3 * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
13 * The running algorithm: -CJS-
15 * In the diagrams below, the player has just arrived in the
16 * grid marked as '@', and he has just come from a grid marked
17 * as 'o', and he is about to enter the grid marked as 'x'.
19 * Of course, if the "requested" move was impossible, then you
20 * will of course be blocked, and will stop.
22 * Overview: You keep moving until something interesting happens.
23 * If you are in an enclosed space, you follow corners. This is
24 * the usual corridor scheme. If you are in an open space, you go
25 * straight, but stop before entering enclosed space. This is
26 * analogous to reaching doorways. If you have enclosed space on
27 * one side only (that is, running along side a wall) stop if
28 * your wall opens out, or your open space closes in. Either case
29 * corresponds to a doorway.
31 * What happens depends on what you can really SEE. (i.e. if you
32 * have no light, then running along a dark corridor is JUST like
33 * running in a dark room.) The algorithm works equally well in
34 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
36 * These conditions are kept in static memory:
37 * find_openarea You are in the open on at least one
39 * find_breakleft You have a wall on the left, and will
41 * find_breakright You have a wall on the right, and will
44 * To initialize these conditions, we examine the grids adjacent
45 * to the grid marked 'x', two on each side (marked 'L' and 'R').
46 * If either one of the two grids on a given side is seen to be
47 * closed, then that side is considered to be closed. If both
48 * sides are closed, then it is an enclosed (corridor) run.
54 * Looking at more than just the immediate squares is
55 * significant. Consider the following case. A run along the
56 * corridor will stop just before entering the center point,
57 * because a choice is clearly established. Running in any of
58 * three available directions will be defined as a corridor run.
59 * Note that a minor hack is inserted to make the angled corridor
60 * entry (with one side blocked near and the other side blocked
61 * further away from the runner) work correctly. The runner moves
62 * diagonally, but then saves the previous direction as being
63 * straight into the gap. Otherwise, the tail end of the other
64 * entry would be perceived as an alternative on the next move.
72 * Likewise, a run along a wall, and then into a doorway (two
73 * runs) will work correctly. A single run rightwards from \@ will
74 * stop at 1. Another run right and down will enter the corridor
75 * and make the corner, stopping at the 2.
77 * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
79 * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
81 * \#\#\#\#\#\#\#\#\#\#\#\#\#
83 * After any move, the function area_affect is called to
84 * determine the new surroundings, and the direction of
85 * subsequent moves. It examines the current player location
86 * (at which the runner has just arrived) and the previous
87 * direction (from which the runner is considered to have come).
89 * Moving one square in some direction places you adjacent to
90 * three or five new squares (for straight and diagonal moves
91 * respectively) to which you were not previously adjacent,
92 * marked as '!' in the diagrams below.
95 * .o@@! (normal) .o.! (diagonal)
96 * ...! (east) ..@@! (south east)
99 * You STOP if any of the new squares are interesting in any way:
100 * for example, if they contain visible monsters or treasure.
102 * You STOP if any of the newly adjacent squares seem to be open,
103 * and you are also looking for a break on that side. (that is,
104 * find_openarea AND find_break).
106 * You STOP if any of the newly adjacent squares do NOT seem to be
107 * open and you are in an open area, and that side was previously
110 * Corners: If you are not in the open (i.e. you are in a corridor)
111 * and there is only one way to go in the new squares, then turn in
112 * that direction. If there are more than two new ways to go, STOP.
113 * If there are two ways to go, and those ways are separated by a
114 * square which does not seem to be open, then STOP.
116 * Otherwise, we have a potential corner. There are two new open
117 * squares, which are also adjacent. One of the new squares is
118 * diagonally located, the other is straight on (as in the diagram).
119 * We consider two more squares further out (marked below as ?).
121 * We assign "option" to the straight-on grid, and "option2" to the
122 * diagonal grid, and "check_dir" to the grid marked 's'.
128 * If they are both seen to be closed, then it is seen that no benefit
129 * is gained from moving straight. It is a known corner. To cut the
130 * corner, go diagonally, otherwise go straight, but pretend you
131 * stepped diagonally into that next location for a full view next
132 * time. Conversely, if one of the ? squares is not seen to be closed,
133 * then there is a potential choice. We check to see whether it is a
134 * potential corner or an intersection/room entrance. If the square
135 * two spaces straight ahead, and the space marked with 's' are both
136 * unknown space, then it is a potential corner and enter if
137 * find_examine is set, otherwise must stop because it is not a
138 * corner. (find_examine option is removed and always is TRUE.)
