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.)
149 * @brief プレイヤー攻撃の種族スレイング倍率計算
150 * @param mult 算出前の基本倍率(/10倍)
151 * @param flgs スレイフラグ配列
152 * @param m_ptr 目標モンスターの構造体参照ポインタ
153 * @return スレイング加味後の倍率(/10倍)
155 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
157 static const struct slay_table_t {
159 BIT_FLAGS affect_race_flag;
162 size_t r_flag_offset;
164 #define OFFSET(X) offsetof(monster_race, X)
165 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
166 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
167 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
168 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
169 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
170 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
171 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
172 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
173 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
174 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
175 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
176 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
177 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
178 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
179 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
180 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
181 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
182 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
183 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
184 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
188 monster_race* r_ptr = &r_info[m_ptr->r_idx];
190 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
192 const struct slay_table_t* p = &slay_table[i];
194 if ((have_flag(flgs, p->slay_flag)) &&
195 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
197 if (is_original_ap_and_seen(m_ptr))
199 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
202 mult = MAX(mult, p->slay_mult);
210 * @brief プレイヤー攻撃の属性スレイング倍率計算
211 * @param mult 算出前の基本倍率(/10倍)
212 * @param flgs スレイフラグ配列
213 * @param m_ptr 目標モンスターの構造体参照ポインタ
214 * @return スレイング加味後の倍率(/10倍)
216 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
218 static const struct brand_table_t {
220 BIT_FLAGS resist_mask;
223 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
224 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
225 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
226 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
227 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
230 monster_race* r_ptr = &r_info[m_ptr->r_idx];
232 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
234 const struct brand_table_t* p = &brand_table[i];
236 if (have_flag(flgs, p->brand_flag))
238 /* Notice immunity */
239 if (r_ptr->flagsr & p->resist_mask)
241 if (is_original_ap_and_seen(m_ptr))
243 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
247 /* Otherwise, take the damage */
248 else if (r_ptr->flags3 & p->hurt_flag)
250 if (is_original_ap_and_seen(m_ptr))
252 r_ptr->r_flags3 |= p->hurt_flag;
255 mult = MAX(mult, 50);
259 mult = MAX(mult, 25);
268 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
269 * Extract the "total damage" from a given object hitting a given monster.
270 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
271 * @param tdam 現在算出途中のダメージ値
272 * @param m_ptr 目標モンスターの構造体参照ポインタ
274 * @param thrown 射撃処理ならばTRUEを指定する
275 * @return 総合的なスレイを加味したダメージ値
277 * Note that "flasks of oil" do NOT do fire damage, although they\n
278 * certainly could be made to do so. XXX XXX\n
280 * Note that most brands and slays are x3, except Slay Animal (x2),\n
281 * Slay Evil (x2), and Kill dragon (x5).\n
283 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
287 BIT_FLAGS flgs[TR_FLAG_SIZE];
288 object_flags(o_ptr, flgs);
289 torch_flags(o_ptr, flgs); /* torches has secret flags */
294 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
295 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
296 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
297 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
298 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
301 /* Hex - Slay Good (Runesword) */
302 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
304 /* Some "weapons" and "ammo" do extra damage */
317 mult = mult_slaying(mult, flgs, m_ptr);
319 /* Elemental Brand */
320 mult = mult_brand(mult, flgs, m_ptr);
323 if (p_ptr->pclass == CLASS_SAMURAI)
325 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
329 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
331 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
332 p_ptr->redraw |= (PR_MANA);
333 mult = mult * 3 / 2 + 20;
336 /* Hack -- The Nothung cause special damage to Fafner */
337 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
342 if (mult > 150) mult = 150;
344 /* Return the total damage */
345 return (tdam * mult / 10);
350 * @brief 地形やその上のアイテムの隠された要素を明かす /
351 * Search for hidden things
352 * @param y 対象となるマスのY座標
353 * @param x 対象となるマスのX座標
356 static void discover_hidden_things(POSITION y, POSITION x)
358 OBJECT_IDX this_o_idx, next_o_idx = 0;
363 if (c_ptr->mimic && is_trap(c_ptr->feat))
368 msg_print(_("トラップを発見した。", "You have found a trap."));
370 disturb(FALSE, TRUE);
374 if (is_hidden_door(c_ptr))
376 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
381 disturb(FALSE, FALSE);
384 /* Scan all objects in the grid */
385 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
388 o_ptr = &o_list[this_o_idx];
390 /* Acquire next object */
391 next_o_idx = o_ptr->next_o_idx;
393 /* Skip non-chests */
394 if (o_ptr->tval != TV_CHEST) continue;
396 /* Skip non-trapped chests */
397 if (!chest_traps[o_ptr->pval]) continue;
400 if (!object_is_known(o_ptr))
402 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!"));
408 disturb(FALSE, FALSE);
414 * @brief プレイヤーの探索処理判定
422 /* Start with base search ability */
423 chance = p_ptr->skill_srh;
425 /* Penalize various conditions */
426 if (p_ptr->blind || no_lite()) chance = chance / 10;
427 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
429 /* Search the nearby grids, which are always in bounds */
430 for (i = 0; i < 9; ++ i)
432 /* Sometimes, notice things */
433 if (randint0(100) < chance)
435 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
442 * @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 /
443 * Helper routine for py_pickup() and py_pickup_floor().
