* 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
+ * and there is only one way to go in the new squares, then current_world_ptr->game_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 "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"
-
-/*!
- * @brief プレイヤー攻撃の種族スレイング倍率計算
- * @param mult 算出前の基本倍率(/10倍)
- * @param flgs スレイフラグ配列
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @return スレイング加味後の倍率(/10倍)
- */
-static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
-{
- static const struct slay_table_t {
- int slay_flag;
- BIT_FLAGS affect_race_flag;
- MULTIPLY slay_mult;
- size_t flag_offset;
- size_t r_flag_offset;
- } slay_table[] = {
-#define OFFSET(X) offsetof(monster_race, X)
- {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
- {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
- {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
- {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
-#undef OFFSET
- };
- int i;
- monster_race* r_ptr = &r_info[m_ptr->r_idx];
-
- for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
- {
- const struct slay_table_t* p = &slay_table[i];
-
- if ((have_flag(flgs, p->slay_flag)) &&
- (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
- }
-
- mult = MAX(mult, p->slay_mult);
- }
- }
-
- return mult;
-}
-
-/*!
- * @brief プレイヤー攻撃の属性スレイング倍率計算
- * @param mult 算出前の基本倍率(/10倍)
- * @param flgs スレイフラグ配列
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @return スレイング加味後の倍率(/10倍)
- */
-static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
-{
- static const struct brand_table_t {
- int brand_flag;
- BIT_FLAGS resist_mask;
- BIT_FLAGS hurt_flag;
- } brand_table[] = {
- {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
- {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
- {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
- {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
- {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
- };
- int i;
- monster_race* r_ptr = &r_info[m_ptr->r_idx];
-
- for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
- {
- const struct brand_table_t* p = &brand_table[i];
-
- if (have_flag(flgs, p->brand_flag))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & p->resist_mask)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
- }
- }
-
- /* Otherwise, take the damage */
- else if (r_ptr->flags3 & p->hurt_flag)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= p->hurt_flag;
- }
-
- mult = MAX(mult, 50);
- }
- else
- {
- mult = MAX(mult, 25);
- }
- }
- }
-
- return mult;
-}
-
-/*!
- * @brief ダメージにスレイ要素を加える総合処理ルーチン /
- * Extract the "total damage" from a given object hitting a given monster.
- * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
- * @param tdam 現在算出途中のダメージ値
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @param mode 剣術のID
- * @param thrown 射撃処理ならばTRUEを指定する
- * @return 総合的なスレイを加味したダメージ値
- * @note
- * Note that "flasks of oil" do NOT do fire damage, although they\n
- * certainly could be made to do so. XXX XXX\n
- *\n
- * Note that most brands and slays are x3, except Slay Animal (x2),\n
- * Slay Evil (x2), and Kill dragon (x5).\n
- */
-HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
-{
- MULTIPLY mult = 10;
-
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
- torch_flags(o_ptr, flgs); /* torches has secret flags */
-
- if (!thrown)
- {
- /* Magical Swords */
- if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
- if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
- if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
- if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
- if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
- }
-
- /* Hex - Slay Good (Runesword) */
- if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
-
- /* Some "weapons" and "ammo" do extra damage */
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_DIGGING:
- case TV_LITE:
- {
- /* Slaying */
- mult = mult_slaying(mult, flgs, m_ptr);
-
- /* Elemental Brand */
- mult = mult_brand(mult, flgs, m_ptr);
-
- /* Hissatsu */
- if (p_ptr->pclass == CLASS_SAMURAI)
- {
- mult = mult_hissatsu(mult, flgs, m_ptr, mode);
- }
-
- /* Force Weapon */
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
- {
- p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
- p_ptr->redraw |= (PR_MANA);
- mult = mult * 3 / 2 + 20;
- }
-
- /* Hack -- The Nothung cause special damage to Fafner */
- if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
- mult = 150;
- break;
- }
- }
- if (mult > 150) mult = 150;
-
- /* Return the total damage */
- return (tdam * mult / 10);
-}
-
+#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 /
static void discover_hidden_things(POSITION y, POSITION x)
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
- cave_type *c_ptr;
- c_ptr = &cave[y][x];
+ grid_type *g_ptr;
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Invisible trap */