148 * @brief プレイヤー攻撃の種族スレイング倍率計算
149 * @param mult 算出前の基本倍率(/10倍)
150 * @param flgs スレイフラグ配列
151 * @param m_ptr 目標モンスターの構造体参照ポインタ
152 * @return スレイング加味後の倍率(/10倍)
154 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
156 static const struct slay_table_t {
158 BIT_FLAGS affect_race_flag;
161 size_t r_flag_offset;
163 #define OFFSET(X) offsetof(monster_race, X)
164 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
165 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
166 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
167 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
168 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
169 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
170 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
171 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
172 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
173 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
174 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
175 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
176 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
177 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
178 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
179 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
180 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
181 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
182 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
183 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
187 monster_race* r_ptr = &r_info[m_ptr->r_idx];
189 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
191 const struct slay_table_t* p = &slay_table[i];
193 if ((have_flag(flgs, p->slay_flag)) &&
194 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
196 if (is_original_ap_and_seen(m_ptr))
198 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
201 mult = MAX(mult, p->slay_mult);
209 * @brief プレイヤー攻撃の属性スレイング倍率計算
210 * @param mult 算出前の基本倍率(/10倍)
211 * @param flgs スレイフラグ配列
212 * @param m_ptr 目標モンスターの構造体参照ポインタ
213 * @return スレイング加味後の倍率(/10倍)
215 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
217 static const struct brand_table_t {
219 BIT_FLAGS resist_mask;
222 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
223 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
224 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
225 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
226 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
229 monster_race* r_ptr = &r_info[m_ptr->r_idx];
231 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
233 const struct brand_table_t* p = &brand_table[i];
235 if (have_flag(flgs, p->brand_flag))
237 /* Notice immunity */
238 if (r_ptr->flagsr & p->resist_mask)
240 if (is_original_ap_and_seen(m_ptr))
242 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
246 /* Otherwise, take the damage */
247 else if (r_ptr->flags3 & p->hurt_flag)
249 if (is_original_ap_and_seen(m_ptr))
251 r_ptr->r_flags3 |= p->hurt_flag;
254 mult = MAX(mult, 50);
258 mult = MAX(mult, 25);
267 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
268 * Extract the "total damage" from a given object hitting a given monster.
269 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
270 * @param tdam 現在算出途中のダメージ値
271 * @param m_ptr 目標モンスターの構造体参照ポインタ
273 * @param thrown 射撃処理ならばTRUEを指定する
274 * @return 総合的なスレイを加味したダメージ値
276 * Note that "flasks of oil" do NOT do fire damage, although they\n
277 * certainly could be made to do so. XXX XXX\n
279 * Note that most brands and slays are x3, except Slay Animal (x2),\n
280 * Slay Evil (x2), and Kill dragon (x5).\n
282 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
286 BIT_FLAGS flgs[TR_FLAG_SIZE];
288 /* Extract the flags */
289 object_flags(o_ptr, flgs);
290 torch_flags(o_ptr, flgs); /* torches has secret flags */
295 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
296 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
297 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
298 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
299 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
302 /* Hex - Slay Good (Runesword) */
303 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
305 /* Some "weapons" and "ammo" do extra damage */
318 mult = mult_slaying(mult, flgs, m_ptr);
320 /* Elemental Brand */
321 mult = mult_brand(mult, flgs, m_ptr);
324 if (p_ptr->pclass == CLASS_SAMURAI)
326 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
330 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
332 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
333 p_ptr->redraw |= (PR_MANA);
334 mult = mult * 3 / 2 + 20;
337 /* Hack -- The Nothung cause special damage to Fafner */
338 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
343 if (mult > 150) mult = 150;
345 /* Return the total damage */
346 return (tdam * mult / 10);
351 * @brief 地形やその上のアイテムの隠された要素を明かす /
352 * Search for hidden things
353 * @param y 対象となるマスのY座標
354 * @param x 対象となるマスのX座標
357 static void discover_hidden_things(POSITION y, POSITION x)
359 OBJECT_IDX this_o_idx, next_o_idx = 0;
364 if (c_ptr->mimic && is_trap(c_ptr->feat))
369 msg_print(_("トラップを発見した。", "You have found a trap."));
371 disturb(FALSE, TRUE);
375 if (is_hidden_door(c_ptr))
377 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
382 disturb(FALSE, FALSE);
385 /* Scan all objects in the grid */
386 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
389 o_ptr = &o_list[this_o_idx];
391 /* Acquire next object */
392 next_o_idx = o_ptr->next_o_idx;
394 /* Skip non-chests */
395 if (o_ptr->tval != TV_CHEST) continue;
397 /* Skip non-trapped chests */
398 if (!chest_traps[o_ptr->pval]) continue;
401 if (!object_is_known(o_ptr))
403 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!"));
409 disturb(FALSE, FALSE);
415 * @brief プレイヤーの探索処理判定
423 /* Start with base search ability */
424 chance = p_ptr->skill_srh;
426 /* Penalize various conditions */
427 if (p_ptr->blind || no_lite()) chance = chance / 10;
428 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
430 /* Search the nearby grids, which are always in bounds */
431 for (i = 0; i < 9; ++ i)
433 /* Sometimes, notice things */
434 if (randint0(100) < chance)
436 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
443 * @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 /
444 * Helper routine for py_pickup() and py_pickup_floor().
