* 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 /
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
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)
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);
#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 */
}
}
-
-/*!
- * @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
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);
* @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
*/
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];
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))
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))
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))
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 = 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 = 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;
p_can_enter = FALSE;
}
- m_ptr = &m_list[g_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 */
{
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;
}
/*
* 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);
* 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
/* Visible monsters abort running */
if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[g_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Visible monster */
if (m_ptr->ml) return (TRUE);
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Visible object */
}
/* Decrease the run counter */
- if (--running <= 0) return;
+ if (--p_ptr->running <= 0) return;
/* Take time */
take_turn(p_ptr, 100);
/* Visible monsters abort running */
if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[g_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Visible monster */
if (m_ptr->ml) return (0);
/* Travel till 255 steps */
travel.run = 255;
-
- /* Paranoia */
travel.dir = 0;
/* Decides first direction */
}
}
#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();
+}