- if (c_ptr->mimic && is_trap(c_ptr->feat))
+ if (g_ptr->mimic && is_trap(g_ptr->feat))
{
/* Pick a trap */
disclose_grid(y, x);
}
/* Secret door */
- if (is_hidden_door(c_ptr))
+ if (is_hidden_door(g_ptr))
{
msg_print(_("隠しドアを発見した。", "You have found a secret door."));
}
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Skip non-chests */
* 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 inventory.\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)
object_type *o_ptr;
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
#ifdef JP
object_desc(old_name, o_ptr, OD_NAME_ONLY);
slot = inven_carry(o_ptr);
/* Get the object again */
- o_ptr = &inventory[slot];
+ o_ptr = &p_ptr->inventory_list[slot];
delete_object_idx(o_idx);
msg_format("You have %s (%c).", o_name, index_to_label(slot));
strcpy(record_o_name, o_name);
#endif
- record_turn = turn;
+ record_turn = current_world_ptr->game_turn;
check_find_art_quest_completion(o_ptr);
*/
void carry(bool pickup)
{
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
handle_stuff();
/* Automatically pickup/destroy/inscribe items */
- autopick_pickup_items(c_ptr);
+ autopick_pickup_items(g_ptr);
if (easy_floor)
{
}
/* Scan the pile of objects */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
#ifdef ALLOW_EASY_SENSE /* TNB */
#endif /* ALLOW_EASY_SENSE -- TNB */
object_desc(o_name, o_ptr, 0);
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
- /* Hack -- disturb */
disturb(FALSE, FALSE);
/* Pick up gold */
*/
bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
{
- feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
- feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
+ 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];
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;
}
}
-
-/*!
- * @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[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
{
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
- cave_type *c_ptr = &cave[ny][nx];
- cave_type *oc_ptr = &cave[oy][ox];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
+ grid_type *oc_ptr = ¤t_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 = c_ptr->m_idx;
+ MONSTER_IDX nm_idx = g_ptr->m_idx;
p_ptr->y = ny;
p_ptr->x = nx;
if (!(mpe_mode & MPE_DONT_SWAP_MON))
{
/* Swap two monsters */
- c_ptr->m_idx = om_idx;
+ g_ptr->m_idx = om_idx;
oc_ptr->m_idx = nm_idx;
if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
{
- monster_type *om_ptr = &m_list[om_idx];
+ monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
update_monster(om_idx, TRUE);
if (nm_idx > 0) /* Monster on new spot */
{
- monster_type *nm_ptr = &m_list[nm_idx];
+ monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
update_monster(nm_idx, TRUE);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Remove "unsafe" flag */
- if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
+ if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
/* For get everything when requested hehe I'm *NASTY* */
- if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
+ 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 (p_ptr->pclass == CLASS_NINJA)
{
- if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
+ if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
}
{
disturb(FALSE, TRUE);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/* Hack -- Enter store */
command_new = SPECIAL_KEY_STORE;
}
{
disturb(FALSE, TRUE);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/* Hack -- Enter building */
command_new = SPECIAL_KEY_BUILDING;
}
{
disturb(FALSE, TRUE);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/* Hack -- Enter quest level */
command_new = SPECIAL_KEY_QUEST;
}
leave_quest_check();
- p_ptr->inside_quest = c_ptr->special;
- dun_level = 0;
+ p_ptr->inside_quest = g_ptr->special;
+ current_floor_ptr->dun_level = 0;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
disturb(FALSE, TRUE);
/* Hidden trap */
- if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
+ if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
{
msg_print(_("トラップだ!", "You found a trap!"));
/* Warn when leaving trap detected region */
if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(c_ptr->info & CAVE_UNSAFE))
+ if (!(g_ptr->info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
* @note
* This routine should (probably) always induce energy expenditure.\n
* @details
- * Note that moving will *always* take a turn, and will *always* hit\n
+ * Note that moving will *always* take a current_world_ptr->game_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
*/
POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
monster_type *m_ptr;
- monster_type *riding_m_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 = ¤t_floor_ptr->m_list[p_ptr->riding];
+ monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
GAME_TEXT m_name[MAX_NLEN];
- bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
+ 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 do_past = FALSE;
/* Exit the area */
- if (!dun_level && !p_ptr->wild_mode &&
+ if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
((x == 0) || (x == MAX_WID - 1) ||
(y == 0) || (y == MAX_HGT - 1)))
{
/* Can the player enter the grid? */
- if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
+ if (g_ptr->mimic && player_can_enter(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 = cur_hgt - 2;
- p_ptr->oldpx = cur_wid - 2;
- ambush_flag = FALSE;
+ p_ptr->oldpy = current_floor_ptr->height - 2;
+ p_ptr->oldpx = current_floor_ptr->width - 2;
+ p_ptr->ambush_flag = FALSE;
}
else if ((y == 0) && (x == MAX_WID - 1))
{
p_ptr->wilderness_y--;
p_ptr->wilderness_x++;
- p_ptr->oldpy = cur_hgt - 2;
+ p_ptr->oldpy = current_floor_ptr->height - 2;
p_ptr->oldpx = 1;
- ambush_flag = FALSE;
+ p_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 = cur_wid - 2;
- ambush_flag = FALSE;
+ p_ptr->oldpx = current_floor_ptr->width - 2;
+ p_ptr->ambush_flag = FALSE;
}
else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
p_ptr->wilderness_x++;
p_ptr->oldpy = 1;
p_ptr->oldpx = 1;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (y == 0)
{
p_ptr->wilderness_y--;
- p_ptr->oldpy = cur_hgt - 2;
+ p_ptr->oldpy = current_floor_ptr->height - 2;
p_ptr->oldpx = x;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (y == MAX_HGT - 1)
p_ptr->wilderness_y++;
p_ptr->oldpy = 1;
p_ptr->oldpx = x;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (x == 0)
{
p_ptr->wilderness_x--;
- p_ptr->oldpx = cur_wid - 2;
+ p_ptr->oldpx = current_floor_ptr->width - 2;
p_ptr->oldpy = y;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (x == MAX_WID - 1)
p_ptr->wilderness_x++;
p_ptr->oldpx = 1;
p_ptr->oldpy = y;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
p_ptr->leaving = TRUE;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
return;
}
p_can_enter = FALSE;
}
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = ¤t_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 (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+ if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
/* Player can not walk through "walls"... */
/* unless in Shadow Form */
!have_flag(f_ptr->flags, FF_PERMANENT);
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
+ 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];
pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
{
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
}
/* displace? */
py_attack(y, x, 0);
oktomove = FALSE;
}
- else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
{
do_past = TRUE;
}
else
{
msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
oktomove = FALSE;
}
if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
{
msg_print(_("動けない!", "Can't move!"));
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
oktomove = FALSE;
disturb(FALSE, TRUE);
}
!(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(c_ptr)].name);
- p_ptr->energy_use = 0;
+ 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);
oktomove = FALSE;
disturb(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(&cave[p_ptr->y][p_ptr->x])].name);
- p_ptr->energy_use = 0;
+ 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);
oktomove = FALSE;
disturb(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(c_ptr)].name);
- p_ptr->energy_use = 0;
+ 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);
oktomove = FALSE;
disturb(FALSE, TRUE);
}
else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_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(c_ptr)].name);
- p_ptr->energy_use = 0;
- running = 0;
+ 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);
+ p_ptr->running = 0;
oktomove = FALSE;
}
/* Disarm a visible trap */
- else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
+ else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
{
- if (!trap_can_be_ignored(c_ptr->feat))
+ if (!trap_can_be_ignored(g_ptr->feat))
{
(void)do_cmd_disarm_aux(y, x, dir);
return;
else if (!p_can_enter && !p_can_kill_walls)
{
/* Feature code (applying "mimic" field) */
- FEAT_IDX feat = get_feat_mimic(c_ptr);
+ 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 (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+ if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
{
/* Boundary floor mimic */
- if (boundary_floor(c_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ようだ。", "You feel you cannot go any more."));
}
is_a_vowel(name[0]) ? "an" : "a", name);
#endif
- c_ptr->info |= (CAVE_MARK);
+ g_ptr->info |= (CAVE_MARK);
lite_spot(y, x);
}
}
else
{
/* Boundary floor mimic */
- if (boundary_floor(c_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))
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
/* Wall (or secret door) */
/*
* 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...
