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 s16b tot_dam_aux(object_type *o_ptr, int 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;
362 /* Access the grid */
366 if (c_ptr->mimic && is_trap(c_ptr->feat))
372 msg_print(_("トラップを発見した。", "You have found a trap."));
379 if (is_hidden_door(c_ptr))
382 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
391 /* Scan all objects in the grid */
392 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
397 o_ptr = &o_list[this_o_idx];
399 /* Acquire next object */
400 next_o_idx = o_ptr->next_o_idx;
402 /* Skip non-chests */
403 if (o_ptr->tval != TV_CHEST) continue;
405 /* Skip non-trapped chests */
406 if (!chest_traps[o_ptr->pval]) continue;
409 if (!object_is_known(o_ptr))
412 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!"));
424 * @brief プレイヤーの探索処理判定
432 /* Start with base search ability */
433 chance = p_ptr->skill_srh;
435 /* Penalize various conditions */
436 if (p_ptr->blind || no_lite()) chance = chance / 10;
437 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
439 /* Search the nearby grids, which are always in bounds */
440 for (i = 0; i < 9; ++ i)
442 /* Sometimes, notice things */
443 if (randint0(100) < chance)
445 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
452 * @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 /
453 * Helper routine for py_pickup() and py_pickup_floor().
454 * @param o_idx 取得したオブジェクトの参照ID
457 * アイテムを拾った際に「2つのケーキを持っている」\n
458 * "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
460 * 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
462 * Add the given dungeon object to the character's inventory.\n
463 * Delete the object afterwards.\n
465 void py_pickup_aux(int o_idx)
470 char o_name[MAX_NLEN];
471 char old_name[MAX_NLEN];
475 char o_name[MAX_NLEN];
480 o_ptr = &o_list[o_idx];
483 /* Describe the object */
484 object_desc(old_name, o_ptr, OD_NAME_ONLY);
485 object_desc_kosuu(kazu_str, o_ptr);
486 hirottakazu = o_ptr->number;
488 /* Carry the object */
489 slot = inven_carry(o_ptr);
491 /* Get the object again */
492 o_ptr = &inventory[slot];
494 /* Delete the object */
495 delete_object_idx(o_idx);
497 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
499 bool old_known = identify_item(o_ptr);
501 /* Auto-inscription/destroy */
502 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
504 /* If it is destroyed, don't pick it up */
505 if (o_ptr->marked & OM_AUTODESTROY) return;
508 /* Describe the object */
509 object_desc(o_name, o_ptr, 0);
513 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
515 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
516 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
517 msg_format("%sに襲いかかる...", p_ptr->name);
523 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
527 if (o_ptr->number > hirottakazu) {
528 msg_format("%s拾って、%s(%c)を持っている。",
529 kazu_str, o_name, index_to_label(slot));
531 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
535 strcpy(record_o_name, old_name);
537 msg_format("You have %s (%c).", o_name, index_to_label(slot));
538 strcpy(record_o_name, o_name);
543 check_find_art_quest_completion(o_ptr);
548 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
549 * @param pickup 自動拾い処理を行うならばTRUEとする
552 * Player "wants" to pick up an object or gold.
553 * Note that we ONLY handle things that can be picked up.
554 * See "move_player()" for handling of other things.
