3 * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
13 * The running algorithm: -CJS-
15 * In the diagrams below, the player has just arrived in the
16 * grid marked as '@', and he has just come from a grid marked
17 * as 'o', and he is about to enter the grid marked as 'x'.
19 * Of course, if the "requested" move was impossible, then you
20 * will of course be blocked, and will stop.
22 * Overview: You keep moving until something interesting happens.
23 * If you are in an enclosed space, you follow corners. This is
24 * the usual corridor scheme. If you are in an open space, you go
25 * straight, but stop before entering enclosed space. This is
26 * analogous to reaching doorways. If you have enclosed space on
27 * one side only (that is, running along side a wall) stop if
28 * your wall opens out, or your open space closes in. Either case
29 * corresponds to a doorway.
31 * What happens depends on what you can really SEE. (i.e. if you
32 * have no light, then running along a dark corridor is JUST like
33 * running in a dark room.) The algorithm works equally well in
34 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
36 * These conditions are kept in static memory:
37 * find_openarea You are in the open on at least one
39 * find_breakleft You have a wall on the left, and will
41 * find_breakright You have a wall on the right, and will
44 * To initialize these conditions, we examine the grids adjacent
45 * to the grid marked 'x', two on each side (marked 'L' and 'R').
46 * If either one of the two grids on a given side is seen to be
47 * closed, then that side is considered to be closed. If both
48 * sides are closed, then it is an enclosed (corridor) run.
54 * Looking at more than just the immediate squares is
55 * significant. Consider the following case. A run along the
56 * corridor will stop just before entering the center point,
57 * because a choice is clearly established. Running in any of
58 * three available directions will be defined as a corridor run.
59 * Note that a minor hack is inserted to make the angled corridor
60 * entry (with one side blocked near and the other side blocked
61 * further away from the runner) work correctly. The runner moves
62 * diagonally, but then saves the previous direction as being
63 * straight into the gap. Otherwise, the tail end of the other
64 * entry would be perceived as an alternative on the next move.
72 * Likewise, a run along a wall, and then into a doorway (two
73 * runs) will work correctly. A single run rightwards from \@ will
74 * stop at 1. Another run right and down will enter the corridor
75 * and make the corner, stopping at the 2.
77 * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
79 * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
81 * \#\#\#\#\#\#\#\#\#\#\#\#\#
83 * After any move, the function area_affect is called to
84 * determine the new surroundings, and the direction of
85 * subsequent moves. It examines the current player location
86 * (at which the runner has just arrived) and the previous
87 * direction (from which the runner is considered to have come).
89 * Moving one square in some direction places you adjacent to
90 * three or five new squares (for straight and diagonal moves
91 * respectively) to which you were not previously adjacent,
92 * marked as '!' in the diagrams below.
95 * .o@@! (normal) .o.! (diagonal)
96 * ...! (east) ..@@! (south east)
99 * You STOP if any of the new squares are interesting in any way:
100 * for example, if they contain visible monsters or treasure.
102 * You STOP if any of the newly adjacent squares seem to be open,
103 * and you are also looking for a break on that side. (that is,
104 * find_openarea AND find_break).
106 * You STOP if any of the newly adjacent squares do NOT seem to be
107 * open and you are in an open area, and that side was previously
110 * Corners: If you are not in the open (i.e. you are in a corridor)
111 * and there is only one way to go in the new squares, then turn in
112 * that direction. If there are more than two new ways to go, STOP.
113 * If there are two ways to go, and those ways are separated by a
114 * square which does not seem to be open, then STOP.
116 * Otherwise, we have a potential corner. There are two new open
117 * squares, which are also adjacent. One of the new squares is
118 * diagonally located, the other is straight on (as in the diagram).
119 * We consider two more squares further out (marked below as ?).
121 * We assign "option" to the straight-on grid, and "option2" to the
122 * diagonal grid, and "check_dir" to the grid marked 's'.
128 * If they are both seen to be closed, then it is seen that no benefit
129 * is gained from moving straight. It is a known corner. To cut the
130 * corner, go diagonally, otherwise go straight, but pretend you
131 * stepped diagonally into that next location for a full view next
132 * time. Conversely, if one of the ? squares is not seen to be closed,
133 * then there is a potential choice. We check to see whether it is a
134 * potential corner or an intersection/room entrance. If the square
135 * two spaces straight ahead, and the space marked with 's' are both
136 * unknown space, then it is a potential corner and enter if
137 * find_examine is set, otherwise must stop because it is not a
138 * corner. (find_examine option is removed and always is TRUE.)