+ * typing mistakes should not cost you a current_world_ptr->game_turn...
*/
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
}
disturb(FALSE, TRUE);
- if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
+ if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
/* Normal movement */
{
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
{
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
/* To avoid a loop with running */
*/
static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
/* Get the new location */
y += ddy[dir];
if (!in_bounds2(y, x)) return (FALSE);
/* Access grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Must be known to the player */
- if (c_ptr->info & (CAVE_MARK))
+ if (g_ptr->info & (CAVE_MARK))
{
/* Feature code (applying "mimic" field) */
- s16b feat = get_feat_mimic(c_ptr);
+ s16b feat = get_feat_mimic(g_ptr);
feature_type *f_ptr = &f_info[feat];
/* Wall grids are known walls */
if (!in_bounds2(y, x)) return (TRUE);
/* Memorized grids are always known */
- if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
+ if (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);
* 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
+ * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
* corridor, must be moving straight into a corridor here. ???\n
*\n
* Diagonal Corridor Blunt Corridor (?)\n
int row, col;
int i, max, inv;
int option = 0, option2 = 0;
- cave_type *c_ptr;
+ grid_type *g_ptr;
FEAT_IDX feat;
feature_type *f_ptr;
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(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 (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(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 */
- c_ptr = &cave[row][col];
+ g_ptr = ¤t_floor_ptr->grid_array[row][col];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
f_ptr = &f_info[feat];
/* Visible monsters abort running */
- if (c_ptr->m_idx)
+ if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Visible monster */
if (m_ptr->ml) return (TRUE);
}
/* Visible objects abort running */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Visible object */
inv = TRUE;
/* Check memorized grids */
- if (c_ptr->info & (CAVE_MARK))
+ if (g_ptr->info & (CAVE_MARK))
{
bool notice = have_flag(f_ptr->flags, FF_NOTICE);
}
/* Decrease the run counter */
- if (--running <= 0) return;
+ if (--p_ptr->running <= 0) return;
/* Take time */
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Move the player, using the "pickup" flag */
move_player(find_current, FALSE, FALSE);
{
DIRECTION new_dir = 0;
int i, max;
- const cave_type *c_ptr;
+ const grid_type *g_ptr;
int cost;
/* Cannot travel when blind */
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(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 (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(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 */
- c_ptr = &cave[row][col];
+ g_ptr = ¤t_floor_ptr->grid_array[row][col];
/* Visible monsters abort running */
- if (c_ptr->m_idx)
+ if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_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 */
- c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
+ g_ptr = ¤t_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(c_ptr->feat)) return (0);
+ if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
/* Visible and unignorable trap abort tarveling */
- if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
+ if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
/* Move new grid */
return (new_dir);
return;
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
move_player(travel.dir, always_pickup, FALSE);
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 < current_floor_ptr->height; y++)
+ {
+ for (x = 0; x < 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[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 (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 = ¤t_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(y, x)) return;
+
+ /* Ignore unknown grid except in wilderness */
+ if (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_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[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(void)
+{
+ 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 == p_ptr->x) && (y == p_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];
+
+ if ((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)))
+ {
+ 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(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);
+
+ 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(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) */
+ p_ptr->redraw |= (PR_STATE);
+ }
+
+ /* Cancel Resting */
+ if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
+ {
+ /* Cancel */
+ set_action(ACTION_NONE);
+ }
+
+ /* Cancel running */
+ if (p_ptr->running)
+ {
+ /* Cancel */
+ p_ptr->running = 0;
+
+ /* Check for new panel if appropriate */
+ if (center_player && !center_running) verify_panel();
+
+ /* Calculate torch radius */
+ p_ptr->update |= (PU_TORCH);
+
+ /* Update monster flow */
+ p_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 */
+ p_ptr->update |= (PU_TORCH);
+ }
+#endif
+
+ /* Flush the input if requested */
+ if (flush_disturb) flush();
+}