556 void carry(bool pickup)
558 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
560 s16b this_o_idx, next_o_idx = 0;
562 char o_name[MAX_NLEN];
564 /* Recenter the map around the player */
568 p_ptr->update |= (PU_MONSTERS);
571 p_ptr->redraw |= (PR_MAP);
574 p_ptr->window |= (PW_OVERHEAD);
579 /* Automatically pickup/destroy/inscribe items */
580 autopick_pickup_items(c_ptr);
583 #ifdef ALLOW_EASY_FLOOR
587 py_pickup_floor(pickup);
591 #endif /* ALLOW_EASY_FLOOR */
593 /* Scan the pile of objects */
594 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
599 o_ptr = &o_list[this_o_idx];
601 #ifdef ALLOW_EASY_SENSE /* TNB */
603 /* Option: Make item sensing easy */
606 /* Sense the object */
607 (void)sense_object(o_ptr);
610 #endif /* ALLOW_EASY_SENSE -- TNB */
612 /* Describe the object */
613 object_desc(o_name, o_ptr, 0);
615 /* Acquire next object */
616 next_o_idx = o_ptr->next_o_idx;
618 /* Hack -- disturb */
622 if (o_ptr->tval == TV_GOLD)
624 int value = (long)o_ptr->pval;
626 /* Delete the gold */
627 delete_object_idx(this_o_idx);
630 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
631 (long)value, o_name);
635 /* Collect the gold */
639 p_ptr->redraw |= (PR_GOLD);
642 p_ptr->window |= (PW_PLAYER);
645 /* Pick up objects */
648 /* Hack - some objects were handled in autopick_pickup_items(). */
649 if (o_ptr->marked & OM_NOMSG)
651 /* Clear the flag. */
652 o_ptr->marked &= ~OM_NOMSG;
654 /* Describe the object */
657 msg_format(_("%sがある。", "You see %s."), o_name);
660 /* Note that the pack is too full */
661 else if (!inven_carry_okay(o_ptr))
663 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);
666 /* Pick up the item (if requested and allowed) */
671 /* Hack -- query every item */
672 if (carry_query_flag)
674 char out_val[MAX_NLEN+20];
675 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
676 okay = get_check(out_val);
679 /* Attempt to pick up an object. */
682 /* Pick up the object */
683 py_pickup_aux(this_o_idx);
692 * @brief パターンによる移動制限処理
693 * @param c_y プレイヤーの移動元Y座標
694 * @param c_x プレイヤーの移動元X座標
695 * @param n_y プレイヤーの移動先Y座標
696 * @param n_x プレイヤーの移動先X座標
697 * @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。
699 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
701 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
702 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
703 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
704 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
705 int pattern_type_cur, pattern_type_new;
707 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
709 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
710 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
712 if (pattern_type_new == PATTERN_TILE_START)
714 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
716 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?",
717 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
725 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
726 (pattern_type_new == PATTERN_TILE_END) ||
727 (pattern_type_new == PATTERN_TILE_WRECKED))
729 if (is_pattern_tile_cur)
735 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。",
736 "You must start walking the Pattern from the startpoint."));
741 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
742 (pattern_type_cur == PATTERN_TILE_TELEPORT))
746 else if (pattern_type_cur == PATTERN_TILE_START)
748 if (is_pattern_tile_new)
752 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."));
756 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
757 (pattern_type_cur == PATTERN_TILE_END) ||
758 (pattern_type_cur == PATTERN_TILE_WRECKED))
760 if (!is_pattern_tile_new)
762 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."));
772 if (!is_pattern_tile_cur)
774 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。",
775 "You must start walking the Pattern from the startpoint."));
781 byte ok_move = PATTERN_TILE_START;
782 switch (pattern_type_cur)
785 ok_move = PATTERN_TILE_2;
788 ok_move = PATTERN_TILE_3;
791 ok_move = PATTERN_TILE_4;
794 ok_move = PATTERN_TILE_1;
798 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
800 return TRUE; /* Goof-up */
803 if ((pattern_type_new == ok_move) ||
804 (pattern_type_new == pattern_type_cur))
808 if (!is_pattern_tile_new)
809 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."));
811 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."));
821 * @brief プレイヤーが地形踏破可能かを返す
822 * @param feature 判定したい地形ID
823 * @param mode 移動に関するオプションフラグ
824 * @return 移動可能ならばTRUEを返す
826 bool player_can_enter(s16b feature, u16b mode)
828 feature_type *f_ptr = &f_info[feature];
830 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
833 if (have_flag(f_ptr->flags, FF_PATTERN))
835 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
839 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
840 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
841 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
843 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
850 * @brief 移動に伴うプレイヤーのステータス変化処理
853 * @param mpe_mode 移動オプションフラグ