444 * @param o_idx 取得したオブジェクトの参照ID
447 * アイテムを拾った際に「2つのケーキを持っている」\n
448 * "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
450 * 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
452 * Add the given dungeon object to the character's inventory.\n
453 * Delete the object afterwards.\n
455 void py_pickup_aux(OBJECT_IDX o_idx)
460 GAME_TEXT o_name[MAX_NLEN];
461 GAME_TEXT old_name[MAX_NLEN];
465 GAME_TEXT o_name[MAX_NLEN];
470 o_ptr = &o_list[o_idx];
473 object_desc(old_name, o_ptr, OD_NAME_ONLY);
474 object_desc_kosuu(kazu_str, o_ptr);
475 hirottakazu = o_ptr->number;
477 /* Carry the object */
478 slot = inven_carry(o_ptr);
480 /* Get the object again */
481 o_ptr = &inventory[slot];
483 delete_object_idx(o_idx);
485 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
487 bool old_known = identify_item(o_ptr);
489 /* Auto-inscription/destroy */
490 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
492 /* If it is destroyed, don't pick it up */
493 if (o_ptr->marked & OM_AUTODESTROY) return;
496 object_desc(o_name, o_ptr, 0);
499 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
501 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
502 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
503 msg_format("%sに襲いかかる...", p_ptr->name);
509 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
513 if (o_ptr->number > hirottakazu) {
514 msg_format("%s拾って、%s(%c)を持っている。",
515 kazu_str, o_name, index_to_label(slot));
517 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
521 strcpy(record_o_name, old_name);
523 msg_format("You have %s (%c).", o_name, index_to_label(slot));
524 strcpy(record_o_name, o_name);
529 check_find_art_quest_completion(o_ptr);
534 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
535 * @param pickup 自動拾い処理を行うならばTRUEとする
538 * Player "wants" to pick up an object or gold.
539 * Note that we ONLY handle things that can be picked up.
540 * See "move_player()" for handling of other things.
542 void carry(bool pickup)
544 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
546 OBJECT_IDX this_o_idx, next_o_idx = 0;
548 GAME_TEXT o_name[MAX_NLEN];
550 /* Recenter the map around the player */
553 p_ptr->update |= (PU_MONSTERS);
555 p_ptr->redraw |= (PR_MAP);
557 p_ptr->window |= (PW_OVERHEAD);
560 /* Automatically pickup/destroy/inscribe items */
561 autopick_pickup_items(c_ptr);
565 py_pickup_floor(pickup);
569 /* Scan the pile of objects */
570 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
573 o_ptr = &o_list[this_o_idx];
575 #ifdef ALLOW_EASY_SENSE /* TNB */
577 /* Option: Make item sensing easy */
580 /* Sense the object */
581 (void)sense_object(o_ptr);
584 #endif /* ALLOW_EASY_SENSE -- TNB */
586 object_desc(o_name, o_ptr, 0);
588 /* Acquire next object */
589 next_o_idx = o_ptr->next_o_idx;
591 /* Hack -- disturb */
592 disturb(FALSE, FALSE);
595 if (o_ptr->tval == TV_GOLD)
597 int value = (long)o_ptr->pval;
599 /* Delete the gold */
600 delete_object_idx(this_o_idx);
602 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
603 (long)value, o_name);
607 /* Collect the gold */
611 p_ptr->redraw |= (PR_GOLD);
613 p_ptr->window |= (PW_PLAYER);
616 /* Pick up objects */
619 /* Hack - some objects were handled in autopick_pickup_items(). */
620 if (o_ptr->marked & OM_NOMSG)
622 /* Clear the flag. */
623 o_ptr->marked &= ~OM_NOMSG;
627 msg_format(_("%sがある。", "You see %s."), o_name);
630 /* Note that the pack is too full */
631 else if (!inven_carry_okay(o_ptr))
633 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);
636 /* Pick up the item (if requested and allowed) */
641 /* Hack -- query every item */
642 if (carry_query_flag)
644 char out_val[MAX_NLEN+20];
645 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
646 okay = get_check(out_val);
649 /* Attempt to pick up an object. */
652 /* Pick up the object */
653 py_pickup_aux(this_o_idx);
662 * @brief パターンによる移動制限処理
663 * @param c_y プレイヤーの移動元Y座標
664 * @param c_x プレイヤーの移動元X座標
665 * @param n_y プレイヤーの移動先Y座標
666 * @param n_x プレイヤーの移動先X座標
667 * @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。
669 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
671 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
672 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
673 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
674 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
675 int pattern_type_cur, pattern_type_new;
677 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
679 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
680 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
682 if (pattern_type_new == PATTERN_TILE_START)
684 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
686 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?",
687 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
695 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
