_HAYAGAKE) &&
(!have_flag(f_ptr->flags, FF_PROJECT) ||
- (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
+ (!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(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
- if (p_ptr->prace == RACE_MERFOLK)
+ if (creature_ptr->prace == RACE_MERFOLK)
{
if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
{
- p_ptr->update |= PU_BONUS;
- update_creature(p_ptr);
+ creature_ptr->update |= PU_BONUS;
+ update_creature(creature_ptr);
}
}
}
if (mpe_mode & MPE_ENERGY_USE)
{
- if (music_singing(MUSIC_WALL))
+ if (music_singing(creature_ptr, MUSIC_WALL))
{
- (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
+ (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
PROJECT_KILL | PROJECT_ITEM, -1);
- if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
+ if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
}
/* Spontaneous Searching */
- if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
+ if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
{
- search();
+ search(creature_ptr);
}
/* Continuous Searching */
- if (p_ptr->action == ACTION_SEARCH)
+ if (creature_ptr->action == ACTION_SEARCH)
{
- search();
+ search(creature_ptr);
}
}
/* Handle "objects" */
if (!(mpe_mode & MPE_DONT_PICKUP))
{
- carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
+ carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
}
/* Handle "store doors" */
if (have_flag(f_ptr->flags, FF_STORE))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
- free_turn(p_ptr);
+ 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(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
- free_turn(p_ptr);
+ 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(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
- free_turn(p_ptr);
+ 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[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
+ if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
{
- complete_quest(p_ptr->inside_quest);
+ complete_quest(creature_ptr, floor_ptr->inside_quest);
}
- leave_quest_check();
+ leave_quest_check(creature_ptr);
- p_ptr->inside_quest = g_ptr->special;
- current_floor_ptr->dun_level = 0;
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
+ floor_ptr->inside_quest = g_ptr->special;
+ floor_ptr->dun_level = 0;
+ creature_ptr->oldpx = 0;
+ creature_ptr->oldpy = 0;
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
}
/* Set off a trap */
else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
{
- disturb(FALSE, TRUE);
+ disturb(creature_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(p_ptr->y, p_ptr->x);
+ disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
}
/* Hit the trap */
- hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
+ hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
- if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return 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)
- && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
+ && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
{
/* No duplicate warning */
- p_ptr->dtrap = FALSE;
+ creature_ptr->dtrap = FALSE;
/* You are just on the edge */
if (!(g_ptr->info & CAVE_UNSAFE))
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(FALSE, TRUE);
+ if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
}
}
- return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
+ 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(FEAT_IDX feat)
+bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
case TRAP_PIT:
case TRAP_SPIKED_PIT:
case TRAP_POISON_PIT:
- if (p_ptr->levitation) return TRUE;
+ if (creature_ptr->levitation) return TRUE;
break;
case TRAP_TELEPORT:
- if (p_ptr->anti_tele) return TRUE;
+ if (creature_ptr->anti_tele) return TRUE;
break;
case TRAP_FIRE:
- if (p_ptr->immune_fire) return TRUE;
+ if (creature_ptr->immune_fire) return TRUE;
break;
case TRAP_ACID:
- if (p_ptr->immune_acid) return TRUE;
+ if (creature_ptr->immune_acid) return TRUE;
break;
case TRAP_BLIND:
- if (p_ptr->resist_blind) return TRUE;
+ if (creature_ptr->resist_blind) return TRUE;
break;
case TRAP_CONFUSE:
- if (p_ptr->resist_conf) return TRUE;
+ if (creature_ptr->resist_conf) return TRUE;
break;
case TRAP_POISON:
- if (p_ptr->resist_pois) return TRUE;
+ if (creature_ptr->resist_pois) return TRUE;
break;
case TRAP_SLEEP:
- if (p_ptr->free_act) return TRUE;
+ if (creature_ptr->free_act) return TRUE;
break;
}
* @note
* This routine should (probably) always induce energy expenditure.\n
* @details
- * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
+ * 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(DIRECTION dir, bool do_pickup, bool break_trap)