445 * @param o_idx 取得したオブジェクトの参照ID
448 * アイテムを拾った際に「2つのケーキを持っている」\n
449 * "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
451 * 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
453 * Add the given dungeon object to the character's inventory.\n
454 * Delete the object afterwards.\n
456 void py_pickup_aux(OBJECT_IDX o_idx)
461 char o_name[MAX_NLEN];
462 char old_name[MAX_NLEN];
466 char o_name[MAX_NLEN];
471 o_ptr = &o_list[o_idx];
474 object_desc(old_name, o_ptr, OD_NAME_ONLY);
475 object_desc_kosuu(kazu_str, o_ptr);
476 hirottakazu = o_ptr->number;
478 /* Carry the object */
479 slot = inven_carry(o_ptr);
481 /* Get the object again */
482 o_ptr = &inventory[slot];
484 delete_object_idx(o_idx);
486 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
488 bool old_known = identify_item(o_ptr);
490 /* Auto-inscription/destroy */
491 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
493 /* If it is destroyed, don't pick it up */
494 if (o_ptr->marked & OM_AUTODESTROY) return;
497 object_desc(o_name, o_ptr, 0);
500 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
502 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
503 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
504 msg_format("%sに襲いかかる...", p_ptr->name);
510 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
514 if (o_ptr->number > hirottakazu) {
515 msg_format("%s拾って、%s(%c)を持っている。",
516 kazu_str, o_name, index_to_label(slot));
518 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
522 strcpy(record_o_name, old_name);
524 msg_format("You have %s (%c).", o_name, index_to_label(slot));
525 strcpy(record_o_name, o_name);
530 check_find_art_quest_completion(o_ptr);
535 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
536 * @param pickup 自動拾い処理を行うならばTRUEとする
539 * Player "wants" to pick up an object or gold.
540 * Note that we ONLY handle things that can be picked up.
541 * See "move_player()" for handling of other things.
543 void carry(bool pickup)
545 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
547 OBJECT_IDX this_o_idx, next_o_idx = 0;
549 char o_name[MAX_NLEN];
551 /* Recenter the map around the player */
554 p_ptr->update |= (PU_MONSTERS);
556 p_ptr->redraw |= (PR_MAP);
558 p_ptr->window |= (PW_OVERHEAD);
561 /* Automatically pickup/destroy/inscribe items */
562 autopick_pickup_items(c_ptr);
566 py_pickup_floor(pickup);
570 /* Scan the pile of objects */
571 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
574 o_ptr = &o_list[this_o_idx];
576 #ifdef ALLOW_EASY_SENSE /* TNB */
578 /* Option: Make item sensing easy */
581 /* Sense the object */
582 (void)sense_object(o_ptr);
585 #endif /* ALLOW_EASY_SENSE -- TNB */
587 object_desc(o_name, o_ptr, 0);
589 /* Acquire next object */
590 next_o_idx = o_ptr->next_o_idx;
592 /* Hack -- disturb */
593 disturb(FALSE, FALSE);
596 if (o_ptr->tval == TV_GOLD)
598 int value = (long)o_ptr->pval;
600 /* Delete the gold */
601 delete_object_idx(this_o_idx);
603 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
604 (long)value, o_name);
608 /* Collect the gold */
612 p_ptr->redraw |= (PR_GOLD);
614 p_ptr->window |= (PW_PLAYER);
617 /* Pick up objects */
620 /* Hack - some objects were handled in autopick_pickup_items(). */
621 if (o_ptr->marked & OM_NOMSG)
623 /* Clear the flag. */
624 o_ptr->marked &= ~OM_NOMSG;
628 msg_format(_("%sがある。", "You see %s."), o_name);
631 /* Note that the pack is too full */
632 else if (!inven_carry_okay(o_ptr))
634 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);
637 /* Pick up the item (if requested and allowed) */
642 /* Hack -- query every item */
643 if (carry_query_flag)
645 char out_val[MAX_NLEN+20];
646 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
647 okay = get_check(out_val);
650 /* Attempt to pick up an object. */
653 /* Pick up the object */
654 py_pickup_aux(this_o_idx);
663 * @brief パターンによる移動制限処理
664 * @param c_y プレイヤーの移動元Y座標
665 * @param c_x プレイヤーの移動元X座標
666 * @param n_y プレイヤーの移動先Y座標
667 * @param n_x プレイヤーの移動先X座標
668 * @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。
670 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
672 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
673 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
674 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
675 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
676 int pattern_type_cur, pattern_type_new;
678 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
680 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
681 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
683 if (pattern_type_new == PATTERN_TILE_START)
685 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
687 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?",
688 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
696 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
697 (pattern_type_new == PATTERN_TILE_END) ||
698 (pattern_type_new == PATTERN_TILE_WRECKED))
700 if (is_pattern_tile_cur)
706 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。",
707 "You must start walking the Pattern from the startpoint."));
712 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
713 (pattern_type_cur == PATTERN_TILE_TELEPORT))
717 else if (pattern_type_cur == PATTERN_TILE_START)
719 if (is_pattern_tile_new)
723 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."));
727 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
728 (pattern_type_cur == PATTERN_TILE_END) ||
729 (pattern_type_cur == PATTERN_TILE_WRECKED))
731 if (!is_pattern_tile_new)
733 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."));
743 if (!is_pattern_tile_cur)
745 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。",
746 "You must start walking the Pattern from the startpoint."));
752 byte ok_move = PATTERN_TILE_START;
753 switch (pattern_type_cur)
756 ok_move = PATTERN_TILE_2;
759 ok_move = PATTERN_TILE_3;
762 ok_move = PATTERN_TILE_4;
765 ok_move = PATTERN_TILE_1;
769 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
771 return TRUE; /* Goof-up */
774 if ((pattern_type_new == ok_move) ||