696 (pattern_type_new == PATTERN_TILE_END) ||
697 (pattern_type_new == PATTERN_TILE_WRECKED))
699 if (is_pattern_tile_cur)
705 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。",
706 "You must start walking the Pattern from the startpoint."));
711 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
712 (pattern_type_cur == PATTERN_TILE_TELEPORT))
716 else if (pattern_type_cur == PATTERN_TILE_START)
718 if (is_pattern_tile_new)
722 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."));
726 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
727 (pattern_type_cur == PATTERN_TILE_END) ||
728 (pattern_type_cur == PATTERN_TILE_WRECKED))
730 if (!is_pattern_tile_new)
732 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."));
742 if (!is_pattern_tile_cur)
744 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。",
745 "You must start walking the Pattern from the startpoint."));
751 byte ok_move = PATTERN_TILE_START;
752 switch (pattern_type_cur)
755 ok_move = PATTERN_TILE_2;
758 ok_move = PATTERN_TILE_3;
761 ok_move = PATTERN_TILE_4;
764 ok_move = PATTERN_TILE_1;
768 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
770 return TRUE; /* Goof-up */
773 if ((pattern_type_new == ok_move) ||
774 (pattern_type_new == pattern_type_cur))
778 if (!is_pattern_tile_new)
779 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."));
781 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."));
791 * @brief プレイヤーが地形踏破可能かを返す
792 * @param feature 判定したい地形ID
793 * @param mode 移動に関するオプションフラグ
794 * @return 移動可能ならばTRUEを返す
796 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
798 feature_type *f_ptr = &f_info[feature];
800 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
802 if (have_flag(f_ptr->flags, FF_PATTERN))
804 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
807 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
808 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
809 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
811 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
818 * @brief 移動に伴うプレイヤーのステータス変化処理
821 * @param mpe_mode 移動オプションフラグ
822 * @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。
824 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
826 cave_type *c_ptr = &cave[ny][nx];
827 feature_type *f_ptr = &f_info[c_ptr->feat];
829 if (!(mpe_mode & MPE_STAYING))
831 POSITION oy = p_ptr->y;
832 POSITION ox = p_ptr->x;
833 cave_type *oc_ptr = &cave[oy][ox];
834 MONSTER_IDX om_idx = oc_ptr->m_idx;
835 MONSTER_IDX nm_idx = c_ptr->m_idx;
837 /* Move the player */
841 /* Hack -- For moving monster or riding player's moving */
842 if (!(mpe_mode & MPE_DONT_SWAP_MON))
844 /* Swap two monsters */
845 c_ptr->m_idx = om_idx;
846 oc_ptr->m_idx = nm_idx;
848 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
850 monster_type *om_ptr = &m_list[om_idx];
853 update_monster(om_idx, TRUE);
856 if (nm_idx > 0) /* Monster on new spot */
858 monster_type *nm_ptr = &m_list[nm_idx];
861 update_monster(nm_idx, TRUE);
868 /* Check for new panel (redraw map) */
871 if (mpe_mode & MPE_FORGET_FLOW)
875 p_ptr->update |= (PU_UN_VIEW);
876 p_ptr->redraw |= (PR_MAP);
879 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
880 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
882 /* Remove "unsafe" flag */
883 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
885 /* For get everything when requested hehe I'm *NASTY* */
886 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
887 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
889 if (p_ptr->pclass == CLASS_NINJA)
891 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
892 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
895 if ((p_ptr->action == ACTION_HAYAGAKE) &&
896 (!have_flag(f_ptr->flags, FF_PROJECT) ||
897 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
899 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
900 set_action(ACTION_NONE);
904 if (mpe_mode & MPE_ENERGY_USE)
906 if (music_singing(MUSIC_WALL))
908 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
909 PROJECT_KILL | PROJECT_ITEM, -1);
911 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
914 /* Spontaneous Searching */
915 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
920 /* Continuous Searching */
921 if (p_ptr->action == ACTION_SEARCH)
927 /* Handle "objects" */
928 if (!(mpe_mode & MPE_DONT_PICKUP))
930 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
933 /* Handle "store doors" */
934 if (have_flag(f_ptr->flags, FF_STORE))
936 disturb(FALSE, TRUE);
938 p_ptr->energy_use = 0;
939 /* Hack -- Enter store */
940 command_new = SPECIAL_KEY_STORE;
943 /* Handle "building doors" -KMW- */
944 else if (have_flag(f_ptr->flags, FF_BLDG))
946 disturb(FALSE, TRUE);
948 p_ptr->energy_use = 0;
949 /* Hack -- Enter building */
950 command_new = SPECIAL_KEY_BUILDING;
