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[Refactor] #37353 職業ID定義を player-class.h へ移動.
[hengband/hengband.git] / src / player-move.c
index 360bf23..2d96595 100644 (file)
  * 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 /
@@ -393,8 +218,6 @@ static void discover_hidden_things(POSITION y, POSITION x)
        {
                object_type *o_ptr;
                o_ptr = &current_floor_ptr->o_list[this_o_idx];
-
-               /* Acquire next object */
                next_o_idx = o_ptr->next_o_idx;
 
                /* Skip non-chests */
@@ -456,7 +279,7 @@ void search(void)
  * 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)
@@ -485,7 +308,7 @@ void py_pickup_aux(OBJECT_IDX o_idx)
        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);
 
@@ -530,7 +353,7 @@ void py_pickup_aux(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);
@@ -589,11 +412,8 @@ void carry(bool pickup)
 #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 */
@@ -789,34 +609,6 @@ bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
        }
 }
 
-
-/*!
- * @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
@@ -850,7 +642,7 @@ bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
 
                        if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
                        {
-                               monster_type *om_ptr = &m_list[om_idx];
+                               monster_type *om_ptr = &current_floor_ptr->m_list[om_idx];
                                om_ptr->fy = ny;
                                om_ptr->fx = nx;
                                update_monster(om_idx, TRUE);
@@ -858,7 +650,7 @@ bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
 
                        if (nm_idx > 0) /* Monster on new spot */
                        {
-                               monster_type *nm_ptr = &m_list[nm_idx];
+                               monster_type *nm_ptr = &current_floor_ptr->m_list[nm_idx];
                                nm_ptr->fy = oy;
                                nm_ptr->fx = ox;
                                update_monster(nm_idx, TRUE);
@@ -1096,7 +888,7 @@ bool trap_can_be_ignored(FEAT_IDX feat)
  * @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
  */
@@ -1113,8 +905,8 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
 
        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 = &current_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];
 
@@ -1140,7 +932,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                p_ptr->oldpy = current_floor_ptr->height - 2;
                                p_ptr->oldpx = current_floor_ptr->width - 2;
-                               ambush_flag = FALSE;
+                               p_ptr->ambush_flag = FALSE;
                        }
 
                        else if ((y == 0) && (x == MAX_WID - 1))
@@ -1149,7 +941,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                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))
@@ -1158,7 +950,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = current_floor_ptr->width - 2;
-                               ambush_flag = FALSE;
+                               p_ptr->ambush_flag = FALSE;
                        }
 
                        else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
@@ -1167,7 +959,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = 1;
-                               ambush_flag = FALSE;
+                               p_ptr->ambush_flag = FALSE;
                        }
 
                        else if (y == 0)
@@ -1175,7 +967,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_y--;
                                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)
@@ -1183,7 +975,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_y++;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = x;
-                               ambush_flag = FALSE;
+                               p_ptr->ambush_flag = FALSE;
                        }
 
                        else if (x == 0)
@@ -1191,7 +983,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                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)
@@ -1199,7 +991,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                p_ptr->oldpx = 1;
                                p_ptr->oldpy = y;
-                               ambush_flag = FALSE;
+                               p_ptr->ambush_flag = FALSE;
                        }
 
                        p_ptr->leaving = TRUE;
@@ -1213,10 +1005,10 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                p_can_enter = FALSE;
        }
 
-       m_ptr = &m_list[g_ptr->m_idx];
+       m_ptr = &current_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 */
@@ -1348,7 +1140,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
        {
                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;
+               p_ptr->running = 0;
                oktomove = FALSE;
        }
 
@@ -1435,7 +1227,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                                /*
                                 * 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))
                                        free_turn(p_ptr);
@@ -1623,7 +1415,7 @@ static bool find_breakleft;
  * 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
@@ -1792,7 +1584,7 @@ static bool run_test(void)
                /* Visible monsters abort running */
                if (g_ptr->m_idx)
                {
-                       monster_type *m_ptr = &m_list[g_ptr->m_idx];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                        /* Visible monster */
                        if (m_ptr->ml) return (TRUE);
@@ -1803,8 +1595,6 @@ static bool run_test(void)
                {
                        object_type *o_ptr;
                        o_ptr = &current_floor_ptr->o_list[this_o_idx];
-
-                       /* Acquire next object */
                        next_o_idx = o_ptr->next_o_idx;
 
                        /* Visible object */
@@ -2101,7 +1891,7 @@ void run_step(DIRECTION dir)
        }
 
        /* Decrease the run counter */
-       if (--running <= 0) return;
+       if (--p_ptr->running <= 0) return;
 
        /* Take time */
        take_turn(p_ptr, 100);
@@ -2182,7 +1972,7 @@ static DIRECTION travel_test(DIRECTION prev_dir)
                /* Visible monsters abort running */
                if (g_ptr->m_idx)
                {
-                       monster_type *m_ptr = &m_list[g_ptr->m_idx];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                        /* Visible monster */
                        if (m_ptr->ml) return (0);
@@ -2480,8 +2270,6 @@ void do_cmd_travel(void)
 
        /* Travel till 255 steps */
        travel.run = 255;
-
-       /* Paranoia */
        travel.dir = 0;
 
        /* Decides first direction */
@@ -2496,3 +2284,70 @@ void do_cmd_travel(void)
        }
 }
 #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();
+}