775 (pattern_type_new == pattern_type_cur))
779 if (!is_pattern_tile_new)
780 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."));
782 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."));
792 * @brief プレイヤーが地形踏破可能かを返す
793 * @param feature 判定したい地形ID
794 * @param mode 移動に関するオプションフラグ
795 * @return 移動可能ならばTRUEを返す
797 bool player_can_enter(s16b feature, u16b mode)
799 feature_type *f_ptr = &f_info[feature];
801 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
804 if (have_flag(f_ptr->flags, FF_PATTERN))
806 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
810 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
811 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
812 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
814 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
821 * @brief 移動に伴うプレイヤーのステータス変化処理
824 * @param mpe_mode 移動オプションフラグ
825 * @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。
827 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
829 cave_type *c_ptr = &cave[ny][nx];
830 feature_type *f_ptr = &f_info[c_ptr->feat];
832 if (!(mpe_mode & MPE_STAYING))
834 POSITION oy = p_ptr->y;
835 POSITION ox = p_ptr->x;
836 cave_type *oc_ptr = &cave[oy][ox];
837 IDX om_idx = oc_ptr->m_idx;
838 IDX nm_idx = c_ptr->m_idx;
840 /* Move the player */
844 /* Hack -- For moving monster or riding player's moving */
845 if (!(mpe_mode & MPE_DONT_SWAP_MON))
847 /* Swap two monsters */
848 c_ptr->m_idx = om_idx;
849 oc_ptr->m_idx = nm_idx;
851 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
853 monster_type *om_ptr = &m_list[om_idx];
856 update_monster(om_idx, TRUE);
859 if (nm_idx > 0) /* Monster on new spot */
861 monster_type *nm_ptr = &m_list[nm_idx];
864 update_monster(nm_idx, TRUE);
868 /* Redraw old spot */
871 /* Redraw new spot */
874 /* Check for new panel (redraw map) */
877 if (mpe_mode & MPE_FORGET_FLOW)
881 /* Mega-Hack -- Forget the view */
882 p_ptr->update |= (PU_UN_VIEW);
884 p_ptr->redraw |= (PR_MAP);
887 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
889 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
891 /* Remove "unsafe" flag */
892 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
894 /* For get everything when requested hehe I'm *NASTY* */
895 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
896 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
898 if (p_ptr->pclass == CLASS_NINJA)
900 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
901 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
904 if ((p_ptr->action == ACTION_HAYAGAKE) &&
905 (!have_flag(f_ptr->flags, FF_PROJECT) ||
906 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
908 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
909 set_action(ACTION_NONE);
913 if (mpe_mode & MPE_ENERGY_USE)
915 if (music_singing(MUSIC_WALL))
917 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
918 PROJECT_KILL | PROJECT_ITEM, -1);
920 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
923 /* Spontaneous Searching */
924 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
929 /* Continuous Searching */
930 if (p_ptr->action == ACTION_SEARCH)
936 /* Handle "objects" */
937 if (!(mpe_mode & MPE_DONT_PICKUP))
939 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
942 /* Handle "store doors" */
943 if (have_flag(f_ptr->flags, FF_STORE))
945 disturb(FALSE, TRUE);
947 p_ptr->energy_use = 0;
948 /* Hack -- Enter store */
949 command_new = SPECIAL_KEY_STORE;
952 /* Handle "building doors" -KMW- */
953 else if (have_flag(f_ptr->flags, FF_BLDG))
955 disturb(FALSE, TRUE);
957 p_ptr->energy_use = 0;
958 /* Hack -- Enter building */
959 command_new = SPECIAL_KEY_BUILDING;
962 /* Handle quest areas -KMW- */
963 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
965 disturb(FALSE, TRUE);
967 p_ptr->energy_use = 0;
968 /* Hack -- Enter quest level */
969 command_new = SPECIAL_KEY_QUEST;
972 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
974 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
976 complete_quest(p_ptr->inside_quest);
981 p_ptr->inside_quest = c_ptr->special;
986 p_ptr->leaving = TRUE;
990 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
992 disturb(FALSE, TRUE);
995 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
997 msg_print(_("トラップだ!", "You found a trap!"));
1000 disclose_grid(p_ptr->y, p_ptr->x);
1004 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
1006 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
1009 /* Warn when leaving trap detected region */
1010 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
1011 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
1013 /* No duplicate warning */
1014 p_ptr->dtrap = FALSE;
1016 /* You are just on the edge */
1017 if (!(c_ptr->info & CAVE_UNSAFE))
1019 if (alert_trap_detect)
1021 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1024 if (disturb_trap_detect) disturb(FALSE, TRUE);
1028 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
1032 * @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
1034 * @return トラップが自動的に無効ならばTRUEを返す
1036 bool trap_can_be_ignored(FEAT_IDX feat)
1038 feature_type *f_ptr = &f_info[feat];
1040 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
1042 switch (f_ptr->subtype)
1046 case TRAP_SPIKED_PIT:
1047 case TRAP_POISON_PIT:
1048 if (p_ptr->levitation) return TRUE;
1051 if (p_ptr->anti_tele) return TRUE;
1054 if (p_ptr->immune_fire) return TRUE;
1057 if (p_ptr->immune_acid) return TRUE;
1060 if (p_ptr->resist_blind) return TRUE;
1063 if (p_ptr->resist_conf) return TRUE;
1066 if (p_ptr->resist_pois) return TRUE;
1069 if (p_ptr->free_act) return TRUE;
1078 * Determine if a "boundary" grid is "floor mimic"
1080 #define boundary_floor(C, F, MF) \
1081 ((C)->mimic && permanent_wall(F) && \
1082 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
1083 have_flag((MF)->flags, FF_PROJECT) && \
1084 !have_flag((MF)->flags, FF_OPEN))
1088 * @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 /
1089 * Move player in the given direction, with the given "pickup" flag.