854 * @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。
856 bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
858 cave_type *c_ptr = &cave[ny][nx];
859 feature_type *f_ptr = &f_info[c_ptr->feat];
861 if (!(mpe_mode & MPE_STAYING))
863 POSITION oy = p_ptr->y;
864 POSITION ox = p_ptr->x;
865 cave_type *oc_ptr = &cave[oy][ox];
866 IDX om_idx = oc_ptr->m_idx;
867 IDX nm_idx = c_ptr->m_idx;
869 /* Move the player */
873 /* Hack -- For moving monster or riding player's moving */
874 if (!(mpe_mode & MPE_DONT_SWAP_MON))
876 /* Swap two monsters */
877 c_ptr->m_idx = om_idx;
878 oc_ptr->m_idx = nm_idx;
880 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
882 monster_type *om_ptr = &m_list[om_idx];
885 update_mon(om_idx, TRUE);
888 if (nm_idx > 0) /* Monster on new spot */
890 monster_type *nm_ptr = &m_list[nm_idx];
893 update_mon(nm_idx, TRUE);
897 /* Redraw old spot */
900 /* Redraw new spot */
903 /* Check for new panel (redraw map) */
906 if (mpe_mode & MPE_FORGET_FLOW)
910 /* Mega-Hack -- Forget the view */
911 p_ptr->update |= (PU_UN_VIEW);
914 p_ptr->redraw |= (PR_MAP);
918 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
921 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
923 /* Remove "unsafe" flag */
924 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
926 /* For get everything when requested hehe I'm *NASTY* */
927 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
930 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
932 if (p_ptr->pclass == CLASS_NINJA)
934 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
935 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
938 if ((p_ptr->action == ACTION_HAYAGAKE) &&
939 (!have_flag(f_ptr->flags, FF_PROJECT) ||
940 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
942 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
943 set_action(ACTION_NONE);
947 if (mpe_mode & MPE_ENERGY_USE)
949 if (music_singing(MUSIC_WALL))
951 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
952 PROJECT_KILL | PROJECT_ITEM, -1);
954 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
957 /* Spontaneous Searching */
958 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
963 /* Continuous Searching */
964 if (p_ptr->action == ACTION_SEARCH)
970 /* Handle "objects" */
971 if (!(mpe_mode & MPE_DONT_PICKUP))
973 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
976 /* Handle "store doors" */
977 if (have_flag(f_ptr->flags, FF_STORE))
982 p_ptr->energy_use = 0;
983 /* Hack -- Enter store */
984 command_new = SPECIAL_KEY_STORE;
987 /* Handle "building doors" -KMW- */
988 else if (have_flag(f_ptr->flags, FF_BLDG))
993 p_ptr->energy_use = 0;
994 /* Hack -- Enter building */
995 command_new = SPECIAL_KEY_BUILDING;
998 /* Handle quest areas -KMW- */
999 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
1004 p_ptr->energy_use = 0;
1005 /* Hack -- Enter quest level */
1006 command_new = SPECIAL_KEY_QUEST;
1009 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
1011 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
1013 complete_quest(p_ptr->inside_quest);
1016 leave_quest_check();
1018 p_ptr->inside_quest = c_ptr->special;
1023 p_ptr->leaving = TRUE;
1026 /* Set off a trap */
1027 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
1033 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
1036 msg_print(_("トラップだ!", "You found a trap!"));
1039 disclose_grid(p_ptr->y, p_ptr->x);
1043 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
1045 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
1048 /* Warn when leaving trap detected region */
1049 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
1050 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
1052 /* No duplicate warning */
1053 p_ptr->dtrap = FALSE;
1055 /* You are just on the edge */
1056 if (!(c_ptr->info & CAVE_UNSAFE))
1058 if (alert_trap_detect)
1060 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1063 if (disturb_trap_detect) disturb(0, 1);
1067 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
1071 * @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
1073 * @return トラップが自動的に無効ならばTRUEを返す
1075 bool trap_can_be_ignored(int feat)
1077 feature_type *f_ptr = &f_info[feat];
1079 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
1081 switch (f_ptr->subtype)
1085 case TRAP_SPIKED_PIT:
1086 case TRAP_POISON_PIT:
1087 if (p_ptr->levitation) return TRUE;
1090 if (p_ptr->anti_tele) return TRUE;
1093 if (p_ptr->immune_fire) return TRUE;
1096 if (p_ptr->immune_acid) return TRUE;
1099 if (p_ptr->resist_blind) return TRUE;
1102 if (p_ptr->resist_conf) return TRUE;
1105 if (p_ptr->resist_pois) return TRUE;
1108 if (p_ptr->free_act) return TRUE;
1117 * Determine if a "boundary" grid is "floor mimic"
1119 #define boundary_floor(C, F, MF) \
1120 ((C)->mimic && permanent_wall(F) && \
1121 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
1122 have_flag((MF)->flags, FF_PROJECT) && \
1123 !have_flag((MF)->flags, FF_OPEN))
1127 * @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 /
1128 * Move player in the given direction, with the given "pickup" flag.
