X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fplayer-move.c;h=2fcaa1a8bc7137e101632c719d45f0d77534bdf6;hb=refs%2Fheads%2Fmaster;hp=06d8d3320184f9c673bfa08af6a3ce315e820b1e;hpb=121a397b5b8e23b362ddd1aa30e1412feec53198;p=hengband%2Fhengband.git diff --git a/src/player-move.c b/src/player-move.c deleted file mode 100644 index 06d8d3320..000000000 --- a/src/player-move.c +++ /dev/null @@ -1,2335 +0,0 @@ -/*! - * @file cmd1.c - * @brief プレイヤーのコマンド処理1 / Movement commands (part 1) - * @date 2014/01/02 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, - * and not for profit purposes provided that this copyright and statement - * are included in all such copies. Other copyrights may also apply. - * @note - *
- * The running algorithm:                       -CJS-
- *
- * In the diagrams below, the player has just arrived in the
- * grid marked as '@', and he has just come from a grid marked
- * as 'o', and he is about to enter the grid marked as 'x'.
- *
- * Of course, if the "requested" move was impossible, then you
- * will of course be blocked, and will stop.
- *
- * Overview: You keep moving until something interesting happens.
- * If you are in an enclosed space, you follow corners. This is
- * the usual corridor scheme. If you are in an open space, you go
- * straight, but stop before entering enclosed space. This is
- * analogous to reaching doorways. If you have enclosed space on
- * one side only (that is, running along side a wall) stop if
- * your wall opens out, or your open space closes in. Either case
- * corresponds to a doorway.
- *
- * What happens depends on what you can really SEE. (i.e. if you
- * have no light, then running along a dark corridor is JUST like
- * running in a dark room.) The algorithm works equally well in
- * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
- *
- * These conditions are kept in static memory:
- * find_openarea         You are in the open on at least one
- * side.
- * find_breakleft        You have a wall on the left, and will
- * stop if it opens
- * find_breakright       You have a wall on the right, and will
- * stop if it opens
- *
- * To initialize these conditions, we examine the grids adjacent
- * to the grid marked 'x', two on each side (marked 'L' and 'R').
- * If either one of the two grids on a given side is seen to be
- * closed, then that side is considered to be closed. If both
- * sides are closed, then it is an enclosed (corridor) run.
- *
- * LL           L
- * @@x          LxR
- * RR          @@R
- *
- * Looking at more than just the immediate squares is
- * significant. Consider the following case. A run along the
- * corridor will stop just before entering the center point,
- * because a choice is clearly established. Running in any of
- * three available directions will be defined as a corridor run.
- * Note that a minor hack is inserted to make the angled corridor
- * entry (with one side blocked near and the other side blocked
- * further away from the runner) work correctly. The runner moves
- * diagonally, but then saves the previous direction as being
- * straight into the gap. Otherwise, the tail end of the other
- * entry would be perceived as an alternative on the next move.
- *
- * \#.\#
- * \#\#.\#\#
- * \.\@x..
- * \#\#.\#\#
- * \#.\#
- *
- * Likewise, a run along a wall, and then into a doorway (two
- * runs) will work correctly. A single run rightwards from \@ will
- * stop at 1. Another run right and down will enter the corridor
- * and make the corner, stopping at the 2.
- *
- * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
- * o@@x       1
- * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
- * \#2          \#
- * \#\#\#\#\#\#\#\#\#\#\#\#\#
- *
- * After any move, the function area_affect is called to
- * determine the new surroundings, and the direction of
- * subsequent moves. It examines the current player location
- * (at which the runner has just arrived) and the previous
- * direction (from which the runner is considered to have come).
- *
- * Moving one square in some direction places you adjacent to
- * three or five new squares (for straight and diagonal moves
- * respectively) to which you were not previously adjacent,
- * marked as '!' in the diagrams below.
- *
- *   ...!              ...
- *   .o@@!  (normal)    .o.!  (diagonal)
- *   ...!  (east)      ..@@!  (south east)
- *                      !!!
- *
- * You STOP if any of the new squares are interesting in any way:
- * for example, if they contain visible monsters or treasure.
- *
- * You STOP if any of the newly adjacent squares seem to be open,
- * and you are also looking for a break on that side. (that is,
- * find_openarea AND find_break).
- *
- * You STOP if any of the newly adjacent squares do NOT seem to be
- * open and you are in an open area, and that side was previously
- * entirely open.
- *
- * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then turn in
- * that direction. If there are more than two new ways to go, STOP.
- * If there are two ways to go, and those ways are separated by a
- * square which does not seem to be open, then STOP.
- *
- * Otherwise, we have a potential corner. There are two new open
- * squares, which are also adjacent. One of the new squares is
- * diagonally located, the other is straight on (as in the diagram).
- * We consider two more squares further out (marked below as ?).
- *
- * We assign "option" to the straight-on grid, and "option2" to the
- * diagonal grid, and "check_dir" to the grid marked 's'.
- *
- * \#\#s
- * @@x?
- * \#.?
- *
- * If they are both seen to be closed, then it is seen that no benefit
- * is gained from moving straight. It is a known corner.  To cut the
- * corner, go diagonally, otherwise go straight, but pretend you
- * stepped diagonally into that next location for a full view next
- * time. Conversely, if one of the ? squares is not seen to be closed,
- * then there is a potential choice. We check to see whether it is a
- * potential corner or an intersection/room entrance.  If the square
- * two spaces straight ahead, and the space marked with 's' are both
- * unknown space, then it is a potential corner and enter if
- * find_examine is set, otherwise must stop because it is not a
- * corner. (find_examine option is removed and always is TRUE.)