1091 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
1092 * @param break_trap トラップ粉砕処理を行うならばTRUE
1093 * @return 実際に移動が行われたならばTRUEを返す。
1095 * This routine should (probably) always induce energy expenditure.\n
1097 * Note that moving will *always* take a turn, and will *always* hit\n
1098 * any monster which might be in the destination grid. Previously,\n
1099 * moving into walls was "free" and did NOT hit invisible monsters.\n
1101 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
1103 /* Find the result of moving */
1104 POSITION y = p_ptr->y + ddy[dir];
1105 POSITION x = p_ptr->x + ddx[dir];
1107 /* Examine the destination */
1108 cave_type *c_ptr = &cave[y][x];
1110 feature_type *f_ptr = &f_info[c_ptr->feat];
1112 monster_type *m_ptr;
1114 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1115 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
1119 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
1120 bool p_can_kill_walls = FALSE;
1121 bool stormbringer = FALSE;
1123 bool oktomove = TRUE;
1124 bool do_past = FALSE;
1127 if (!dun_level && !p_ptr->wild_mode &&
1128 ((x == 0) || (x == MAX_WID - 1) ||
1129 (y == 0) || (y == MAX_HGT - 1)))
1131 /* Can the player enter the grid? */
1132 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
1134 /* Hack: move to new area */
1135 if ((y == 0) && (x == 0))
1137 p_ptr->wilderness_y--;
1138 p_ptr->wilderness_x--;
1139 p_ptr->oldpy = cur_hgt - 2;
1140 p_ptr->oldpx = cur_wid - 2;
1141 ambush_flag = FALSE;
1144 else if ((y == 0) && (x == MAX_WID - 1))
1146 p_ptr->wilderness_y--;
1147 p_ptr->wilderness_x++;
1148 p_ptr->oldpy = cur_hgt - 2;
1150 ambush_flag = FALSE;
1153 else if ((y == MAX_HGT - 1) && (x == 0))
1155 p_ptr->wilderness_y++;
1156 p_ptr->wilderness_x--;
1158 p_ptr->oldpx = cur_wid - 2;
1159 ambush_flag = FALSE;
1162 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
1164 p_ptr->wilderness_y++;
1165 p_ptr->wilderness_x++;
1168 ambush_flag = FALSE;
1173 p_ptr->wilderness_y--;
1174 p_ptr->oldpy = cur_hgt - 2;
1176 ambush_flag = FALSE;
1179 else if (y == MAX_HGT - 1)
1181 p_ptr->wilderness_y++;
1184 ambush_flag = FALSE;
1189 p_ptr->wilderness_x--;
1190 p_ptr->oldpx = cur_wid - 2;
1192 ambush_flag = FALSE;
1195 else if (x == MAX_WID - 1)
1197 p_ptr->wilderness_x++;
1200 ambush_flag = FALSE;
1203 p_ptr->leaving = TRUE;
1204 p_ptr->energy_use = 100;
1209 /* "Blocked" message appears later */
1210 /* oktomove = FALSE; */
1211 p_can_enter = FALSE;
1214 /* Get the monster */
1215 m_ptr = &m_list[c_ptr->m_idx];
1218 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1219 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1221 /* Player can not walk through "walls"... */
1222 /* unless in Shadow Form */
1223 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1224 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1225 !have_flag(f_ptr->flags, FF_PERMANENT);
1227 /* Hack -- attack monsters */
1228 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1230 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1232 /* Attack -- only if we can see it OR it is not in a wall */
1233 if (!is_hostile(m_ptr) &&
1234 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1235 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1236 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1238 /* Disturb the monster */
1239 (void)set_monster_csleep(c_ptr->m_idx, 0);
1241 /* Extract monster name (or "it") */
1242 monster_desc(m_name, m_ptr, 0);
1246 /* Auto-Recall if possible and visible */
1247 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1249 /* Track a new monster */
1250 health_track(c_ptr->m_idx);
1254 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1259 else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1265 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1266 p_ptr->energy_use = 0;
1270 /* now continue on to 'movement' */
1279 if (oktomove && p_ptr->riding)
1281 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1283 msg_print(_("動けない!", "Can't move!"));
1284 p_ptr->energy_use = 0;
1286 disturb(FALSE, TRUE);
1288 else if (MON_MONFEAR(riding_m_ptr))
1290 char steed_name[80];
1292 /* Acquire the monster name */
1293 monster_desc(steed_name, riding_m_ptr, 0);
1295 /* Dump a message */
1296 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1298 disturb(FALSE, TRUE);
1300 else if (p_ptr->riding_ryoute)
1303 disturb(FALSE, TRUE);
1305 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1309 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1313 else if (have_flag(f_ptr->flags, FF_WATER) &&
1314 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1315 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1317 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1318 p_ptr->energy_use = 0;
1320 disturb(FALSE, TRUE);
1322 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1324 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
1325 p_ptr->energy_use = 0;
1327 disturb(FALSE, TRUE);
1329 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1331 msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1332 p_ptr->energy_use = 0;
1334 disturb(FALSE, TRUE);
1337 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1339 char steed_name[80];
1340 monster_desc(steed_name, riding_m_ptr, 0);
1341 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);
1343 disturb(FALSE, TRUE);
1351 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1353 msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1354 p_ptr->energy_use = 0;