953 /* Handle quest areas -KMW- */
954 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
956 disturb(FALSE, TRUE);
958 p_ptr->energy_use = 0;
959 /* Hack -- Enter quest level */
960 command_new = SPECIAL_KEY_QUEST;
963 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
965 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
967 complete_quest(p_ptr->inside_quest);
972 p_ptr->inside_quest = c_ptr->special;
977 p_ptr->leaving = TRUE;
981 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
983 disturb(FALSE, TRUE);
986 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
988 msg_print(_("トラップだ!", "You found a trap!"));
991 disclose_grid(p_ptr->y, p_ptr->x);
995 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
997 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
1000 /* Warn when leaving trap detected region */
1001 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
1002 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
1004 /* No duplicate warning */
1005 p_ptr->dtrap = FALSE;
1007 /* You are just on the edge */
1008 if (!(c_ptr->info & CAVE_UNSAFE))
1010 if (alert_trap_detect)
1012 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1015 if (disturb_trap_detect) disturb(FALSE, TRUE);
1019 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
1023 * @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
1025 * @return トラップが自動的に無効ならばTRUEを返す
1027 bool trap_can_be_ignored(FEAT_IDX feat)
1029 feature_type *f_ptr = &f_info[feat];
1031 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
1033 switch (f_ptr->subtype)
1037 case TRAP_SPIKED_PIT:
1038 case TRAP_POISON_PIT:
1039 if (p_ptr->levitation) return TRUE;
1042 if (p_ptr->anti_tele) return TRUE;
1045 if (p_ptr->immune_fire) return TRUE;
1048 if (p_ptr->immune_acid) return TRUE;
1051 if (p_ptr->resist_blind) return TRUE;
1054 if (p_ptr->resist_conf) return TRUE;
1057 if (p_ptr->resist_pois) return TRUE;
1060 if (p_ptr->free_act) return TRUE;
1069 * Determine if a "boundary" grid is "floor mimic"
1071 #define boundary_floor(C, F, MF) \
1072 ((C)->mimic && permanent_wall(F) && \
1073 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
1074 have_flag((MF)->flags, FF_PROJECT) && \
1075 !have_flag((MF)->flags, FF_OPEN))
1079 * @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 /
1080 * Move player in the given direction, with the given "pickup" flag.
1082 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
1083 * @param break_trap トラップ粉砕処理を行うならばTRUE
1084 * @return 実際に移動が行われたならばTRUEを返す。
1086 * This routine should (probably) always induce energy expenditure.\n
1088 * Note that moving will *always* take a turn, and will *always* hit\n
1089 * any monster which might be in the destination grid. Previously,\n
1090 * moving into walls was "free" and did NOT hit invisible monsters.\n
1092 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
1094 /* Find the result of moving */
1095 POSITION y = p_ptr->y + ddy[dir];
1096 POSITION x = p_ptr->x + ddx[dir];
1098 /* Examine the destination */
1099 cave_type *c_ptr = &cave[y][x];
1101 feature_type *f_ptr = &f_info[c_ptr->feat];
1103 monster_type *m_ptr;
1105 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1106 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
1108 GAME_TEXT m_name[MAX_NLEN];
1110 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
1111 bool p_can_kill_walls = FALSE;
1112 bool stormbringer = FALSE;
1114 bool oktomove = TRUE;
1115 bool do_past = FALSE;
1118 if (!dun_level && !p_ptr->wild_mode &&
1119 ((x == 0) || (x == MAX_WID - 1) ||
1120 (y == 0) || (y == MAX_HGT - 1)))
1122 /* Can the player enter the grid? */
1123 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
1125 /* Hack: move to new area */
1126 if ((y == 0) && (x == 0))
1128 p_ptr->wilderness_y--;
1129 p_ptr->wilderness_x--;
1130 p_ptr->oldpy = cur_hgt - 2;
1131 p_ptr->oldpx = cur_wid - 2;
1132 ambush_flag = FALSE;
1135 else if ((y == 0) && (x == MAX_WID - 1))
1137 p_ptr->wilderness_y--;
1138 p_ptr->wilderness_x++;
1139 p_ptr->oldpy = cur_hgt - 2;
1141 ambush_flag = FALSE;
1144 else if ((y == MAX_HGT - 1) && (x == 0))
1146 p_ptr->wilderness_y++;
1147 p_ptr->wilderness_x--;
1149 p_ptr->oldpx = cur_wid - 2;
1150 ambush_flag = FALSE;
1153 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
1155 p_ptr->wilderness_y++;
1156 p_ptr->wilderness_x++;
1159 ambush_flag = FALSE;
1164 p_ptr->wilderness_y--;
1165 p_ptr->oldpy = cur_hgt - 2;
1167 ambush_flag = FALSE;
1170 else if (y == MAX_HGT - 1)
1172 p_ptr->wilderness_y++;
1175 ambush_flag = FALSE;
1180 p_ptr->wilderness_x--;
1181 p_ptr->oldpx = cur_wid - 2;
1183 ambush_flag = FALSE;
1186 else if (x == MAX_WID - 1)
1188 p_ptr->wilderness_x++;
1191 ambush_flag = FALSE;
1194 p_ptr->leaving = TRUE;
1195 p_ptr->energy_use = 100;
1200 /* "Blocked" message appears later */
1201 /* oktomove = FALSE; */