- * 
- */ - -#include "angband.h" -#include "core.h" -#include "util.h" - -#include "realm-song.h" -#include "autopick.h" -#include "dungeon.h" -#include "floor.h" -#include "melee.h" -#include "grid.h" -#include "trap.h" -#include "quest.h" -#include "artifact.h" -#include "player-move.h" -#include "player-status.h" -#include "player-effects.h" -#include "player-class.h" -#include "player-personality.h" -#include "spells-floor.h" -#include "feature.h" -#include "warning.h" -#include "monster.h" -#include "monster-spell.h" -#include "monster-status.h" -#include "object-hook.h" -#include "object-flavor.h" -#include "spells.h" -#include "cmd-basic.h" -#include "view-mainwindow.h" -#include "world.h" -#include "objectkind.h" -#include "autopick.h" -#include "targeting.h" - - -#ifdef TRAVEL - /* for travel */ -travel_type travel; -#endif - -/*! - * @brief 地形やその上のアイテムの隠された要素を全て明かす / - * Search for hidden things - * @param y 対象となるマスのY座標 - * @param x 対象となるマスのX座標 - * @return なし - */ -static void discover_hidden_things(POSITION y, POSITION x) -{ - OBJECT_IDX this_o_idx, next_o_idx = 0; - grid_type *g_ptr; - g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x]; - - /* Invisible trap */ - if (g_ptr->mimic && is_trap(g_ptr->feat)) - { - disclose_grid(y, x); - msg_print(_("トラップを発見した。", "You have found a trap.")); - disturb(p_ptr, FALSE, TRUE); - } - - /* Secret door */ - if (is_hidden_door(g_ptr)) - { - msg_print(_("隠しドアを発見した。", "You have found a secret door.")); - disclose_grid(y, x); - disturb(p_ptr, FALSE, FALSE); - } - - /* Scan all objects in the grid */ - for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - object_type *o_ptr; - o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx]; - next_o_idx = o_ptr->next_o_idx; - if (o_ptr->tval != TV_CHEST) continue; - if (!chest_traps[o_ptr->pval]) continue; - if (!object_is_known(o_ptr)) - { - msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!")); - object_known(o_ptr); - disturb(p_ptr, FALSE, FALSE); - } - } -} - -/*! - * @brief プレイヤーの探索処理判定 - * @return なし - */ -void search(player_type *creature_ptr) -{ - DIRECTION i; - PERCENTAGE chance; - - /* Start with base search ability */ - chance = creature_ptr->skill_srh; - - /* Penalize various conditions */ - if (creature_ptr->blind || no_lite()) chance = chance / 10; - if (creature_ptr->confused || creature_ptr->image) chance = chance / 10; - - /* Search the nearby grids, which are always in bounds */ - for (i = 0; i < 9; ++ i) - { - /* Sometimes, notice things */ - if (randint0(100) < chance) - { - discover_hidden_things(creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]); - } - } -} - - -/*! - * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 / - * Helper routine for py_pickup() and py_pickup_floor(). - * @param o_idx 取得したオブジェクトの参照ID - * @return なし - * @details - * アイテムを拾った際に「2つのケーキを持っている」\n - * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n - * だが、違和感が\n - * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n - * にかえてある。そのための配列。\n - * Add the given dungeon object to the character's p_ptr->inventory_list.\n - * Delete the object afterwards.\n - */ -void py_pickup_aux(OBJECT_IDX o_idx) -{ - INVENTORY_IDX slot; - -#ifdef JP - GAME_TEXT o_name[MAX_NLEN]; - GAME_TEXT old_name[MAX_NLEN]; - char kazu_str[80]; - int hirottakazu; -#else - GAME_TEXT o_name[MAX_NLEN]; -#endif - - object_type *o_ptr; - - o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx]; - -#ifdef JP - object_desc(old_name, o_ptr, OD_NAME_ONLY); - object_desc_kosuu(kazu_str, o_ptr); - hirottakazu = o_ptr->number; -#endif - /* Carry the object */ - slot = inven_carry(o_ptr); - - /* Get the object again */ - o_ptr = &p_ptr->inventory_list[slot]; - - delete_object_idx(o_idx); - - if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) - { - bool old_known = identify_item(o_ptr); - - /* Auto-inscription/destroy */ - autopick_alter_item(slot, (bool)(destroy_identify && !old_known)); - - /* If it is destroyed, don't pick it up */ - if (o_ptr->marked & OM_AUTODESTROY) return; - } - - object_desc(o_name, o_ptr, 0); - -#ifdef JP - if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT)) - { - msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name); - msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、"); - msg_format("%sに襲いかかる...", p_ptr->name); - } - else - { - if (plain_pickup) - { - msg_format("%s(%c)を持っている。",o_name, index_to_label(slot)); - } - else - { - if (o_ptr->number > hirottakazu) { - msg_format("%s拾って、%s(%c)を持っている。", - kazu_str, o_name, index_to_label(slot)); - } else { - msg_format("%s(%c)を拾った。", o_name, index_to_label(slot)); - } - } - } - strcpy(record_o_name, old_name); -#else - msg_format("You have %s (%c).", o_name, index_to_label(slot)); - strcpy(record_o_name, o_name); -#endif - record_turn = current_world_ptr->game_turn; - - - check_find_art_quest_completion(o_ptr); -} - - -/*! - * @brief プレイヤーがオブジェクト上に乗った際の表示処理 - * @param pickup 自動拾い処理を行うならばTRUEとする - * @return なし - * @details - * Player "wants" to pick up an object or gold. - * Note that we ONLY handle things that can be picked up. - * See "move_player(p_ptr, )" for handling of other things. - */ -void carry(bool pickup) -{ - grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x]; - - OBJECT_IDX this_o_idx, next_o_idx = 0; - - GAME_TEXT o_name[MAX_NLEN]; - - /* Recenter the map around the player */ - verify_panel(); - - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_MAP); - p_ptr->window |= (PW_OVERHEAD); - handle_stuff(); - - /* Automatically pickup/destroy/inscribe items */ - autopick_pickup_items(g_ptr); - - if (easy_floor) - { - py_pickup_floor(pickup); - return; - } - - /* Scan the pile of objects */ - for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - object_type *o_ptr; - o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx]; - -#ifdef ALLOW_EASY_SENSE /* TNB */ - - /* Option: Make item sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE -- TNB */ - - object_desc(o_name, o_ptr, 0); - next_o_idx = o_ptr->next_o_idx; - - disturb(p_ptr, FALSE, FALSE); - - /* Pick up gold */ - if (o_ptr->tval == TV_GOLD) - { - int value = (long)o_ptr->pval; - - /* Delete the gold */ - delete_object_idx(this_o_idx); - - msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."), - (long)value, o_name); - - sound(SOUND_SELL); - - /* Collect the gold */ - p_ptr->au += value; - - /* Redraw gold */ - p_ptr->redraw |= (PR_GOLD); - p_ptr->window |= (PW_PLAYER); - } - - /* Pick up objects */ - else - { - /* Hack - some objects were handled in autopick_pickup_items(). */ - if (o_ptr->marked & OM_NOMSG) - { - /* Clear the flag. */ - o_ptr->marked &= ~OM_NOMSG; - } - else if (!pickup) - { - msg_format(_("%sがある。", "You see %s."), o_name); - } - - /* Note that the pack is too full */ - else if (!inven_carry_okay(o_ptr)) - { - msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name); - } - - /* Pick up the item (if requested and allowed) */ - else - { - int okay = TRUE; - - /* Hack -- query every item */ - if (carry_query_flag) - { - char out_val[MAX_NLEN+20]; - sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name); - okay = get_check(out_val); - } - - /* Attempt to pick up an object. */ - if (okay) - { - /* Pick up the object */ - py_pickup_aux(this_o_idx); - } - } - } - } -} - - -/*! - * @brief パターンによる移動制限処理 - * @param c_y プレイヤーの移動元Y座標 - * @param c_x プレイヤーの移動元X座標 - * @param n_y プレイヤーの移動先Y座標 - * @param n_x プレイヤーの移動先X座標 - * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。 - */ -bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x) -{ - feature_type *cur_f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[c_y][c_x].feat]; - feature_type *new_f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[n_y][n_x].feat]; - bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN); - bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN); - int pattern_type_cur, pattern_type_new; - - if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE; - - pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE; - pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE; - - if (pattern_type_new == PATTERN_TILE_START) - { - if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image) - { - if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?", - "If you start walking the Pattern, you must walk the whole way. Ok? "))) - return TRUE; - else - return FALSE; - } - else - return TRUE; - } - else if ((pattern_type_new == PATTERN_TILE_OLD) || - (pattern_type_new == PATTERN_TILE_END) || - (pattern_type_new == PATTERN_TILE_WRECKED)) - { - if (is_pattern_tile_cur) - { - return TRUE; - } - else - { - msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。", - "You must start walking the Pattern from the startpoint.")); - - return FALSE; - } - } - else if ((pattern_type_new == PATTERN_TILE_TELEPORT) || - (pattern_type_cur == PATTERN_TILE_TELEPORT)) - { - return TRUE; - } - else if (pattern_type_cur == PATTERN_TILE_START) - { - if (is_pattern_tile_new) - return TRUE; - else - { - msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order.")); - return FALSE; - } - } - else if ((pattern_type_cur == PATTERN_TILE_OLD) || - (pattern_type_cur == PATTERN_TILE_END) || - (pattern_type_cur == PATTERN_TILE_WRECKED)) - { - if (!is_pattern_tile_new) - { - msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern.")); - return FALSE; - } - else - { - return TRUE; - } - } - else - { - if (!is_pattern_tile_cur) - { - msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。", - "You must start walking the Pattern from the startpoint.")); - - return FALSE; - } - else - { - byte ok_move = PATTERN_TILE_START; - switch (pattern_type_cur) - { - case PATTERN_TILE_1: - ok_move = PATTERN_TILE_2; - break; - case PATTERN_TILE_2: - ok_move = PATTERN_TILE_3; - break; - case PATTERN_TILE_3: - ok_move = PATTERN_TILE_4; - break; - case PATTERN_TILE_4: - ok_move = PATTERN_TILE_1; - break; - default: - if (current_world_ptr->wizard) - msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur); - - return TRUE; /* Goof-up */ - } - - if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) - return TRUE; - else - { - if (!is_pattern_tile_new) - msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern.")); - else - msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order.")); - - return FALSE; - } - } - } -} - -/*! - * @brief 移動に伴うプレイヤーのステータス変化処理 - * @param ny 移動先Y座標 - * @param nx 移動先X座標 - * @param mpe_mode 移動オプションフラグ - * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。 - */ -bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode) -{ - POSITION oy = creature_ptr->y; - POSITION ox = creature_ptr->x; - grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[ny][nx]; - grid_type *oc_ptr = &p_ptr->current_floor_ptr->grid_array[oy][ox]; - feature_type *f_ptr = &f_info[g_ptr->feat]; - feature_type *of_ptr = &f_info[oc_ptr->feat]; - - if (!(mpe_mode & MPE_STAYING)) - { - MONSTER_IDX om_idx = oc_ptr->m_idx; - MONSTER_IDX nm_idx = g_ptr->m_idx; - - creature_ptr->y = ny; - creature_ptr->x = nx; - - /* Hack -- For moving monster or riding player's moving */ - if (!(mpe_mode & MPE_DONT_SWAP_MON)) - { - /* Swap two monsters */ - g_ptr->m_idx = om_idx; - oc_ptr->m_idx = nm_idx; - - if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */ - { - monster_type *om_ptr = &p_ptr->current_floor_ptr->m_list[om_idx]; - om_ptr->fy = ny; - om_ptr->fx = nx; - update_monster(creature_ptr, om_idx, TRUE); - } - - if (nm_idx > 0) /* Monster on new spot */ - { - monster_type *nm_ptr = &p_ptr->current_floor_ptr->m_list[nm_idx]; - nm_ptr->fy = oy; - nm_ptr->fx = ox; - update_monster(creature_ptr, nm_idx, TRUE); - } - } - - lite_spot(oy, ox); - lite_spot(ny, nx); - - /* Check for new panel (redraw map) */ - verify_panel(); - - if (mpe_mode & MPE_FORGET_FLOW) - { - forget_flow(creature_ptr->current_floor_ptr); - - creature_ptr->update |= (PU_UN_VIEW); - creature_ptr->redraw |= (PR_MAP); - } - - creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE); - creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - /* Remove "unsafe" flag */ - if ((!creature_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE); - - /* For get everything when requested hehe I'm *NASTY* */ - if (p_ptr->current_floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr); - if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(); - - if (creature_ptr->pclass == CLASS_NINJA) - { - if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE); - else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE); - } - - if ((creature_ptr->action == ACTION_HAYAGAKE) && - (!have_flag(f_ptr->flags, FF_PROJECT) || - (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))) - { - msg_print(_("ここでは素早く動けない。", "You cannot run in here.")); - set_action(creature_ptr, ACTION_NONE); - } - if (creature_ptr->prace == RACE_MERFOLK) - { - if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER)) - { - creature_ptr->update |= PU_BONUS; - update_creature(creature_ptr); - } - } - } - - if (mpe_mode & MPE_ENERGY_USE) - { - if (music_singing(creature_ptr, MUSIC_WALL)) - { - (void)project(0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE, - PROJECT_KILL | PROJECT_ITEM, -1); - - if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE; - } - - /* Spontaneous Searching */ - if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos))) - { - search(creature_ptr); - } - - /* Continuous Searching */ - if (creature_ptr->action == ACTION_SEARCH) - { - search(creature_ptr); - } - } - - /* Handle "objects" */ - if (!