1360 * Player can move through trees and
1361 * has effective -10 speed
1362 * Rangers can move without penality
1364 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1366 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1370 /* Disarm a visible trap */
1371 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
1373 if (!trap_can_be_ignored(c_ptr->feat))
1375 (void)do_cmd_disarm_aux(y, x, dir);
1381 /* Player can not walk through "walls" unless in wraith form...*/
1382 else if (!p_can_enter && !p_can_kill_walls)
1384 /* Feature code (applying "mimic" field) */
1385 FEAT_IDX feat = get_feat_mimic(c_ptr);
1386 feature_type *mimic_f_ptr = &f_info[feat];
1387 cptr name = f_name + mimic_f_ptr->name;
1391 /* Notice things in the dark */
1392 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1394 /* Boundary floor mimic */
1395 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1397 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1400 /* Wall (or secret door) */
1404 msg_format("%sが行く手をはばんでいるようだ。", name);
1406 msg_format("You feel %s %s blocking your way.",
1407 is_a_vowel(name[0]) ? "an" : "a", name);
1410 c_ptr->info |= (CAVE_MARK);
1418 /* Boundary floor mimic */
1419 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1421 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1422 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1423 p_ptr->energy_use = 0;
1426 /* Wall (or secret door) */
1430 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1433 msg_format("%sが行く手をはばんでいる。", name);
1435 msg_format("There is %s %s blocking your way.",
1436 is_a_vowel(name[0]) ? "an" : "a", name);
1440 * Well, it makes sense that you lose time bumping into
1441 * a wall _if_ you are confused, stunned or blind; but
1442 * typing mistakes should not cost you a turn...
1444 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1445 p_ptr->energy_use = 0;
1449 disturb(FALSE, TRUE);
1451 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1454 /* Normal movement */
1455 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1457 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1459 p_ptr->energy_use = 0;
1462 /* To avoid a loop with running */
1463 disturb(FALSE, TRUE);
1468 /* Normal movement */
1471 u32b mpe_mode = MPE_ENERGY_USE;
1475 if (!process_warning(x, y))
1477 p_ptr->energy_use = 25;
1484 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1487 /* Change oldpx and oldpy to place the player well when going back to big mode */
1488 if (p_ptr->wild_mode)
1490 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1491 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1492 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1493 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1494 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1495 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1498 if (p_can_kill_walls)
1500 cave_alter_feat(y, x, FF_HURT_DISI);
1502 /* Update some things -- similar to GF_KILL_WALL */
1503 p_ptr->update |= (PU_FLOW);
1506 /* sound(SOUND_WALK); */
1508 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1509 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1511 /* Move the player */
1512 (void)move_player_effect(y, x, mpe_mode);
1517 static bool ignore_avoid_run;
1520 * @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 /
1521 * Hack -- Check for a "known wall" (see below)
1522 * @param dir 想定する移動方向ID
1525 * @return 移動先が既知の壁ならばTRUE
1527 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1531 /* Get the new location */
1535 /* Illegal grids are not known walls */
1536 if (!in_bounds2(y, x)) return (FALSE);
1539 c_ptr = &cave[y][x];
1541 /* Must be known to the player */
1542 if (c_ptr->info & (CAVE_MARK))
1544 /* Feature code (applying "mimic" field) */
1545 s16b feat = get_feat_mimic(c_ptr);
1546 feature_type *f_ptr = &f_info[feat];
1548 /* Wall grids are known walls */
1549 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1551 /* Don't run on a tree unless explicitly requested */
1552 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1555 /* Don't run in a wall */
1556 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1557 return !have_flag(f_ptr->flags, FF_DOOR);
1565 * @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 /
1566 * Hack -- Check for an "unknown corner" (see below)
1567 * @param dir 想定する移動方向ID
1570 * @return 移動先が未知の地形ならばTRUE
1572 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1574 /* Get the new location */
1578 /* Illegal grids are unknown */
1579 if (!in_bounds2(y, x)) return (TRUE);
1581 /* Memorized grids are always known */
1582 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
1584 /* Viewable door/wall grids are known */
1585 if (player_can_see_bold(y, x)) return (FALSE);
1593 * Hack -- allow quick "cycling" through the legal directions
1595 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1598 * Hack -- map each direction into the "middle" of the "cycle[]" array
1600 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1603 * The direction we are running
1605 static DIRECTION find_current;
1608 * The direction we came from
1610 static DIRECTION find_prevdir;
1613 * We are looking for open area
1615 static bool find_openarea;
1618 * We are looking for a break
1620 static bool find_breakright;
1621 static bool find_breakleft;
1624 * @brief ダッシュ処理の導入 /
1625 * Initialize the running algorithm for a new direction.