1202 p_can_enter = FALSE;
1205 /* Get the monster */
1206 m_ptr = &m_list[c_ptr->m_idx];
1209 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1210 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1212 /* Player can not walk through "walls"... */
1213 /* unless in Shadow Form */
1214 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1215 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1216 !have_flag(f_ptr->flags, FF_PERMANENT);
1218 /* Hack -- attack monsters */
1219 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1221 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1223 /* Attack -- only if we can see it OR it is not in a wall */
1224 if (!is_hostile(m_ptr) &&
1225 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1226 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1227 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1229 /* Disturb the monster */
1230 (void)set_monster_csleep(c_ptr->m_idx, 0);
1232 /* Extract monster name (or "it") */
1233 monster_desc(m_name, m_ptr, 0);
1237 /* Auto-Recall if possible and visible */
1238 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1240 /* Track a new monster */
1241 health_track(c_ptr->m_idx);
1245 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1250 else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1256 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1257 p_ptr->energy_use = 0;
1261 /* now continue on to 'movement' */
1270 if (oktomove && p_ptr->riding)
1272 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1274 msg_print(_("動けない!", "Can't move!"));
1275 p_ptr->energy_use = 0;
1277 disturb(FALSE, TRUE);
1279 else if (MON_MONFEAR(riding_m_ptr))
1281 GAME_TEXT steed_name[MAX_NLEN];
1282 monster_desc(steed_name, riding_m_ptr, 0);
1283 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1285 disturb(FALSE, TRUE);
1287 else if (p_ptr->riding_ryoute)
1290 disturb(FALSE, TRUE);
1292 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1296 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1300 else if (have_flag(f_ptr->flags, FF_WATER) &&
1301 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1302 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1304 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1305 p_ptr->energy_use = 0;
1307 disturb(FALSE, TRUE);
1309 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1311 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);
1312 p_ptr->energy_use = 0;
1314 disturb(FALSE, TRUE);
1316 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1318 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);
1319 p_ptr->energy_use = 0;
1321 disturb(FALSE, TRUE);
1324 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1326 GAME_TEXT steed_name[MAX_NLEN];
1327 monster_desc(steed_name, riding_m_ptr, 0);
1328 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);
1330 disturb(FALSE, TRUE);
1338 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1340 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);
1341 p_ptr->energy_use = 0;
1347 * Player can move through trees and
1348 * has effective -10 speed
1349 * Rangers can move without penality
1351 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1353 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1357 /* Disarm a visible trap */
1358 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
1360 if (!trap_can_be_ignored(c_ptr->feat))
1362 (void)do_cmd_disarm_aux(y, x, dir);
1368 /* Player can not walk through "walls" unless in wraith form...*/
1369 else if (!p_can_enter && !p_can_kill_walls)
1371 /* Feature code (applying "mimic" field) */
1372 FEAT_IDX feat = get_feat_mimic(c_ptr);
1373 feature_type *mimic_f_ptr = &f_info[feat];
1374 concptr name = f_name + mimic_f_ptr->name;
1378 /* Notice things in the dark */
1379 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1381 /* Boundary floor mimic */
1382 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1384 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1387 /* Wall (or secret door) */
1391 msg_format("%sが行く手をはばんでいるようだ。", name);
1393 msg_format("You feel %s %s blocking your way.",
1394 is_a_vowel(name[0]) ? "an" : "a", name);
1397 c_ptr->info |= (CAVE_MARK);
1405 /* Boundary floor mimic */
1406 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1408 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1409 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1410 p_ptr->energy_use = 0;
1413 /* Wall (or secret door) */
1417 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1420 msg_format("%sが行く手をはばんでいる。", name);
1422 msg_format("There is %s %s blocking your way.",
1423 is_a_vowel(name[0]) ? "an" : "a", name);
1427 * Well, it makes sense that you lose time bumping into
1428 * a wall _if_ you are confused, stunned or blind; but
1429 * typing mistakes should not cost you a turn...