+void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
{
/* Find the result of moving */
- POSITION y = p_ptr->y + ddy[dir];
- POSITION x = p_ptr->x + ddx[dir];
+ POSITION y = creature_ptr->y + ddy[dir];
+ POSITION x = creature_ptr->x + ddx[dir];
/* Examine the destination */
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
monster_type *m_ptr;
- monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
- monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
+ monster_type *riding_m_ptr = &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_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
bool p_can_kill_walls = FALSE;
bool stormbringer = FALSE;
bool do_past = FALSE;
/* Exit the area */
- if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
+ if (!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))
+ if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
{
/* Hack: move to new area */
if ((y == 0) && (x == 0))
{
- p_ptr->wilderness_y--;
- p_ptr->wilderness_x--;
- p_ptr->oldpy = current_floor_ptr->height - 2;
- p_ptr->oldpx = current_floor_ptr->width - 2;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_y--;
+ creature_ptr->wilderness_x--;
+ creature_ptr->oldpy = floor_ptr->height - 2;
+ creature_ptr->oldpx = floor_ptr->width - 2;
+ creature_ptr->ambush_flag = FALSE;
}
else if ((y == 0) && (x == MAX_WID - 1))
{
- p_ptr->wilderness_y--;
- p_ptr->wilderness_x++;
- p_ptr->oldpy = current_floor_ptr->height - 2;
- p_ptr->oldpx = 1;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_y--;
+ creature_ptr->wilderness_x++;
+ creature_ptr->oldpy = floor_ptr->height - 2;
+ creature_ptr->oldpx = 1;
+ creature_ptr->ambush_flag = FALSE;
}
else if ((y == MAX_HGT - 1) && (x == 0))
{
- p_ptr->wilderness_y++;
- p_ptr->wilderness_x--;
- p_ptr->oldpy = 1;
- p_ptr->oldpx = current_floor_ptr->width - 2;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_y++;
+ creature_ptr->wilderness_x--;
+ creature_ptr->oldpy = 1;
+ creature_ptr->oldpx = floor_ptr->width - 2;
+ creature_ptr->ambush_flag = FALSE;
}
else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
{
- p_ptr->wilderness_y++;
- p_ptr->wilderness_x++;
- p_ptr->oldpy = 1;
- p_ptr->oldpx = 1;
- p_ptr->ambush_flag = FALSE;
+ 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)
{
- p_ptr->wilderness_y--;
- p_ptr->oldpy = current_floor_ptr->height - 2;
- p_ptr->oldpx = x;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_y--;
+ creature_ptr->oldpy = floor_ptr->height - 2;
+ creature_ptr->oldpx = x;
+ creature_ptr->ambush_flag = FALSE;
}
else if (y == MAX_HGT - 1)
{
- p_ptr->wilderness_y++;
- p_ptr->oldpy = 1;
- p_ptr->oldpx = x;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_y++;
+ creature_ptr->oldpy = 1;
+ creature_ptr->oldpx = x;
+ creature_ptr->ambush_flag = FALSE;
}
else if (x == 0)
{
- p_ptr->wilderness_x--;
- p_ptr->oldpx = current_floor_ptr->width - 2;
- p_ptr->oldpy = y;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_x--;
+ creature_ptr->oldpx = floor_ptr->width - 2;
+ creature_ptr->oldpy = y;
+ creature_ptr->ambush_flag = FALSE;
}
else if (x == MAX_WID - 1)
{
- p_ptr->wilderness_x++;
- p_ptr->oldpx = 1;
- p_ptr->oldpy = y;
- p_ptr->ambush_flag = FALSE;
+ creature_ptr->wilderness_x++;
+ creature_ptr->oldpx = 1;
+ creature_ptr->oldpy = y;
+ creature_ptr->ambush_flag = FALSE;
}
- p_ptr->leaving = TRUE;
- take_turn(p_ptr, 100);
+ creature_ptr->leaving = TRUE;
+ take_turn(creature_ptr, 100);
return;
}
p_can_enter = FALSE;
}
- m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
- if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+ 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 = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
+ 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);
/* Attack -- only if we can see it OR it is not in a wall */
if (!is_hostile(m_ptr) &&
- !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
- ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
- pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
+ !(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);
- /* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
if (m_ptr->ml)
{
/* Auto-Recall if possible and visible */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Track a new monster */
+ if (!creature_ptr->image) monster_race_track(m_ptr->ap_r_idx);
health_track(g_ptr->m_idx);
}
/* displace? */
- if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
+ if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
{
- py_attack(y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
oktomove = FALSE;
}
- else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(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(p_ptr);
+ free_turn(creature_ptr);