(mpe_mode & MPE_DONT_PICKUP)) - { - carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE); - } - - /* Handle "store doors" */ - if (have_flag(f_ptr->flags, FF_STORE)) - { - disturb(p_ptr, FALSE, TRUE); - - free_turn(creature_ptr); - /* Hack -- Enter store */ - command_new = SPECIAL_KEY_STORE; - } - - /* Handle "building doors" -KMW- */ - else if (have_flag(f_ptr->flags, FF_BLDG)) - { - disturb(p_ptr, FALSE, TRUE); - - free_turn(creature_ptr); - /* Hack -- Enter building */ - command_new = SPECIAL_KEY_BUILDING; - } - - /* Handle quest areas -KMW- */ - else if (have_flag(f_ptr->flags, FF_QUEST_ENTER)) - { - disturb(p_ptr, FALSE, TRUE); - - free_turn(creature_ptr); - /* Hack -- Enter quest level */ - command_new = SPECIAL_KEY_QUEST; - } - - else if (have_flag(f_ptr->flags, FF_QUEST_EXIT)) - { - if (quest[creature_ptr->current_floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT) - { - complete_quest(creature_ptr->current_floor_ptr->inside_quest); - } - - leave_quest_check(); - - creature_ptr->current_floor_ptr->inside_quest = g_ptr->special; - p_ptr->current_floor_ptr->dun_level = 0; - creature_ptr->oldpx = 0; - creature_ptr->oldpy = 0; - - creature_ptr->leaving = TRUE; - } - - /* Set off a trap */ - else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING)) - { - disturb(p_ptr, FALSE, TRUE); - - /* Hidden trap */ - if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET)) - { - msg_print(_("トラップだ!", "You found a trap!")); - - /* Pick a trap */ - disclose_grid(creature_ptr->y, creature_ptr->x); - } - - /* Hit the trap */ - hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE); - - if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE; - } - - /* Warn when leaving trap detected region */ - if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect) - && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT)) - { - /* No duplicate warning */ - creature_ptr->dtrap = FALSE; - - /* You are just on the edge */ - if (!(g_ptr->info & CAVE_UNSAFE)) - { - if (alert_trap_detect) - { - msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*")); - } - - if (disturb_trap_detect) disturb(p_ptr, FALSE, TRUE); - } - } - - return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving; -} - -/*! - * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す - * @param feat 地形ID - * @return トラップが自動的に無効ならばTRUEを返す - */ -bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat) -{ - feature_type *f_ptr = &f_info[feat]; - - if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE; - - switch (f_ptr->subtype) - { - case TRAP_TRAPDOOR: - case TRAP_PIT: - case TRAP_SPIKED_PIT: - case TRAP_POISON_PIT: - if (creature_ptr->levitation) return TRUE; - break; - case TRAP_TELEPORT: - if (creature_ptr->anti_tele) return TRUE; - break; - case TRAP_FIRE: - if (creature_ptr->immune_fire) return TRUE; - break; - case TRAP_ACID: - if (creature_ptr->immune_acid) return TRUE; - break; - case TRAP_BLIND: - if (creature_ptr->resist_blind) return TRUE; - break; - case TRAP_CONFUSE: - if (creature_ptr->resist_conf) return TRUE; - break; - case TRAP_POISON: - if (creature_ptr->resist_pois) return TRUE; - break; - case TRAP_SLEEP: - if (creature_ptr->free_act) return TRUE; - break; - } - - return FALSE; -} - - -/* - * Determine if a "boundary" grid is "floor mimic" - */ -#define boundary_floor(C, F, MF) \ - ((C)->mimic && permanent_wall(F) && \ - (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \ - have_flag((MF)->flags, FF_PROJECT) && \ - !have_flag((MF)->flags, FF_OPEN)) - - -/*! - * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す / - * Move player in the given direction, with the given "pickup" flag. - * @param dir 移動方向ID - * @param do_pickup 罠解除を試みながらの移動ならばTRUE - * @param break_trap トラップ粉砕処理を行うならばTRUE - * @return 実際に移動が行われたならばTRUEを返す。 - * @note - * This routine should (probably) always induce energy expenditure.\n - * @details - * Note that moving will *always* take a turn, and will *always* hit\n - * any monster which might be in the destination grid. Previously,\n - * moving into walls was "free" and did NOT hit invisible monsters.\n - */ -void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap) -{ - /* Find the result of moving */ - POSITION y = creature_ptr->y + ddy[dir]; - POSITION x = creature_ptr->x + ddx[dir]; - - /* Examine the destination */ - grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x]; - - feature_type *f_ptr = &f_info[g_ptr->feat]; - - monster_type *m_ptr; - - monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding]; - monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0]; - - GAME_TEXT m_name[MAX_NLEN]; - - bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN); - bool p_can_kill_walls = FALSE; - bool stormbringer = FALSE; - - bool oktomove = TRUE; - bool do_past = FALSE; - - /* Exit the area */ - if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->wild_mode && - ((x == 0) || (x == MAX_WID - 1) || - (y == 0) || (y == MAX_HGT - 1))) - { - /* Can the player enter the grid? */ - if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0)) - { - /* Hack: move to new area */ - if ((y == 0) && (x == 0)) - { - creature_ptr->wilderness_y--; - creature_ptr->wilderness_x--; - creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2; - creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2; - creature_ptr->ambush_flag = FALSE; - } - - else if ((y == 0) && (x == MAX_WID - 1)) - { - creature_ptr->wilderness_y--; - creature_ptr->wilderness_x++; - creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2; - creature_ptr->oldpx = 1; - creature_ptr->ambush_flag = FALSE; - } - - else if ((y == MAX_HGT - 1) && (x == 0)) - { - creature_ptr->wilderness_y++; - creature_ptr->wilderness_x--; - creature_ptr->oldpy = 1; - creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2; - creature_ptr->ambush_flag = FALSE; - } - - else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1)) - { - creature_ptr->wilderness_y++; - creature_ptr->wilderness_x++; - creature_ptr->oldpy = 1; - creature_ptr->oldpx = 1; - creature_ptr->ambush_flag = FALSE; - } - - else if (y == 0) - { - creature_ptr->wilderness_y--; - creature_ptr->oldpy = creature_ptr->current_floor_ptr->height - 2; - creature_ptr->oldpx = x; - creature_ptr->ambush_flag = FALSE; - } - - else if (y == MAX_HGT - 1) - { - creature_ptr->wilderness_y++; - creature_ptr->oldpy = 1; - creature_ptr->oldpx = x; - creature_ptr->ambush_flag = FALSE; - } - - else if (x == 0) - { - creature_ptr->wilderness_x--; - creature_ptr->oldpx = creature_ptr->current_floor_ptr->width - 2; - creature_ptr->oldpy = y; - creature_ptr->ambush_flag = FALSE; - } - - else if (x == MAX_WID - 1) - { - creature_ptr->wilderness_x++; - creature_ptr->oldpx = 1; - creature_ptr->oldpy = y; - creature_ptr->ambush_flag = FALSE; - } - - creature_ptr->leaving = TRUE; - take_turn(creature_ptr, 100); - - return; - } - - /* "Blocked" message appears later */ - /* oktomove = FALSE; */ - p_can_enter = FALSE; - } - - m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx]; - - if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE; - if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE; - - /* Player can not walk through "walls"... */ - /* unless in Shadow Form */ - p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) && - (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) && - !have_flag(f_ptr->flags, FF_PERMANENT); - - /* Hack -- attack monsters */ - if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls)) - { - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Attack -- only if we can see it OR it is not in a wall */ - if (!is_hostile(m_ptr) && - !