1431 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1432 p_ptr->energy_use = 0;
1436 disturb(FALSE, TRUE);
1438 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1441 /* Normal movement */
1442 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1444 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1446 p_ptr->energy_use = 0;
1449 /* To avoid a loop with running */
1450 disturb(FALSE, TRUE);
1455 /* Normal movement */
1458 u32b mpe_mode = MPE_ENERGY_USE;
1462 if (!process_warning(x, y))
1464 p_ptr->energy_use = 25;
1471 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1474 /* Change oldpx and oldpy to place the player well when going back to big mode */
1475 if (p_ptr->wild_mode)
1477 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1478 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1479 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1480 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1481 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1482 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1485 if (p_can_kill_walls)
1487 cave_alter_feat(y, x, FF_HURT_DISI);
1489 /* Update some things -- similar to GF_KILL_WALL */
1490 p_ptr->update |= (PU_FLOW);
1493 /* sound(SOUND_WALK); */
1495 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1496 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1498 /* Move the player */
1499 (void)move_player_effect(y, x, mpe_mode);
1504 static bool ignore_avoid_run;
1507 * @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 /
1508 * Hack -- Check for a "known wall" (see below)
1509 * @param dir 想定する移動方向ID
1512 * @return 移動先が既知の壁ならばTRUE
1514 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1518 /* Get the new location */
1522 /* Illegal grids are not known walls */
1523 if (!in_bounds2(y, x)) return (FALSE);
1526 c_ptr = &cave[y][x];
1528 /* Must be known to the player */
1529 if (c_ptr->info & (CAVE_MARK))
1531 /* Feature code (applying "mimic" field) */
1532 s16b feat = get_feat_mimic(c_ptr);
1533 feature_type *f_ptr = &f_info[feat];
1535 /* Wall grids are known walls */
1536 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1538 /* Don't run on a tree unless explicitly requested */
1539 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1542 /* Don't run in a wall */
1543 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1544 return !have_flag(f_ptr->flags, FF_DOOR);
1552 * @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 /
1553 * Hack -- Check for an "unknown corner" (see below)
1554 * @param dir 想定する移動方向ID
1557 * @return 移動先が未知の地形ならばTRUE
1559 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1561 /* Get the new location */
1565 /* Illegal grids are unknown */
1566 if (!in_bounds2(y, x)) return (TRUE);
1568 /* Memorized grids are always known */
1569 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
1571 /* Viewable door/wall grids are known */
1572 if (player_can_see_bold(y, x)) return (FALSE);
1580 * Hack -- allow quick "cycling" through the legal directions
1582 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1585 * Hack -- map each direction into the "middle" of the "cycle[]" array
1587 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1590 * The direction we are running
1592 static DIRECTION find_current;
1595 * The direction we came from
1597 static DIRECTION find_prevdir;
1600 * We are looking for open area
1602 static bool find_openarea;
1605 * We are looking for a break
1607 static bool find_breakright;
1608 static bool find_breakleft;
1611 * @brief ダッシュ処理の導入 /
1612 * Initialize the running algorithm for a new direction.