1628 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1630 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1631 * we seem to be in a corridor, then force a turn into the side\n
1632 * corridor, must be moving straight into a corridor here. ???\n
1634 * Diagonal Corridor Blunt Corridor (?)\n
1639 static void run_init(DIRECTION dir)
1641 int row, col, deepleft, deepright;
1642 int i, shortleft, shortright;
1644 /* Save the direction */
1647 /* Assume running straight */
1650 /* Assume looking for open area */
1651 find_openarea = TRUE;
1653 /* Assume not looking for breaks */
1654 find_breakright = find_breakleft = FALSE;
1656 /* Assume no nearby walls */
1657 deepleft = deepright = FALSE;
1658 shortright = shortleft = FALSE;
1660 p_ptr->run_py = p_ptr->y;
1661 p_ptr->run_px = p_ptr->x;
1663 /* Find the destination grid */
1664 row = p_ptr->y + ddy[dir];
1665 col = p_ptr->x + ddx[dir];
1667 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1669 /* Extract cycle index */
1672 /* Check for walls */
1673 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1675 find_breakleft = TRUE;
1678 else if (see_wall(cycle[i+1], row, col))
1680 find_breakleft = TRUE;
1684 /* Check for walls */
1685 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1687 find_breakright = TRUE;
1690 else if (see_wall(cycle[i-1], row, col))
1692 find_breakright = TRUE;
1696 /* Looking for a break */
1697 if (find_breakleft && find_breakright)
1699 /* Not looking for open area */
1700 find_openarea = FALSE;
1702 /* Hack -- allow angled corridor entry */
1705 if (deepleft && !deepright)
1707 find_prevdir = cycle[i - 1];
1709 else if (deepright && !deepleft)
1711 find_prevdir = cycle[i + 1];
1715 /* Hack -- allow blunt corridor entry */
1716 else if (see_wall(cycle[i], row, col))
1718 if (shortleft && !shortright)
1720 find_prevdir = cycle[i - 2];
1722 else if (shortright && !shortleft)
1724 find_prevdir = cycle[i + 2];
1732 * @brief ダッシュ移動が継続できるかどうかの判定 /
1733 * Update the current "run" path
1735 * ダッシュ移動が継続できるならばTRUEを返す。
1736 * Return TRUE if the running should be stopped
1738 static bool run_test(void)
1740 DIRECTION prev_dir, new_dir, check_dir = 0;
1743 int option = 0, option2 = 0;
1746 feature_type *f_ptr;
1748 /* Where we came from */
1749 prev_dir = find_prevdir;
1752 /* Range of newly adjacent grids */
1753 max = (prev_dir & 0x01) + 1;
1755 /* break run when leaving trap detected region */
1756 if ((disturb_trap_detect || alert_trap_detect)
1757 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1759 /* No duplicate warning */
1760 p_ptr->dtrap = FALSE;
1762 /* You are just on the edge */
1763 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1765 if (alert_trap_detect)
1767 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1770 if (disturb_trap_detect)
1778 /* Look at every newly adjacent square. */
1779 for (i = -max; i <= max; i++)
1781 OBJECT_IDX this_o_idx, next_o_idx = 0;
1784 new_dir = cycle[chome[prev_dir] + i];
1787 row = p_ptr->y + ddy[new_dir];
1788 col = p_ptr->x + ddx[new_dir];
1791 c_ptr = &cave[row][col];
1793 /* Feature code (applying "mimic" field) */
1794 feat = get_feat_mimic(c_ptr);
1795 f_ptr = &f_info[feat];
1797 /* Visible monsters abort running */
1800 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1802 /* Visible monster */
1803 if (m_ptr->ml) return (TRUE);
1806 /* Visible objects abort running */
1807 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1810 o_ptr = &o_list[this_o_idx];
1812 /* Acquire next object */
1813 next_o_idx = o_ptr->next_o_idx;
1815 /* Visible object */
1816 if (o_ptr->marked & OM_FOUND) return (TRUE);
1819 /* Assume unknown */
1822 /* Check memorized grids */
1823 if (c_ptr->info & (CAVE_MARK))
1825 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1827 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1830 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1832 /* Option -- ignore */
1837 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1839 /* Option -- ignore */
1844 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1851 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1852 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1859 /* Interesting feature */
1860 if (notice) return (TRUE);
1862 /* The grid is "visible" */
1866 /* Analyze unknown grids and floors considering mimic */
1867 if (inv || !see_wall(0, row, col))
1869 /* Looking for open area */
1875 /* The first new direction. */
1881 /* Three new directions. Stop running. */
1887 /* Two non-adjacent new directions. Stop running. */
1888 else if (option != cycle[chome[prev_dir] + i - 1])
1893 /* Two new (adjacent) directions (case 1) */
1894 else if (new_dir & 0x01)
1896 check_dir = cycle[chome[prev_dir] + i - 2];
1900 /* Two new (adjacent) directions (case 2) */
1903 check_dir = cycle[chome[prev_dir] + i + 1];
1909 /* Obstacle, while looking for open area */
1916 /* Break to the right */
1917 find_breakright = TRUE;