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun || - ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) && - pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) - { - /* Disturb the monster */ - (void)set_monster_csleep(g_ptr->m_idx, 0); - - monster_desc(m_name, m_ptr, 0); - - if (m_ptr->ml) - { - /* Auto-Recall if possible and visible */ - if (!creature_ptr->image) monster_race_track(m_ptr->ap_r_idx); - health_track(g_ptr->m_idx); - } - - /* displace? */ - if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER)) - { - py_attack(creature_ptr, y, x, 0); - oktomove = FALSE; - } - else if (monster_can_cross_terrain(creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0)) - { - do_past = TRUE; - } - else - { - msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name); - free_turn(creature_ptr); - oktomove = FALSE; - } - - /* now continue on to 'movement' */ - } - else - { - py_attack(creature_ptr, y, x, 0); - oktomove = FALSE; - } - } - - if (oktomove && creature_ptr->riding) - { - if (riding_r_ptr->flags1 & RF1_NEVER_MOVE) - { - msg_print(_("動けない!", "Can't move!")); - free_turn(creature_ptr); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - else if (MON_MONFEAR(riding_m_ptr)) - { - GAME_TEXT steed_name[MAX_NLEN]; - monster_desc(steed_name, riding_m_ptr, 0); - msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - else if (creature_ptr->riding_ryoute) - { - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) - { - /* Allow moving */ - } - else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM)) - { - /* Allow moving */ - } - else if (have_flag(f_ptr->flags, FF_WATER) && - !(riding_r_ptr->flags7 & RF7_AQUATIC) && - (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE))) - { - msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name); - free_turn(creature_ptr); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) - { - msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name); - free_turn(creature_ptr); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) - { - msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(g_ptr)].name); - free_turn(creature_ptr); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - - if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2)) - { - GAME_TEXT steed_name[MAX_NLEN]; - monster_desc(steed_name, riding_m_ptr, 0); - msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name); - oktomove = FALSE; - disturb(creature_ptr, FALSE, TRUE); - } - } - - if (!oktomove) - { - } - - else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation) - { - msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(g_ptr)].name); - free_turn(creature_ptr); - creature_ptr->running = 0; - oktomove = FALSE; - } - - /* - * Player can move through trees and - * has effective -10 speed - * Rangers can move without penality - */ - else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) - { - if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2; - } - - - /* Disarm a visible trap */ - else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic) - { - if (!trap_can_be_ignored(creature_ptr, g_ptr->feat)) - { - (void)exe_disarm(creature_ptr, y, x, dir); - return; - } - } - - - /* Player can not walk through "walls" unless in wraith form...*/ - else if (!p_can_enter && !p_can_kill_walls) - { - /* Feature code (applying "mimic" field) */ - FEAT_IDX feat = get_feat_mimic(g_ptr); - feature_type *mimic_f_ptr = &f_info[feat]; - concptr name = f_name + mimic_f_ptr->name; - - oktomove = FALSE; - - /* Notice things in the dark */ - if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x)) - { - /* Boundary floor mimic */ - if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) - { - msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more.")); - } - - /* Wall (or secret door) */ - else - { -#ifdef JP - msg_format("%sが行く手をはばんでいるようだ。", name); -#else - msg_format("You feel %s %s blocking your way.", - is_a_vowel(name[0]) ? "an" : "a", name); -#endif - - g_ptr->info |= (CAVE_MARK); - lite_spot(y, x); - } - } - - /* Notice things */ - else - { - /* Boundary floor mimic */ - if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) - { - msg_print(_("それ以上先には進めない。", "You cannot go any more.")); - if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image)) - free_turn(creature_ptr); - } - - /* Wall (or secret door) */ - else - { - /* Closed doors */ - if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return; - -#ifdef JP - msg_format("%sが行く手をはばんでいる。", name); -#else - msg_format("There is %s %s blocking your way.", - is_a_vowel(name[0]) ? "an" : "a", name); -#endif - - /* - * Well, it makes sense that you lose time bumping into - * a wall _if_ you are confused, stunned or blind; but - * typing mistakes should not cost you a turn... - */ - if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image)) - free_turn(creature_ptr); - } - } - - disturb(creature_ptr, FALSE, TRUE); - - if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL); - } - - /* Normal movement */ - if (oktomove && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x)) - { - if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image)) - { - free_turn(creature_ptr); - } - - /* To avoid a loop with running */ - disturb(creature_ptr, FALSE, TRUE); - - oktomove = FALSE; - } - - /* Normal movement */ - if (oktomove) - { - u32b mpe_mode = MPE_ENERGY_USE; - - if (creature_ptr->warning) - { - if (!process_warning(x, y)) - { - creature_ptr->energy_use = 25; - return; - } - } - - if (do_past) - { - msg_format(_("%sを押し退けた。", "You push past %s."), m_name); - } - - /* Change oldpx and oldpy to place the player well when going back to big mode */ - if (creature_ptr->wild_mode) - { - if (ddy[dir] > 0) creature_ptr->oldpy = 1; - if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2; - if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2; - if (ddx[dir] > 0) creature_ptr->oldpx = 1; - if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2; - if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2; - } - - if (p_can_kill_walls) - { - cave_alter_feat(y, x, FF_HURT_DISI); - - /* Update some things -- similar to GF_KILL_WALL */ - creature_ptr->update |= (PU_FLOW); - } - - /* sound(SOUND_WALK); */ - - if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP; - if (break_trap) mpe_mode |= MPE_BREAK_TRAP; - - (void)move_player_effect(creature_ptr, y, x, mpe_mode); - } -} - - -static bool ignore_avoid_run; - -/*! - * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する / - * Hack -- Check for a "known wall" (see below) - * @param dir 想定する移動方向ID - * @param y 移動元のY座標 - * @param x 移動元のX座標 - * @return 移動先が既知の壁ならばTRUE - */ -static bool see_wall(DIRECTION dir, POSITION y, POSITION x) -{ - grid_type *g_ptr; - - /* Get the new location */ - y += ddy[dir]; - x += ddx[dir]; - - /* Illegal grids are not known walls */ - if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return (FALSE); - - /* Access grid */ - g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x]; - - /* Must be known to the player */ - if (g_ptr->info & (CAVE_MARK)) - { - /* Feature code (applying "mimic" field) */ - s16b feat = get_feat_mimic(g_ptr); - feature_type *f_ptr = &f_info[feat]; - - /* Wall grids are known walls */ - if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR); - - /* Don't run on a tree unless explicitly requested */ - if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run) - return TRUE; - - /* Don't run in a wall */ - if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) - return !have_flag(f_ptr->flags, FF_DOOR); - } - - return FALSE; -} - - -/*! - * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する / - * Hack -- Check for an "unknown corner" (see below) - * @param dir 想定する移動方向ID - * @param y 移動元のY座標 - * @param x 移動元のX座標 - * @return 移動先が未知の地形ならばTRUE - */ -static bool see_nothing(DIRECTION dir, POSITION y, POSITION x) -{ - /* Get the new location */ - y += ddy[dir]; - x += ddx[dir]; - - /* Illegal grids are unknown */ - if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return (TRUE); - - /* Memorized grids are always known */ - if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE); - - /* Viewable door/wall grids are known */ - if (player_can_see_bold(y, x)) return (FALSE); - - /* Default */ - return (TRUE); -} - - -/* - * Hack -- allow quick "cycling" through the legal directions - */ -static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 }; - -/* - * Hack -- map each direction into the "middle" of the "cycle[]" array - */ -static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 }; - -/* - * The direction we are running - */ -static DIRECTION find_current; - -/* - * The direction we came from - */ -static DIRECTION find_prevdir; - -/* - * We are looking for open area - */ -static bool find_openarea; - -/* - * We are looking for a break - */ -static bool find_breakright; -static bool find_breakleft; - -/*! - * @brief ダッシュ処理の導入 / - * Initialize the running algorithm for a new direction. - * @param dir 導入の移動先 - * @details - * Diagonal Corridor -- allow diaginal entry into corridors.\n - *\n - * Blunt Corridor -- If there is a wall two spaces ahead and\n - * we seem to be in a corridor, then force a turn into the side\n - * corridor, must be moving straight into a corridor here. ???\n - *\n - * Diagonal Corridor Blunt Corridor (?)\n - * \# \# \#\n - * \#x\# \@x\#\n - * \@\@p. p\n - */ -static void run_init(DIRECTION dir) -{ - int row, col, deepleft, deepright; - int i, shortleft, shortright; - - /* Save the direction */ - find_current = dir; - - /* Assume running straight */ - find_prevdir = dir; - - /* Assume looking for open area */ - find_openarea = TRUE; - - /* Assume not looking for breaks */ - find_breakright = find_breakleft = FALSE; - - /* Assume no nearby walls */ - deepleft = deepright = FALSE; - shortright = shortleft = FALSE; - - p_ptr->run_py = p_ptr->y; - p_ptr->run_px = p_ptr->x; - - /* Find the destination grid */ - row = p_ptr->y + ddy[dir]; - col = p_ptr->x + ddx[dir]; - - ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN); - - /* Extract cycle index */ - i = chome[dir]; - - /* Check for walls */ - if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x)) - { - find_breakleft = TRUE; - shortleft = TRUE; - } - else if (see_wall(cycle[i+1], row, col)) - { - find_breakleft = TRUE; - deepleft = TRUE; - } - - /* Check for walls */ - if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x)) - { - find_breakright = TRUE; - shortright = TRUE; - } - else if (see_wall(cycle[i-1], row, col)) - { - find_breakright = TRUE; - deepright = TRUE; - } - - /* Looking for a break */ - if (find_breakleft && find_breakright) - { - /* Not looking for open area */ - find_openarea = FALSE; - - /* Hack -- allow angled corridor entry */ - if (dir & 0x01) - { - if (deepleft && !deepright) - { - find_prevdir = cycle[i - 1]; - } - else if (deepright && !deepleft) - { - find_prevdir = cycle[i + 1]; - } - } - - /* Hack -- allow blunt corridor entry */ - else if (see_wall(cycle[i], row, col)) - { - if (shortleft && !shortright) - { - find_prevdir = cycle[i - 2]; - } - else if (shortright && !shortleft) - { - find_prevdir = cycle[i + 2]; - } - } - } -} - - -/*! - * @brief ダッシュ移動が継続できるかどうかの判定 / - * Update the current "run" path - * @return - * ダッシュ移動が継続できるならばTRUEを返す。 - * Return TRUE if the running should be stopped - */ -static bool run_test(void) -{ - DIRECTION prev_dir, new_dir, check_dir = 0; - int row, col; - int i, max, inv; - int option = 0, option2 = 0; - grid_type *g_ptr; - FEAT_IDX feat; - feature_type *f_ptr; - - /* Where we came from */ - prev_dir = find_prevdir; - - - /* Range of newly adjacent grids */ - max = (prev_dir & 0x01) + 1; - - /* break run when leaving trap detected region */ - if ((disturb_trap_detect || alert_trap_detect) - && p_ptr->dtrap && !(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT)) - { - /* No duplicate warning */ - p_ptr->dtrap = FALSE; - - /* You are just on the edge */ - if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE)) - { - if (alert_trap_detect) - { - msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*")); - } - - if (disturb_trap_detect) - { - /* Break Run */ - return(TRUE); - } - } - } - - /* Look at every newly adjacent square. */ - for (i = -max; i <= max; i++) - { - OBJECT_IDX this_o_idx, next_o_idx = 0; - - /* New direction */ - new_dir = cycle[chome[prev_dir] + i]; - - /* New location */ - row = p_ptr->y + ddy[new_dir]; - col = p_ptr->x + ddx[new_dir]; - - /* Access grid */ - g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col]; - - /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(g_ptr); - f_ptr = &f_info[feat]; - - /* Visible monsters abort running */ - if (g_ptr->m_idx) - { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx]; - - /* Visible monster */ - if (m_ptr->ml) return (TRUE); - } - - /* Visible objects abort running */ - for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - object_type *o_ptr; - o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx]; - next_o_idx = o_ptr->next_o_idx; - - /* Visible object */ - if (o_ptr->marked & OM_FOUND) return (TRUE); - } - - /* Assume unknown */ - inv = TRUE; - - /* Check memorized grids */ - if (g_ptr->info & (CAVE_MARK)) - { - bool notice = have_flag(f_ptr->flags, FF_NOTICE); - - if (notice && have_flag(f_ptr->flags, FF_MOVE)) - { - /* Open doors */ - if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE)) - { - /* Option -- ignore */ - notice = FALSE; - } - - /* Stairs */ - else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS)) - { - /* Option -- ignore */ - notice = FALSE; - } - - /* Lava */ - else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN())) - { - /* Ignore */ - notice = FALSE; - } - - /* Deep water */ - else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) && - (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit(p_ptr)))) - { - /* Ignore */ - notice = FALSE; - } - } - - /* Interesting feature */ - if (notice) return (TRUE); - - /* The grid is "visible" */ - inv = FALSE; - } - - /* Analyze unknown grids and floors considering mimic */ - if (inv || !see_wall(0, row, col)) - { - /* Looking for open area */ - if (find_openarea) - { - /* Nothing */ - } - - /* The first new direction. */ - else if (!option) - { - option = new_dir; - } - - /* Three new directions. Stop running. */ - else if (option2) - { - return (TRUE); - } - - /* Two non-adjacent new directions. Stop running. */ - else if (option != cycle[chome[prev_dir] + i - 1]) - { - return (TRUE); - } - - /* Two new (adjacent) directions (case 1) */ - else if (new_dir & 0x01) - { - check_dir = cycle[chome[prev_dir] + i - 2]; - option2 = new_dir; - } - - /* Two new (adjacent) directions (case 2) */ - else - { - check_dir = cycle[chome[prev_dir] + i + 1]; - option2 = option; - option = new_dir; - } - } - - /* Obstacle, while looking for open area */ - else - { - if (find_openarea) - { - if (i < 0) - { - /* Break to the right */ - find_breakright = TRUE; - } - - else if (i > 0) - { - /* Break to the left */ - find_breakleft = TRUE; - } - } - } - } - - /* Looking for open area */ - if (find_openarea) - { - /* Hack -- look again */ - for (i = -max; i < 0; i++) - { - /* Unknown grid or non-wall */ - if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x)) - { - /* Looking to break right */ - if (find_breakright) - { - return (TRUE); - } - } - - /* Obstacle */ - else - { - /* Looking to break left */ - if (find_breakleft) - { - return (TRUE); - } - } - } - - /* Hack -- look again */ - for (i = max; i > 0; i--) - { - /* Unknown grid or non-wall */ - if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x)) - { - /* Looking to break left */ - if (find_breakleft) - { - return (TRUE); - } - } - - /* Obstacle */ - else - { - /* Looking to break right */ - if (find_breakright) - { - return (TRUE); - } - } - } - } - - /* Not looking for open area */ - else - { - /* No options */ - if (!option) - { - return (TRUE); - } - - /* One option */ - else if (!option2) - { - /* Primary option */ - find_current = option; - - /* No other options */ - find_prevdir = option; - } - - /* Two options, examining corners */ - else if (!find_cut) - { - /* Primary option */ - find_current = option; - - /* Hack -- allow curving */ - find_prevdir = option2; - } - - /* Two options, pick one */ - else - { - /* Get next location */ - row = p_ptr->y + ddy[option]; - col = p_ptr->x + ddx[option]; - - /* Don't see that it is closed off. */ - /* This could be a potential corner or an intersection. */ - if (!see_wall(option, row, col) || - !see_wall(check_dir, row, col)) - { - /* Can not see anything ahead and in the direction we */ - /* are turning, assume that it is a potential corner. */ - if (see_nothing(option, row, col) && - see_nothing(option2, row, col)) - { - find_current = option; - find_prevdir = option2; - } - - /* STOP: we are next to an intersection or a room */ - else - { - return (TRUE); - } - } - - /* This corner is seen to be enclosed; we cut the corner. */ - else if (find_cut) - { - find_current = option2; - find_prevdir = option2; - } - - /* This corner is seen to be enclosed, and we */ - /* deliberately go the long way. */ - else - { - find_current = option; - find_prevdir = option2; - } - } - } - - /* About to hit a known wall, stop */ - if (see_wall(find_current, p_ptr->y, p_ptr->x)) - { - return (TRUE); - } - - /* Failure */ - return (FALSE); -} - - - -/*! - * @brief 継続的なダッシュ処理 / - * Take one step along the current "run" path - * @param dir 移動を試みる方向ID - * @return なし - */ -void run_step(DIRECTION dir) -{ - /* Start running */ - if (dir) - { - /* Ignore AVOID_RUN on a first step */ - ignore_avoid_run = TRUE; - - /* Hack -- do not start silly run */ - if (see_wall(dir, p_ptr->y, p_ptr->x)) - { - sound(SOUND_HITWALL); - - msg_print(_("その方向には走れません。", "You cannot run in that direction.")); - - disturb(p_ptr, FALSE, FALSE); - - return; - } - - run_init(dir); - } - - /* Keep running */ - else - { - /* Update run */ - if (run_test()) - { - disturb(p_ptr, FALSE, FALSE); - - return; - } - } - - /* Decrease the run counter */ - if (--p_ptr->running <= 0) return; - - /* Take time */ - take_turn(p_ptr, 100); - - /* Move the player, using the "pickup" flag */ - move_player(p_ptr, find_current, FALSE, FALSE); - - if (player_bold(p_ptr, p_ptr->run_py, p_ptr->run_px)) - { - p_ptr->run_py = 0; - p_ptr->run_px = 0; - disturb(p_ptr, FALSE, FALSE); - } -} - - -#ifdef TRAVEL - -/*! - * @brief トラベル機能の判定処理 / - * Test for traveling - * @param prev_dir 前回移動を行った元の方角ID - * @return 次の方向 - */ -static DIRECTION travel_test(DIRECTION prev_dir) -{ - DIRECTION new_dir = 0; - int i, max; - const grid_type *g_ptr; - int cost; - - /* Cannot travel when blind */ - if (p_ptr->blind || no_lite()) - { - msg_print(_("目が見えない!", "You cannot see!")); - return (0); - } - - /* break run when leaving trap detected region */ - if ((disturb_trap_detect || alert_trap_detect) - && p_ptr->dtrap && !(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT)) - { - /* No duplicate warning */ - p_ptr->dtrap = FALSE; - - /* You are just on the edge */ - if (!(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE)) - { - if (alert_trap_detect) - { - msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*")); - } - - if (disturb_trap_detect) - { - /* Break Run */ - return (0); - } - } - } - - /* Range of newly adjacent grids */ - max = (prev_dir & 0x01) + 1; - - /* Look at every newly adjacent square. */ - for (i = -max; i <= max; i++) - { - /* New direction */ - DIRECTION dir = cycle[chome[prev_dir] + i]; - - /* New location */ - POSITION row = p_ptr->y + ddy[dir]; - POSITION col = p_ptr->x + ddx[dir]; - - /* Access grid */ - g_ptr = &p_ptr->current_floor_ptr->grid_array[row][col]; - - /* Visible monsters abort running */ - if (g_ptr->m_idx) - { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx]; - - /* Visible monster */ - if (m_ptr->ml) return (0); - } - - } - - /* Travel cost of current grid */ - cost = travel.cost[p_ptr->y][p_ptr->x]; - - /* Determine travel direction */ - for (i = 0; i < 8; ++ i) { - int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]]; - - if (dir_cost < cost) - { - new_dir = ddd[i]; - cost = dir_cost; - } - } - - if (!new_dir) return (0); - - /* Access newly move grid */ - g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]]; - - /* Close door abort traveling */ - if (!easy_open && is_closed_door(g_ptr->feat)) return (0); - - /* Visible and unignorable trap abort tarveling */ - if (!g_ptr->mimic && !trap_can_be_ignored(p_ptr, g_ptr->feat)) return (0); - - /* Move new grid */ - return (new_dir); -} - - -/*! - * @brief トラベル機能の実装 / - * Travel command - * @return なし - */ -void travel_step(void) -{ - /* Get travel direction */ - travel.dir = travel_test(travel.dir); - - if (!travel.dir) - { - if (travel.run == 255) - { - msg_print(_("道筋が見つかりません!", "No route is found!")); - travel.y = travel.x = 0; - } - disturb(p_ptr, FALSE, TRUE); - return; - } - - take_turn(p_ptr, 100); - - move_player(p_ptr, travel.dir, always_pickup, FALSE); - - if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x)) - { - travel.run = 0; - travel.y = travel.x = 0; - } - else if (travel.run > 0) - travel.run--; - - /* Travel Delay */ - Term_xtra(TERM_XTRA_DELAY, delay_factor); -} -#endif - - -#ifdef TRAVEL -/* - * Hack: travel command - */ -#define TRAVEL_UNABLE 9999 - -static int flow_head = 0; -static int flow_tail = 0; -static POSITION temp2_x[MAX_SHORT]; -static POSITION temp2_y[MAX_SHORT]; - -/*! - * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information - * @return なし - */ -void forget_travel_flow(void) -{ - POSITION x, y; - /* Check the entire dungeon / Forget the old data */ - for (y = 0; y < p_ptr->current_floor_ptr->height; y++) - { - for (x = 0; x < p_ptr->current_floor_ptr->width; x++) - { - - travel.cost[y][x] = MAX_SHORT; - } - } - travel.y = travel.x = 0; -} - -/*! - * @brief トラベル処理中に地形に応じた移動コスト基準を返す - * @param y 該当地点のY座標 - * @param x 該当地点のX座標 - * @return コスト値 - */ -static int travel_flow_cost(POSITION y, POSITION x) -{ - feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat]; - int cost = 1; - - /* Avoid obstacles (ex. trees) */ - if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1; - - /* Water */ - if (have_flag(f_ptr->flags, FF_WATER)) - { - if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5; - } - - /* Lava */ - if (have_flag(f_ptr->flags, FF_LAVA)) - { - int lava = 2; - if (!p_ptr->resist_fire) lava *= 2; - if (!p_ptr->levitation) lava *= 2; - if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2; - - cost += lava; - } - - /* Detected traps and doors */ - if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) - { - if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1; - if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10; - } - - return (cost); -} - -/*! - * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン - * @param y 目標地点のY座標 - * @param x 目標地点のX座標 - * @param n 現在のコスト - * @param wall プレイヤーが壁の中にいるならばTRUE - * @return なし - */ -static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall) -{ - grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x]; - feature_type *f_ptr = &f_info[g_ptr->feat]; - int old_head = flow_head; - int add_cost = 1; - int base_cost = (n % TRAVEL_UNABLE); - int from_wall = (n / TRAVEL_UNABLE); - int cost; - - /* Ignore out of bounds */ - if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return; - - /* Ignore unknown grid except in wilderness */ - if (p_ptr->current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return; - - /* Ignore "walls" and "rubble" (include "secret doors") */ - if (have_flag(f_ptr->flags, FF_WALL) || - have_flag(f_ptr->flags, FF_CAN_DIG) || - (have_flag(f_ptr->flags, FF_DOOR) && p_ptr->current_floor_ptr->grid_array[y][x].mimic) || - (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)) - { - if (!wall || !from_wall) return; - add_cost += TRAVEL_UNABLE; - } - else - { - add_cost = travel_flow_cost(y, x); - } - - cost = base_cost + add_cost; - - /* Ignore lower cost entries */ - if (travel.cost[y][x] <= cost) return; - - /* Save the flow cost */ - travel.cost[y][x] = cost; - - /* Enqueue that entry */ - temp2_y[flow_head] = y; - temp2_x[flow_head] = x; - - /* Advance the queue */ - if (++flow_head == MAX_SHORT) flow_head = 0; - - /* Hack -- notice overflow by forgetting new entry */ - if (flow_head == flow_tail) flow_head = old_head; - - return; -} - -/*! - * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン - * @param ty 目標地点のY座標 - * @param tx 目標地点のX座標 - * @return なし - */ -static void travel_flow(POSITION ty, POSITION tx) -{ - POSITION x, y; - DIRECTION d; - bool wall = FALSE; - feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat]; - - /* Reset the "queue" */ - flow_head = flow_tail = 0; - - /* is player in the wall? */ - if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE; - - /* Start at the target grid */ - travel_flow_aux(ty, tx, 0, wall); - - /* Now process the queue */ - while (flow_head != flow_tail) - { - /* Extract the next entry */ - y = temp2_y[flow_tail]; - x = temp2_x[flow_tail]; - - /* Forget that entry */ - if (++flow_tail == MAX_SHORT) flow_tail = 0; - - /* Ignore too far entries */ - //if (distance(ty, tx, y, x) > 100) continue; - - /* Add the "children" */ - for (d = 0; d < 8; d++) - { - /* Add that child if "legal" */ - travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall); - } - } - - /* Forget the flow info */ - flow_head = flow_tail = 0; -} - -/*! - * @brief トラベル処理のメインルーチン - * @return なし - */ -void do_cmd_travel(player_type *creature_ptr) -{ - POSITION x, y; - int i; - POSITION dx, dy, sx, sy; - feature_type *f_ptr; - - if (travel.x != 0 && travel.y != 0 && - get_check(_("トラベルを継続しますか?", "Do you continue to travel?"))) - { - y = travel.y; - x = travel.x; - } - else if (!tgt_pt(&x, &y)) return; - - if ((x == creature_ptr->x) && (y == creature_ptr->y)) - { - msg_print(_("すでにそこにいます!", "You are already there!!")); - return; - } - - f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat]; - - if ((p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_MARK) && - (have_flag(f_ptr->flags, FF_WALL) || - have_flag(f_ptr->flags, FF_CAN_DIG) || - (have_flag(f_ptr->flags, FF_DOOR) && p_ptr->current_floor_ptr->grid_array[y][x].mimic))) - { - msg_print(_("そこには行くことができません!", "You cannot travel there!")); - return; - } - - forget_travel_flow(); - travel_flow(y, x); - - travel.x = x; - travel.y = y; - - /* Travel till 255 steps */ - travel.run = 255; - travel.dir = 0; - - /* Decides first direction */ - dx = abs(creature_ptr->x - x); - dy = abs(creature_ptr->y - y); - sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1); - sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1); - - for (i = 1; i <= 9; i++) - { - if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i; - } -} -#endif - -/* - * Something has happened to disturb the player. - * The first arg indicates a major disturbance, which affects search. - * The second arg is currently unused, but could induce output flush. - * All disturbance cancels repeated commands, resting, and running. - */ -void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel) -{ -#ifndef TRAVEL - /* Unused */ - stop_travel = stop_travel; -#endif - - /* Cancel auto-commands */ - /* command_new = 0; */ - - /* Cancel repeated commands */ - if (command_rep) - { - /* Cancel */ - command_rep = 0; - - /* Redraw the state (later) */ - creature_ptr->redraw |= (PR_STATE); - } - - /* Cancel Resting */ - if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH))) - { - /* Cancel */ - set_action(creature_ptr, ACTION_NONE); - } - - /* Cancel running */ - if (creature_ptr->running) - { - /* Cancel */ - creature_ptr->running = 0; - - /* Check for new panel if appropriate */ - if (center_player && !center_running) verify_panel(); - - /* Calculate torch radius */ - creature_ptr->update |= (PU_TORCH); - - /* Update monster flow */ - creature_ptr->update |= (PU_FLOW); - } - -#ifdef TRAVEL - if (stop_travel) - { - /* Cancel */ - travel.run = 0; - - /* Check for new panel if appropriate */ - if (center_player && !center_running) verify_panel(); - - /* Calculate torch radius */ - creature_ptr->update |= (PU_TORCH); - } -#endif - - /* Flush the input if requested */ - if (flush_disturb) flush(); -}