1130 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
1131 * @param break_trap トラップ粉砕処理を行うならばTRUE
1132 * @return 実際に移動が行われたならばTRUEを返す。
1134 * This routine should (probably) always induce energy expenditure.\n
1136 * Note that moving will *always* take a turn, and will *always* hit\n
1137 * any monster which might be in the destination grid. Previously,\n
1138 * moving into walls was "free" and did NOT hit invisible monsters.\n
1140 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
1142 /* Find the result of moving */
1143 POSITION y = p_ptr->y + ddy[dir];
1144 POSITION x = p_ptr->x + ddx[dir];
1146 /* Examine the destination */
1147 cave_type *c_ptr = &cave[y][x];
1149 feature_type *f_ptr = &f_info[c_ptr->feat];
1151 monster_type *m_ptr;
1153 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1154 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
1158 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
1159 bool p_can_kill_walls = FALSE;
1160 bool stormbringer = FALSE;
1162 bool oktomove = TRUE;
1163 bool do_past = FALSE;
1166 if (!dun_level && !p_ptr->wild_mode &&
1167 ((x == 0) || (x == MAX_WID - 1) ||
1168 (y == 0) || (y == MAX_HGT - 1)))
1170 /* Can the player enter the grid? */
1171 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
1173 /* Hack: move to new area */
1174 if ((y == 0) && (x == 0))
1176 p_ptr->wilderness_y--;
1177 p_ptr->wilderness_x--;
1178 p_ptr->oldpy = cur_hgt - 2;
1179 p_ptr->oldpx = cur_wid - 2;
1180 ambush_flag = FALSE;
1183 else if ((y == 0) && (x == MAX_WID - 1))
1185 p_ptr->wilderness_y--;
1186 p_ptr->wilderness_x++;
1187 p_ptr->oldpy = cur_hgt - 2;
1189 ambush_flag = FALSE;
1192 else if ((y == MAX_HGT - 1) && (x == 0))
1194 p_ptr->wilderness_y++;
1195 p_ptr->wilderness_x--;
1197 p_ptr->oldpx = cur_wid - 2;
1198 ambush_flag = FALSE;
1201 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
1203 p_ptr->wilderness_y++;
1204 p_ptr->wilderness_x++;
1207 ambush_flag = FALSE;
1212 p_ptr->wilderness_y--;
1213 p_ptr->oldpy = cur_hgt - 2;
1215 ambush_flag = FALSE;
1218 else if (y == MAX_HGT - 1)
1220 p_ptr->wilderness_y++;
1223 ambush_flag = FALSE;
1228 p_ptr->wilderness_x--;
1229 p_ptr->oldpx = cur_wid - 2;
1231 ambush_flag = FALSE;
1234 else if (x == MAX_WID - 1)
1236 p_ptr->wilderness_x++;
1239 ambush_flag = FALSE;
1242 p_ptr->leaving = TRUE;
1243 p_ptr->energy_use = 100;
1248 /* "Blocked" message appears later */
1249 /* oktomove = FALSE; */
1250 p_can_enter = FALSE;
1253 /* Get the monster */
1254 m_ptr = &m_list[c_ptr->m_idx];
1257 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1258 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1260 /* Player can not walk through "walls"... */
1261 /* unless in Shadow Form */
1262 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1263 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1264 !have_flag(f_ptr->flags, FF_PERMANENT);
1266 /* Hack -- attack monsters */
1267 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1269 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1271 /* Attack -- only if we can see it OR it is not in a wall */
1272 if (!is_hostile(m_ptr) &&
1273 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1274 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1275 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1277 /* Disturb the monster */
1278 (void)set_monster_csleep(c_ptr->m_idx, 0);
1280 /* Extract monster name (or "it") */
1281 monster_desc(m_name, m_ptr, 0);
1285 /* Auto-Recall if possible and visible */
1286 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1288 /* Track a new monster */
1289 health_track(c_ptr->m_idx);