oktomove = FALSE;
}
}
else
{
- py_attack(y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
oktomove = FALSE;
}
}
- if (oktomove && p_ptr->riding)
+ if (oktomove && creature_ptr->riding)
{
if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
{
msg_print(_("動けない!", "Can't move!"));
- free_turn(p_ptr);
+ free_turn(creature_ptr);
oktomove = FALSE;
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
else if (MON_MONFEAR(riding_m_ptr))
{
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(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
- else if (p_ptr->riding_ryoute)
+ else if (creature_ptr->riding_ryoute)
{
oktomove = FALSE;
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
{
(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(p_ptr);
+ free_turn(creature_ptr);
oktomove = FALSE;
- disturb(FALSE, TRUE);
+ 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(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name);
- free_turn(p_ptr);
+ msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name);
+ free_turn(creature_ptr);
oktomove = FALSE;
- disturb(FALSE, TRUE);
+ 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(p_ptr);
+ free_turn(creature_ptr);
oktomove = FALSE;
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
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(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
{
}
- else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
+ 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(p_ptr);
- running = 0;
+ free_turn(creature_ptr);
+ creature_ptr->running = 0;
oktomove = FALSE;
}
*/
else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
{
- if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
+ 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(g_ptr->feat))
+ if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
{
- (void)do_cmd_disarm_aux(y, x, dir);
+ (void)exe_disarm(creature_ptr, y, x, dir);
return;
}
}
oktomove = FALSE;
/* Notice things in the dark */
- if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+ if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
{
/* Boundary floor mimic */
if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
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 (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- free_turn(p_ptr);
+ 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(y, x)) return;
+ 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);
/*
* 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 current_world_ptr->game_turn...
+ * typing mistakes should not cost you a turn...
*/
- if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- free_turn(p_ptr);
+ if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
+ free_turn(creature_ptr);
}
}
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
/* Normal movement */
- if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
+ if (oktomove && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
{
- if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
+ if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
{
- free_turn(p_ptr);
+ free_turn(creature_ptr);
}
/* To avoid a loop with running */
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
oktomove = FALSE;
}
{
u32b mpe_mode = MPE_ENERGY_USE;
- if (p_ptr->warning)
+ if (creature_ptr->warning)
{
- if (!process_warning(x, y))
+ if (!process_warning(creature_ptr, x, y))
{
- p_ptr->energy_use = 25;
+ creature_ptr->energy_use = 25;
return;
}
}
}
/* Change oldpx and oldpy to place the player well when going back to big mode */
- if (p_ptr->wild_mode)
+ if (creature_ptr->wild_mode)
{
- if (ddy[dir] > 0) p_ptr->oldpy = 1;
- if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
- if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
- if (ddx[dir] > 0) p_ptr->oldpx = 1;
- if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
- if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
+ 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);
+ cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
/* Update some things -- similar to GF_KILL_WALL */
- p_ptr->update |= (PU_FLOW);
+ 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(y, x, mpe_mode);
+ (void)move_player_effect(creature_ptr, y, x, mpe_mode);
}
}
x += ddx[dir];
/* Illegal grids are not known walls */
- if (!in_bounds2(y, x)) return (FALSE);
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return FALSE;
/* Access grid */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Must be known to the player */
if (g_ptr->info & (CAVE_MARK))
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);
+ if (!player_can_enter(p_ptr, 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)