1615 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1617 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1618 * we seem to be in a corridor, then force a turn into the side\n
1619 * corridor, must be moving straight into a corridor here. ???\n
1621 * Diagonal Corridor Blunt Corridor (?)\n
1626 static void run_init(DIRECTION dir)
1628 int row, col, deepleft, deepright;
1629 int i, shortleft, shortright;
1631 /* Save the direction */
1634 /* Assume running straight */
1637 /* Assume looking for open area */
1638 find_openarea = TRUE;
1640 /* Assume not looking for breaks */
1641 find_breakright = find_breakleft = FALSE;
1643 /* Assume no nearby walls */
1644 deepleft = deepright = FALSE;
1645 shortright = shortleft = FALSE;
1647 p_ptr->run_py = p_ptr->y;
1648 p_ptr->run_px = p_ptr->x;
1650 /* Find the destination grid */
1651 row = p_ptr->y + ddy[dir];
1652 col = p_ptr->x + ddx[dir];
1654 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1656 /* Extract cycle index */
1659 /* Check for walls */
1660 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1662 find_breakleft = TRUE;
1665 else if (see_wall(cycle[i+1], row, col))
1667 find_breakleft = TRUE;
1671 /* Check for walls */
1672 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1674 find_breakright = TRUE;
1677 else if (see_wall(cycle[i-1], row, col))
1679 find_breakright = TRUE;
1683 /* Looking for a break */
1684 if (find_breakleft && find_breakright)
1686 /* Not looking for open area */
1687 find_openarea = FALSE;
1689 /* Hack -- allow angled corridor entry */
1692 if (deepleft && !deepright)
1694 find_prevdir = cycle[i - 1];
1696 else if (deepright && !deepleft)
1698 find_prevdir = cycle[i + 1];
1702 /* Hack -- allow blunt corridor entry */
1703 else if (see_wall(cycle[i], row, col))
1705 if (shortleft && !shortright)
1707 find_prevdir = cycle[i - 2];
1709 else if (shortright && !shortleft)
1711 find_prevdir = cycle[i + 2];
1719 * @brief ダッシュ移動が継続できるかどうかの判定 /
1720 * Update the current "run" path
1722 * ダッシュ移動が継続できるならばTRUEを返す。
1723 * Return TRUE if the running should be stopped
1725 static bool run_test(void)
1727 DIRECTION prev_dir, new_dir, check_dir = 0;
1730 int option = 0, option2 = 0;
1733 feature_type *f_ptr;
1735 /* Where we came from */
1736 prev_dir = find_prevdir;
1739 /* Range of newly adjacent grids */
1740 max = (prev_dir & 0x01) + 1;
1742 /* break run when leaving trap detected region */
1743 if ((disturb_trap_detect || alert_trap_detect)
1744 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1746 /* No duplicate warning */
1747 p_ptr->dtrap = FALSE;
1749 /* You are just on the edge */
1750 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1752 if (alert_trap_detect)
1754 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1757 if (disturb_trap_detect)
1765 /* Look at every newly adjacent square. */
1766 for (i = -max; i <= max; i++)
1768 OBJECT_IDX this_o_idx, next_o_idx = 0;
1771 new_dir = cycle[chome[prev_dir] + i];
1774 row = p_ptr->y + ddy[new_dir];
1775 col = p_ptr->x + ddx[new_dir];
1778 c_ptr = &cave[row][col];
1780 /* Feature code (applying "mimic" field) */
1781 feat = get_feat_mimic(c_ptr);
1782 f_ptr = &f_info[feat];
1784 /* Visible monsters abort running */
1787 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1789 /* Visible monster */
1790 if (m_ptr->ml) return (TRUE);
1793 /* Visible objects abort running */
1794 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1797 o_ptr = &o_list[this_o_idx];
1799 /* Acquire next object */
1800 next_o_idx = o_ptr->next_o_idx;
1802 /* Visible object */
1803 if (o_ptr->marked & OM_FOUND) return (TRUE);
1806 /* Assume unknown */
1809 /* Check memorized grids */
1810 if (c_ptr->info & (CAVE_MARK))
1812 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1814 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1817 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1819 /* Option -- ignore */
1824 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1826 /* Option -- ignore */
1831 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1838 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1839 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1846 /* Interesting feature */
1847 if (notice) return (TRUE);
1849 /* The grid is "visible" */
1853 /* Analyze unknown grids and floors considering mimic */
1854 if (inv || !see_wall(0, row, col))
1856 /* Looking for open area */
1862 /* The first new direction. */
1868 /* Three new directions. Stop running. */
1874 /* Two non-adjacent new directions. Stop running. */
1875 else if (option != cycle[chome[prev_dir] + i - 1])
1880 /* Two new (adjacent) directions (case 1) */
1881 else if (new_dir & 0x01)
1883 check_dir = cycle[chome[prev_dir] + i - 2];
1887 /* Two new (adjacent) directions (case 2) */
1890 check_dir = cycle[chome[prev_dir] + i + 1];
1896 /* Obstacle, while looking for open area */
1903 /* Break to the right */
1904 find_breakright = TRUE;