1293 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1298 else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1304 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1305 p_ptr->energy_use = 0;
1309 /* now continue on to 'movement' */
1318 if (oktomove && p_ptr->riding)
1320 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1322 msg_print(_("動けない!", "Can't move!"));
1323 p_ptr->energy_use = 0;
1327 else if (MON_MONFEAR(riding_m_ptr))
1329 char steed_name[80];
1331 /* Acquire the monster name */
1332 monster_desc(steed_name, riding_m_ptr, 0);
1334 /* Dump a message */
1335 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1339 else if (p_ptr->riding_ryoute)
1344 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1348 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1352 else if (have_flag(f_ptr->flags, FF_WATER) &&
1353 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1354 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1356 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1357 p_ptr->energy_use = 0;
1361 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1363 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);
1364 p_ptr->energy_use = 0;
1368 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1370 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);
1371 p_ptr->energy_use = 0;
1376 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1378 char steed_name[80];
1379 monster_desc(steed_name, riding_m_ptr, 0);
1380 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);
1390 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1392 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);
1393 p_ptr->energy_use = 0;
1399 * Player can move through trees and
1400 * has effective -10 speed
1401 * Rangers can move without penality
1403 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1405 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1408 #ifdef ALLOW_EASY_DISARM /* TNB */
1410 /* Disarm a visible trap */
1411 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
1413 if (!trap_can_be_ignored(c_ptr->feat))
1415 (void)do_cmd_disarm_aux(y, x, dir);
1420 #endif /* ALLOW_EASY_DISARM -- TNB */
1422 /* Player can not walk through "walls" unless in wraith form...*/
1423 else if (!p_can_enter && !p_can_kill_walls)
1425 /* Feature code (applying "mimic" field) */
1426 s16b feat = get_feat_mimic(c_ptr);
1427 feature_type *mimic_f_ptr = &f_info[feat];
1428 cptr name = f_name + mimic_f_ptr->name;
1432 /* Notice things in the dark */
1433 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1435 /* Boundary floor mimic */
1436 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1438 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1441 /* Wall (or secret door) */
1445 msg_format("%sが行く手をはばんでいるようだ。", name);
1447 msg_format("You feel %s %s blocking your way.",
1448 is_a_vowel(name[0]) ? "an" : "a", name);
1451 c_ptr->info |= (CAVE_MARK);
1459 /* Boundary floor mimic */
1460 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1462 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1463 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1464 p_ptr->energy_use = 0;
1467 /* Wall (or secret door) */
1470 #ifdef ALLOW_EASY_OPEN
1472 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1473 #endif /* ALLOW_EASY_OPEN */
1476 msg_format("%sが行く手をはばんでいる。", name);
1478 msg_format("There is %s %s blocking your way.",
1479 is_a_vowel(name[0]) ? "an" : "a", name);
1483 * Well, it makes sense that you lose time bumping into
1484 * a wall _if_ you are confused, stunned or blind; but
1485 * typing mistakes should not cost you a turn...