x += ddx[dir];
/* Illegal grids are unknown */
- if (!in_bounds2(y, x)) return (TRUE);
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return TRUE;
/* Memorized grids are always known */
- if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
+ 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);
+ if (player_can_see_bold(p_ptr, y, x)) return FALSE;
/* Default */
- return (TRUE);
+ return TRUE;
}
* 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 current_world_ptr->game_turn into the side\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
row = p_ptr->y + ddy[dir];
col = p_ptr->x + ddx[dir];
- ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
+ ignore_avoid_run = cave_have_flag_bold(p_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
/* Extract cycle index */
i = chome[dir];
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_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 (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
col = p_ptr->x + ddx[new_dir];
/* Access grid */
- g_ptr = ¤t_floor_ptr->grid_array[row][col];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Visible monsters abort running */
if (g_ptr->m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[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);
+ 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 = ¤t_floor_ptr->o_list[this_o_idx];
+ 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);
+ if (o_ptr->marked & OM_FOUND) return TRUE;
}
/* Assume unknown */
}
/* Lava */
- else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
+ else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN(p_ptr)))
{
/* 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->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit(p_ptr))))
{
/* Ignore */
notice = FALSE;
}
/* Interesting feature */
- if (notice) return (TRUE);
+ if (notice) return TRUE;
/* The grid is "visible" */
inv = FALSE;
/* Three new directions. Stop running. */
else if (option2)
{
- return (TRUE);
+ return TRUE;
}
/* Two non-adjacent new directions. Stop running. */
else if (option != cycle[chome[prev_dir] + i - 1])
{
- return (TRUE);
+ return TRUE;
}
/* Two new (adjacent) directions (case 1) */
/* Looking to break right */
if (find_breakright)
{
- return (TRUE);
+ return TRUE;
}
}
/* Looking to break left */
if (find_breakleft)
{
- return (TRUE);
+ return TRUE;
}
}
}
/* Looking to break left */
if (find_breakleft)
{
- return (TRUE);
+ return TRUE;
}
}
/* Looking to break right */
if (find_breakright)
{
- return (TRUE);
+ return TRUE;
}
}
}
/* No options */
if (!option)
{
- return (TRUE);
+ return TRUE;
}
/* One option */
/* STOP: we are next to an intersection or a room */
else
{
- return (TRUE);
+ return TRUE;
}
}
/* About to hit a known wall, stop */
if (see_wall(find_current, p_ptr->y, p_ptr->x))
{
- return (TRUE);
+ return TRUE;
}
/* Failure */
- return (FALSE);
+ return FALSE;
}
-
/*!
* @brief 継続的なダッシュ処理 /
* Take one step along the current "run" path
msg_print(_("その方向には走れません。", "You cannot run in that direction."));
- disturb(FALSE, FALSE);
+ disturb(p_ptr, FALSE, FALSE);
return;
}
/* Update run */
if (run_test())
{
- disturb(FALSE, FALSE);
+ disturb(p_ptr, FALSE, FALSE);
return;
}
}
/* Decrease the run counter */
- if (--running <= 0) return;
+ if (--p_ptr->running <= 0) return;
/* Take time */
take_turn(p_ptr, 100);
/* Move the player, using the "pickup" flag */
- move_player(find_current, FALSE, FALSE);
+ move_player(p_ptr, find_current, FALSE, FALSE);
- if (player_bold(p_ptr->run_py, p_ptr->run_px))
+ if (player_bold(p_ptr, p_ptr->run_py, p_ptr->run_px))
{
p_ptr->run_py = 0;
p_ptr->run_px = 0;
- disturb(FALSE, FALSE);
+ disturb(p_ptr, FALSE, FALSE);
}
}
int cost;
/* Cannot travel when blind */
- if (p_ptr->blind || no_lite())
+ if (p_ptr->blind || no_lite(p_ptr))
{
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 && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_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 (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
POSITION col = p_ptr->x + ddx[dir];
/* Access grid */
- g_ptr = ¤t_floor_ptr->grid_array[row][col];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col];
/* Visible monsters abort running */
if (g_ptr->m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[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);
if (!new_dir) return (0);
/* Access newly move grid */
- g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
+ 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(g_ptr->feat)) return (0);
+ if (!g_ptr->mimic && !trap_can_be_ignored(p_ptr, g_ptr->feat)) return (0);
/* Move new grid */
return (new_dir);
* Travel command
* @return なし
*/
-void travel_step(void)