1909 /* Break to the left */
1910 find_breakleft = TRUE;
1916 /* Looking for open area */
1919 /* Hack -- look again */
1920 for (i = -max; i < 0; i++)
1922 /* Unknown grid or non-wall */
1923 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1925 /* Looking to break right */
1926 if (find_breakright)
1935 /* Looking to break left */
1943 /* Hack -- look again */
1944 for (i = max; i > 0; i--)
1946 /* Unknown grid or non-wall */
1947 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1949 /* Looking to break left */
1959 /* Looking to break right */
1960 if (find_breakright)
1968 /* Not looking for open area */
1980 /* Primary option */
1981 find_current = option;
1983 /* No other options */
1984 find_prevdir = option;
1987 /* Two options, examining corners */
1990 /* Primary option */
1991 find_current = option;
1993 /* Hack -- allow curving */
1994 find_prevdir = option2;
1997 /* Two options, pick one */
2000 /* Get next location */
2001 row = p_ptr->y + ddy[option];
2002 col = p_ptr->x + ddx[option];
2004 /* Don't see that it is closed off. */
2005 /* This could be a potential corner or an intersection. */
2006 if (!see_wall(option, row, col) ||
2007 !see_wall(check_dir, row, col))
2009 /* Can not see anything ahead and in the direction we */
2010 /* are turning, assume that it is a potential corner. */
2011 if (see_nothing(option, row, col) &&
2012 see_nothing(option2, row, col))
2014 find_current = option;
2015 find_prevdir = option2;
2018 /* STOP: we are next to an intersection or a room */
2025 /* This corner is seen to be enclosed; we cut the corner. */
2028 find_current = option2;
2029 find_prevdir = option2;
2032 /* This corner is seen to be enclosed, and we */
2033 /* deliberately go the long way. */
2036 find_current = option;
2037 find_prevdir = option2;
2042 /* About to hit a known wall, stop */
2043 if (see_wall(find_current, p_ptr->y, p_ptr->x))
2055 * @brief 継続的なダッシュ処理 /
2056 * Take one step along the current "run" path
2057 * @param dir 移動を試みる方向ID
2060 void run_step(DIRECTION dir)
2065 /* Ignore AVOID_RUN on a first step */
2066 ignore_avoid_run = TRUE;
2068 /* Hack -- do not start silly run */
2069 if (see_wall(dir, p_ptr->y, p_ptr->x))
2071 sound(SOUND_HITWALL);
2073 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
2075 disturb(FALSE, FALSE);
2089 disturb(FALSE, FALSE);
2095 /* Decrease the run counter */
2096 if (--running <= 0) return;
2099 p_ptr->energy_use = 100;
2101 /* Move the player, using the "pickup" flag */
2102 move_player(find_current, FALSE, FALSE);
2104 if (player_bold(p_ptr->run_py, p_ptr->run_px))
2108 disturb(FALSE, FALSE);
2116 * @brief トラベル機能の判定処理 /
2117 * Test for traveling
2118 * @param prev_dir 前回移動を行った元の方角ID
2121 static DIRECTION travel_test(DIRECTION prev_dir)
2123 DIRECTION new_dir = 0;
2125 const cave_type *c_ptr;
2128 /* Cannot travel when blind */
2129 if (p_ptr->blind || no_lite())
2131 msg_print(_("目が見えない!", "You cannot see!"));
2135 /* break run when leaving trap detected region */
2136 if ((disturb_trap_detect || alert_trap_detect)
2137 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
2139 /* No duplicate warning */
2140 p_ptr->dtrap = FALSE;
2142 /* You are just on the edge */
2143 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
2145 if (alert_trap_detect)
2147 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
2150 if (disturb_trap_detect)
2158 /* Range of newly adjacent grids */
2159 max = (prev_dir & 0x01) + 1;
2161 /* Look at every newly adjacent square. */
2162 for (i = -max; i <= max; i++)
2165 DIRECTION dir = cycle[chome[prev_dir] + i];
2168 POSITION row = p_ptr->y + ddy[dir];
2169 POSITION col = p_ptr->x + ddx[dir];
2172 c_ptr = &cave[row][col];
2174 /* Visible monsters abort running */
2177 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2179 /* Visible monster */
2180 if (m_ptr->ml) return (0);
2185 /* Travel cost of current grid */
2186 cost = travel.cost[p_ptr->y][p_ptr->x];
2188 /* Determine travel direction */
2189 for (i = 0; i < 8; ++ i) {
2190 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
2192 if (dir_cost < cost)
2199 if (!new_dir) return (0);
2201 /* Access newly move grid */
2202 c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2204 /* Close door abort traveling */
2205 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
2207 /* Visible and unignorable trap abort tarveling */
2208 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
2216 * @brief トラベル機能の実装 /
2220 void travel_step(void)
2222 /* Get travel direction */
2223 travel.dir = travel_test(travel.dir);
2227 if (travel.run == 255)
2229 msg_print(_("道筋が見つかりません!", "No route is found!"));
2230 travel.y = travel.x = 0;
2232 disturb(FALSE, TRUE);
2236 p_ptr->energy_use = 100;
2238 move_player(travel.dir, always_pickup, FALSE);
2240 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2243 travel.y = travel.x = 0;
2245 else if (travel.run > 0)
2249 Term_xtra(TERM_XTRA_DELAY, delay_factor);