1487 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1488 p_ptr->energy_use = 0;
1492 /* Disturb the player */
1496 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1499 /* Normal movement */
1500 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1502 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1504 p_ptr->energy_use = 0;
1507 /* To avoid a loop with running */
1513 /* Normal movement */
1516 u32b mpe_mode = MPE_ENERGY_USE;
1520 if (!process_warning(x, y))
1522 p_ptr->energy_use = 25;
1529 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1532 /* Change oldpx and oldpy to place the player well when going back to big mode */
1533 if (p_ptr->wild_mode)
1535 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1536 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1537 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1538 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1539 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1540 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1543 if (p_can_kill_walls)
1545 cave_alter_feat(y, x, FF_HURT_DISI);
1547 /* Update some things -- similar to GF_KILL_WALL */
1548 p_ptr->update |= (PU_FLOW);
1552 /* sound(SOUND_WALK); */
1554 #ifdef ALLOW_EASY_DISARM /* TNB */
1556 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1558 #else /* ALLOW_EASY_DISARM -- TNB */
1560 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
1562 #endif /* ALLOW_EASY_DISARM -- TNB */
1564 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1566 /* Move the player */
1567 (void)move_player_effect(y, x, mpe_mode);
1572 static bool ignore_avoid_run;
1575 * @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 /
1576 * Hack -- Check for a "known wall" (see below)
1577 * @param dir 想定する移動方向ID
1580 * @return 移動先が既知の壁ならばTRUE
1582 static int see_wall(int dir, int y, int x)
1586 /* Get the new location */
1590 /* Illegal grids are not known walls */
1591 if (!in_bounds2(y, x)) return (FALSE);
1594 c_ptr = &cave[y][x];
1596 /* Must be known to the player */
1597 if (c_ptr->info & (CAVE_MARK))
1599 /* Feature code (applying "mimic" field) */
1600 s16b feat = get_feat_mimic(c_ptr);
1601 feature_type *f_ptr = &f_info[feat];
1603 /* Wall grids are known walls */
1604 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1606 /* Don't run on a tree unless explicitly requested */
1607 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1610 /* Don't run in a wall */
1611 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1612 return !have_flag(f_ptr->flags, FF_DOOR);
1620 * @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 /
1621 * Hack -- Check for an "unknown corner" (see below)
1622 * @param dir 想定する移動方向ID
1625 * @return 移動先が未知の地形ならばTRUE
1627 static int see_nothing(int dir, int y, int x)
1629 /* Get the new location */
1633 /* Illegal grids are unknown */
1634 if (!in_bounds2(y, x)) return (TRUE);
1636 /* Memorized grids are always known */
1637 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
1639 /* Viewable door/wall grids are known */
1640 if (player_can_see_bold(y, x)) return (FALSE);
1652 * Hack -- allow quick "cycling" through the legal directions
1654 static byte cycle[] =
1655 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1658 * Hack -- map each direction into the "middle" of the "cycle[]" array
1660 static byte chome[] =
1661 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1664 * The direction we are running
1666 static DIRECTION find_current;
1669 * The direction we came from
1671 static DIRECTION find_prevdir;
1674 * We are looking for open area
1676 static bool find_openarea;
1679 * We are looking for a break
1681 static bool find_breakright;
1682 static bool find_breakleft;
1687 * @brief ダッシュ処理の導入 /
1688 * Initialize the running algorithm for a new direction.
1691 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1693 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1694 * we seem to be in a corridor, then force a turn into the side\n
1695 * corridor, must be moving straight into a corridor here. ???\n
1697 * Diagonal Corridor Blunt Corridor (?)\n
1702 static void run_init(int dir)
1704 int row, col, deepleft, deepright;
1705 int i, shortleft, shortright;
1708 /* Save the direction */
1711 /* Assume running straight */
1714 /* Assume looking for open area */
1715 find_openarea = TRUE;
1717 /* Assume not looking for breaks */
1718 find_breakright = find_breakleft = FALSE;
1720 /* Assume no nearby walls */
1721 deepleft = deepright = FALSE;
1722 shortright = shortleft = FALSE;
1724 p_ptr->run_py = p_ptr->y;