+void travel_step(player_type *creature_ptr)
{
/* Get travel direction */
travel.dir = travel_test(travel.dir);
msg_print(_("道筋が見つかりません!", "No route is found!"));
travel.y = travel.x = 0;
}
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
return;
}
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
- move_player(travel.dir, always_pickup, FALSE);
+ move_player(creature_ptr, travel.dir, always_pickup, FALSE);
- if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
+ if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
{
travel.run = 0;
travel.y = travel.x = 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)
+void forget_travel_flow(floor_type *floor_ptr)
{
POSITION x, y;
/* Check the entire dungeon / Forget the old data */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < 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)
+static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
{
- feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
+ feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
int cost = 1;
/* Avoid obstacles (ex. trees) */
/* Water */
if (have_flag(f_ptr->flags, FF_WATER))
{
- if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
+ if (have_flag(f_ptr->flags, FF_DEEP) && !creature_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 (!creature_ptr->resist_fire) lava *= 2;
+ if (!creature_ptr->levitation) lava *= 2;
if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
cost += lava;
}
/* Detected traps and doors */
- if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
+ if (creature_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);
+ 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
*/
static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ 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 cost;
/* Ignore out of bounds */
- if (!in_bounds(y, x)) return;
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
/* Ignore unknown grid except in wilderness */
- if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
+ 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) && current_floor_ptr->grid_array[y][x].mimic) ||
+ (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;
}
else
{
- add_cost = travel_flow_cost(y, x);
+ add_cost = travel_flow_cost(p_ptr, y, x);
}
cost = base_cost + add_cost;
/* 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
POSITION x, y;
DIRECTION d;
bool wall = FALSE;
- feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
+ 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;
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(void)
+void do_cmd_travel(player_type *creature_ptr)
{
POSITION x, y;
int i;
y = travel.y;
x = travel.x;
}
- else if (!tgt_pt(&x, &y)) return;
+ else if (!tgt_pt(creature_ptr, &x, &y)) return;
- if ((x == p_ptr->x) && (y == p_ptr->y))
+ 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[current_floor_ptr->grid_array[y][x].feat];
+ f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
- if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
+ 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) && current_floor_ptr->grid_array[y][x].mimic)))
+ (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();
+ forget_travel_flow(creature_ptr->current_floor_ptr);
travel_flow(y, x);
travel.x = x;
/* Travel till 255 steps */
travel.run = 255;
-
- /* Paranoia */
travel.dir = 0;
/* Decides first direction */
- dx = abs(p_ptr->x - x);
- dy = abs(p_ptr->y - y);
- sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
- sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
+ 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++)
{
}
#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(bool stop_search, bool stop_travel)
+void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
{
#ifndef TRAVEL
/* Unused */
command_rep = 0;
/* Redraw the state (later) */
- p_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATE);
}
/* Cancel Resting */
- if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
+ if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
{
/* Cancel */
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
/* Cancel running */
- if (running)
+ if (creature_ptr->running)
{
/* Cancel */
- running = 0;
+ creature_ptr->running = 0;
/* Check for new panel if appropriate */
if (center_player && !center_running) verify_panel();
/* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+ creature_ptr->update |= (PU_TORCH);
/* Update monster flow */
- p_ptr->update |= (PU_FLOW);
+ creature_ptr->update |= (PU_FLOW);
}
#ifdef TRAVEL
if (center_player && !center_running) verify_panel();
/* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+ creature_ptr->update |= (PU_TORCH);
}
#endif