1922 /* Break to the left */
1923 find_breakleft = TRUE;
1929 /* Looking for open area */
1932 /* Hack -- look again */
1933 for (i = -max; i < 0; i++)
1935 /* Unknown grid or non-wall */
1936 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1938 /* Looking to break right */
1939 if (find_breakright)
1948 /* Looking to break left */
1956 /* Hack -- look again */
1957 for (i = max; i > 0; i--)
1959 /* Unknown grid or non-wall */
1960 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1962 /* Looking to break left */
1972 /* Looking to break right */
1973 if (find_breakright)
1981 /* Not looking for open area */
1993 /* Primary option */
1994 find_current = option;
1996 /* No other options */
1997 find_prevdir = option;
2000 /* Two options, examining corners */
2003 /* Primary option */
2004 find_current = option;
2006 /* Hack -- allow curving */
2007 find_prevdir = option2;
2010 /* Two options, pick one */
2013 /* Get next location */
2014 row = p_ptr->y + ddy[option];
2015 col = p_ptr->x + ddx[option];
2017 /* Don't see that it is closed off. */
2018 /* This could be a potential corner or an intersection. */
2019 if (!see_wall(option, row, col) ||
2020 !see_wall(check_dir, row, col))
2022 /* Can not see anything ahead and in the direction we */
2023 /* are turning, assume that it is a potential corner. */
2024 if (see_nothing(option, row, col) &&
2025 see_nothing(option2, row, col))
2027 find_current = option;
2028 find_prevdir = option2;
2031 /* STOP: we are next to an intersection or a room */
2038 /* This corner is seen to be enclosed; we cut the corner. */
2041 find_current = option2;
2042 find_prevdir = option2;
2045 /* This corner is seen to be enclosed, and we */
2046 /* deliberately go the long way. */
2049 find_current = option;
2050 find_prevdir = option2;
2055 /* About to hit a known wall, stop */
2056 if (see_wall(find_current, p_ptr->y, p_ptr->x))
2068 * @brief 継続的なダッシュ処理 /
2069 * Take one step along the current "run" path
2070 * @param dir 移動を試みる方向ID
2073 void run_step(DIRECTION dir)
2078 /* Ignore AVOID_RUN on a first step */
2079 ignore_avoid_run = TRUE;
2081 /* Hack -- do not start silly run */
2082 if (see_wall(dir, p_ptr->y, p_ptr->x))
2084 sound(SOUND_HITWALL);
2086 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
2088 disturb(FALSE, FALSE);
2102 disturb(FALSE, FALSE);
2108 /* Decrease the run counter */
2109 if (--running <= 0) return;
2112 p_ptr->energy_use = 100;
2114 /* Move the player, using the "pickup" flag */
2115 move_player(find_current, FALSE, FALSE);
2117 if (player_bold(p_ptr->run_py, p_ptr->run_px))
2121 disturb(FALSE, FALSE);
2129 * @brief トラベル機能の判定処理 /
2130 * Test for traveling
2131 * @param prev_dir 前回移動を行った元の方角ID
2134 static DIRECTION travel_test(DIRECTION prev_dir)
2136 DIRECTION new_dir = 0;
2138 const cave_type *c_ptr;
2141 /* Cannot travel when blind */
2142 if (p_ptr->blind || no_lite())
2144 msg_print(_("目が見えない!", "You cannot see!"));
2148 /* break run when leaving trap detected region */
2149 if ((disturb_trap_detect || alert_trap_detect)
2150 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
2152 /* No duplicate warning */
2153 p_ptr->dtrap = FALSE;
2155 /* You are just on the edge */
2156 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
2158 if (alert_trap_detect)
2160 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
2163 if (disturb_trap_detect)
2171 /* Range of newly adjacent grids */
2172 max = (prev_dir & 0x01) + 1;
2174 /* Look at every newly adjacent square. */
2175 for (i = -max; i <= max; i++)
2178 DIRECTION dir = cycle[chome[prev_dir] + i];
2181 POSITION row = p_ptr->y + ddy[dir];
2182 POSITION col = p_ptr->x + ddx[dir];
2185 c_ptr = &cave[row][col];
2187 /* Visible monsters abort running */
2190 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2192 /* Visible monster */
2193 if (m_ptr->ml) return (0);
2198 /* Travel cost of current grid */
2199 cost = travel.cost[p_ptr->y][p_ptr->x];
2201 /* Determine travel direction */
2202 for (i = 0; i < 8; ++ i) {
2203 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
2205 if (dir_cost < cost)
2212 if (!new_dir) return (0);
2214 /* Access newly move grid */
2215 c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2217 /* Close door abort traveling */
2218 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
2220 /* Visible and unignorable trap abort tarveling */
2221 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
2229 * @brief トラベル機能の実装 /
2233 void travel_step(void)
2235 /* Get travel direction */
2236 travel.dir = travel_test(travel.dir);
2240 if (travel.run == 255)
2242 msg_print(_("道筋が見つかりません!", "No route is found!"));
2243 travel.y = travel.x = 0;
2245 disturb(FALSE, TRUE);
2249 p_ptr->energy_use = 100;
2251 move_player(travel.dir, always_pickup, FALSE);
2253 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2256 travel.y = travel.x = 0;
2258 else if (travel.run > 0)
2262 Term_xtra(TERM_XTRA_DELAY, delay_factor);