1725 p_ptr->run_px = p_ptr->x;
1727 /* Find the destination grid */
1728 row = p_ptr->y + ddy[dir];
1729 col = p_ptr->x + ddx[dir];
1731 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1733 /* Extract cycle index */
1736 /* Check for walls */
1737 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1739 find_breakleft = TRUE;
1742 else if (see_wall(cycle[i+1], row, col))
1744 find_breakleft = TRUE;
1748 /* Check for walls */
1749 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1751 find_breakright = TRUE;
1754 else if (see_wall(cycle[i-1], row, col))
1756 find_breakright = TRUE;
1760 /* Looking for a break */
1761 if (find_breakleft && find_breakright)
1763 /* Not looking for open area */
1764 find_openarea = FALSE;
1766 /* Hack -- allow angled corridor entry */
1769 if (deepleft && !deepright)
1771 find_prevdir = cycle[i - 1];
1773 else if (deepright && !deepleft)
1775 find_prevdir = cycle[i + 1];
1779 /* Hack -- allow blunt corridor entry */
1780 else if (see_wall(cycle[i], row, col))
1782 if (shortleft && !shortright)
1784 find_prevdir = cycle[i - 2];
1786 else if (shortright && !shortleft)
1788 find_prevdir = cycle[i + 2];
1796 * @brief ダッシュ移動が継続できるかどうかの判定 /
1797 * Update the current "run" path
1799 * ダッシュ移動が継続できるならばTRUEを返す。
1800 * Return TRUE if the running should be stopped
1802 static bool run_test(void)
1804 int prev_dir, new_dir, check_dir = 0;
1807 int option = 0, option2 = 0;
1810 feature_type *f_ptr;
1812 /* Where we came from */
1813 prev_dir = find_prevdir;
1816 /* Range of newly adjacent grids */
1817 max = (prev_dir & 0x01) + 1;
1819 /* break run when leaving trap detected region */
1820 if ((disturb_trap_detect || alert_trap_detect)
1821 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1823 /* No duplicate warning */
1824 p_ptr->dtrap = FALSE;
1826 /* You are just on the edge */
1827 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1829 if (alert_trap_detect)
1831 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1834 if (disturb_trap_detect)
1842 /* Look at every newly adjacent square. */
1843 for (i = -max; i <= max; i++)
1845 s16b this_o_idx, next_o_idx = 0;
1848 new_dir = cycle[chome[prev_dir] + i];
1851 row = p_ptr->y + ddy[new_dir];
1852 col = p_ptr->x + ddx[new_dir];
1855 c_ptr = &cave[row][col];
1857 /* Feature code (applying "mimic" field) */
1858 feat = get_feat_mimic(c_ptr);
1859 f_ptr = &f_info[feat];
1861 /* Visible monsters abort running */
1864 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1866 /* Visible monster */
1867 if (m_ptr->ml) return (TRUE);
1870 /* Visible objects abort running */
1871 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1875 /* Acquire object */
1876 o_ptr = &o_list[this_o_idx];
1878 /* Acquire next object */
1879 next_o_idx = o_ptr->next_o_idx;
1881 /* Visible object */
1882 if (o_ptr->marked & OM_FOUND) return (TRUE);
1885 /* Assume unknown */
1888 /* Check memorized grids */
1889 if (c_ptr->info & (CAVE_MARK))
1891 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1893 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1896 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1898 /* Option -- ignore */
1903 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1905 /* Option -- ignore */
1910 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1917 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1918 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1925 /* Interesting feature */
1926 if (notice) return (TRUE);
1928 /* The grid is "visible" */
1932 /* Analyze unknown grids and floors considering mimic */
1933 if (inv || !see_wall(0, row, col))
1935 /* Looking for open area */
1941 /* The first new direction. */
1947 /* Three new directions. Stop running. */
1953 /* Two non-adjacent new directions. Stop running. */
1954 else if (option != cycle[chome[prev_dir] + i - 1])
1959 /* Two new (adjacent) directions (case 1) */
1960 else if (new_dir & 0x01)
1962 check_dir = cycle[chome[prev_dir] + i - 2];
1966 /* Two new (adjacent) directions (case 2) */
1969 check_dir = cycle[chome[prev_dir] + i + 1];
1975 /* Obstacle, while looking for open area */
1982 /* Break to the right */
1983 find_breakright = TRUE;
1988 /* Break to the left */
1989 find_breakleft = TRUE;
1995 /* Looking for open area */
1998 /* Hack -- look again */
1999 for (i = -max; i < 0; i++)
2001 /* Unknown grid or non-wall */
2002 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
2004 /* Looking to break right */
2005 if (find_breakright)
2014 /* Looking to break left */
2022 /* Hack -- look again */
2023 for (i = max; i > 0; i--)
2025 /* Unknown grid or non-wall */
2026 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
2028 /* Looking to break left */
2038 /* Looking to break right */
2039 if (find_breakright)
2047 /* Not looking for open area */
2059 /* Primary option */
2060 find_current = option;
2062 /* No other options */
2063 find_prevdir = option;
2066 /* Two options, examining corners */
2069 /* Primary option */
2070 find_current = option;
2072 /* Hack -- allow curving */
2073 find_prevdir = option2;
2076 /* Two options, pick one */
2079 /* Get next location */
2080 row = p_ptr->y + ddy[option];
2081 col = p_ptr->x + ddx[option];
2083 /* Don't see that it is closed off. */
2084 /* This could be a potential corner or an intersection. */
2085 if (!see_wall(option, row, col) ||
2086 !see_wall(check_dir, row, col))
2088 /* Can not see anything ahead and in the direction we */
2089 /* are turning, assume that it is a potential corner. */
2090 if (see_nothing(option, row, col) &&
2091 see_nothing(option2, row, col))
2093 find_current = option;
2094 find_prevdir = option2;
2097 /* STOP: we are next to an intersection or a room */
2104 /* This corner is seen to be enclosed; we cut the corner. */
2107 find_current = option2;
2108 find_prevdir = option2;
2111 /* This corner is seen to be enclosed, and we */
2112 /* deliberately go the long way. */
2115 find_current = option;
2116 find_prevdir = option2;
2121 /* About to hit a known wall, stop */
2122 if (see_wall(find_current, p_ptr->y, p_ptr->x))
2134 * @brief 継続的なダッシュ処理 /
2135 * Take one step along the current "run" path
2136 * @param dir 移動を試みる方向ID
2139 void run_step(int dir)
2144 /* Ignore AVOID_RUN on a first step */
2145 ignore_avoid_run = TRUE;
2147 /* Hack -- do not start silly run */
2148 if (see_wall(dir, p_ptr->y, p_ptr->x))
2150 sound(SOUND_HITWALL);
2153 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
2180 /* Decrease the run counter */
2181 if (--running <= 0) return;
2184 p_ptr->energy_use = 100;
2186 /* Move the player, using the "pickup" flag */
2187 #ifdef ALLOW_EASY_DISARM /* TNB */
2189 move_player(find_current, FALSE, FALSE);
2191 #else /* ALLOW_EASY_DISARM -- TNB */
2193 move_player(find_current, always_pickup, FALSE);
2195 #endif /* ALLOW_EASY_DISARM -- TNB */
2197 if (player_bold(p_ptr->run_py, p_ptr->run_px))
2209 * @brief トラベル機能の判定処理 /
2210 * Test for traveling
2211 * @param prev_dir 前回移動を行った元の方角ID
2214 static int travel_test(int prev_dir)
2218 const cave_type *c_ptr;
2221 /* Cannot travel when blind */
2222 if (p_ptr->blind || no_lite())
2224 msg_print(_("目が見えない!", "You cannot see!"));
2228 /* break run when leaving trap detected region */
2229 if ((disturb_trap_detect || alert_trap_detect)
2230 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
2232 /* No duplicate warning */
2233 p_ptr->dtrap = FALSE;
2235 /* You are just on the edge */
2236 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
2238 if (alert_trap_detect)
2240 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
2243 if (disturb_trap_detect)
2251 /* Range of newly adjacent grids */
2252 max = (prev_dir & 0x01) + 1;
2254 /* Look at every newly adjacent square. */
2255 for (i = -max; i <= max; i++)
2258 int dir = cycle[chome[prev_dir] + i];
2261 int row = p_ptr->y + ddy[dir];
2262 int col = p_ptr->x + ddx[dir];
2265 c_ptr = &cave[row][col];
2267 /* Visible monsters abort running */
2270 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2272 /* Visible monster */
2273 if (m_ptr->ml) return (0);
2278 /* Travel cost of current grid */
2279 cost = travel.cost[p_ptr->y][p_ptr->x];
2281 /* Determine travel direction */
2282 for (i = 0; i < 8; ++ i) {
2283 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
2285 if (dir_cost < cost)
2292 if (!new_dir) return (0);
2294 /* Access newly move grid */
2295 c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2297 /* Close door abort traveling */
2298 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
2300 /* Visible and unignorable trap abort tarveling */
2301 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
2309 * @brief トラベル機能の実装 /
2313 void travel_step(void)
2315 /* Get travel direction */
2316 travel.dir = travel_test(travel.dir);
2321 if (travel.run == 255)
2323 msg_print(_("道筋が見つかりません!", "No route is found!"));
2324 travel.y = travel.x = 0;
2330 p_ptr->energy_use = 100;
2332 move_player(travel.dir, always_pickup, FALSE);
2334 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2337 travel.y = travel.x = 0;
2339 else if (travel.run > 0)
2343 Term_xtra(TERM_XTRA_DELAY, delay_factor);