148 * @brief プレイヤー攻撃の種族スレイング倍率計算
149 * @param mult 算出前の基本倍率(/10倍)
150 * @param flgs スレイフラグ配列
151 * @param m_ptr 目標モンスターの構造体参照ポインタ
152 * @return スレイング加味後の倍率(/10倍)
154 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
156 static const struct slay_table_t {
158 BIT_FLAGS affect_race_flag;
161 size_t r_flag_offset;
163 #define OFFSET(X) offsetof(monster_race, X)
164 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
165 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
166 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
167 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
168 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
169 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
170 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
171 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
172 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
173 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
174 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
175 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
176 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
177 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
178 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
179 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
180 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
181 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
182 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
183 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
187 monster_race* r_ptr = &r_info[m_ptr->r_idx];
189 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
191 const struct slay_table_t* p = &slay_table[i];
193 if ((have_flag(flgs, p->slay_flag)) &&
194 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
196 if (is_original_ap_and_seen(m_ptr))
198 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
201 mult = MAX(mult, p->slay_mult);
209 * @brief プレイヤー攻撃の属性スレイング倍率計算
210 * @param mult 算出前の基本倍率(/10倍)
211 * @param flgs スレイフラグ配列
212 * @param m_ptr 目標モンスターの構造体参照ポインタ
213 * @return スレイング加味後の倍率(/10倍)
215 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
217 static const struct brand_table_t {
219 BIT_FLAGS resist_mask;
222 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
223 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
224 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
225 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
226 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
229 monster_race* r_ptr = &r_info[m_ptr->r_idx];
231 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
233 const struct brand_table_t* p = &brand_table[i];
235 if (have_flag(flgs, p->brand_flag))
237 /* Notice immunity */
238 if (r_ptr->flagsr & p->resist_mask)
240 if (is_original_ap_and_seen(m_ptr))
242 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
246 /* Otherwise, take the damage */
247 else if (r_ptr->flags3 & p->hurt_flag)
249 if (is_original_ap_and_seen(m_ptr))
251 r_ptr->r_flags3 |= p->hurt_flag;
254 mult = MAX(mult, 50);
258 mult = MAX(mult, 25);
267 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
268 * Extract the "total damage" from a given object hitting a given monster.
269 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
270 * @param tdam 現在算出途中のダメージ値
271 * @param m_ptr 目標モンスターの構造体参照ポインタ
273 * @param thrown 射撃処理ならばTRUEを指定する
274 * @return 総合的なスレイを加味したダメージ値
276 * Note that "flasks of oil" do NOT do fire damage, although they\n
277 * certainly could be made to do so. XXX XXX\n
279 * Note that most brands and slays are x3, except Slay Animal (x2),\n
280 * Slay Evil (x2), and Kill dragon (x5).\n
282 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
286 BIT_FLAGS flgs[TR_FLAG_SIZE];
288 /* Extract the flags */
289 object_flags(o_ptr, flgs);
290 torch_flags(o_ptr, flgs); /* torches has secret flags */
295 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
296 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
297 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
298 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
299 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
302 /* Hex - Slay Good (Runesword) */
303 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
305 /* Some "weapons" and "ammo" do extra damage */
318 mult = mult_slaying(mult, flgs, m_ptr);
320 /* Elemental Brand */
321 mult = mult_brand(mult, flgs, m_ptr);
324 if (p_ptr->pclass == CLASS_SAMURAI)
326 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
330 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
332 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
333 p_ptr->redraw |= (PR_MANA);
334 mult = mult * 3 / 2 + 20;
337 /* Hack -- The Nothung cause special damage to Fafner */
338 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
343 if (mult > 150) mult = 150;
345 /* Return the total damage */
346 return (tdam * mult / 10);
351 * @brief 地形やその上のアイテムの隠された要素を明かす /
352 * Search for hidden things
353 * @param y 対象となるマスのY座標
354 * @param x 対象となるマスのX座標
357 static void discover_hidden_things(POSITION y, POSITION x)
359 OBJECT_IDX this_o_idx, next_o_idx = 0;
364 if (c_ptr->mimic && is_trap(c_ptr->feat))
369 msg_print(_("トラップを発見した。", "You have found a trap."));
371 disturb(FALSE, TRUE);
375 if (is_hidden_door(c_ptr))
377 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
382 disturb(FALSE, FALSE);
385 /* Scan all objects in the grid */
386 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
391 o_ptr = &o_list[this_o_idx];
393 /* Acquire next object */
394 next_o_idx = o_ptr->next_o_idx;
396 /* Skip non-chests */
397 if (o_ptr->tval != TV_CHEST) continue;
399 /* Skip non-trapped chests */
400 if (!chest_traps[o_ptr->pval]) continue;
403 if (!object_is_known(o_ptr))
405 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!"));
411 disturb(FALSE, FALSE);
417 * @brief プレイヤーの探索処理判定
425 /* Start with base search ability */
426 chance = p_ptr->skill_srh;
428 /* Penalize various conditions */
429 if (p_ptr->blind || no_lite()) chance = chance / 10;
430 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
432 /* Search the nearby grids, which are always in bounds */
433 for (i = 0; i < 9; ++ i)
435 /* Sometimes, notice things */
436 if (randint0(100) < chance)
438 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
445 * @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 /
446 * Helper routine for py_pickup() and py_pickup_floor().
447 * @param o_idx 取得したオブジェクトの参照ID
450 * アイテムを拾った際に「2つのケーキを持っている」\n
451 * "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
453 * 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
455 * Add the given dungeon object to the character's inventory.\n
456 * Delete the object afterwards.\n
458 void py_pickup_aux(OBJECT_IDX o_idx)
463 char o_name[MAX_NLEN];
464 char old_name[MAX_NLEN];
468 char o_name[MAX_NLEN];
473 o_ptr = &o_list[o_idx];
476 object_desc(old_name, o_ptr, OD_NAME_ONLY);
477 object_desc_kosuu(kazu_str, o_ptr);
478 hirottakazu = o_ptr->number;
480 /* Carry the object */
481 slot = inven_carry(o_ptr);
483 /* Get the object again */
484 o_ptr = &inventory[slot];
486 delete_object_idx(o_idx);
488 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
490 bool old_known = identify_item(o_ptr);
492 /* Auto-inscription/destroy */
493 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
495 /* If it is destroyed, don't pick it up */
496 if (o_ptr->marked & OM_AUTODESTROY) return;
499 object_desc(o_name, o_ptr, 0);
502 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
504 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
505 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
506 msg_format("%sに襲いかかる...", p_ptr->name);
512 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
516 if (o_ptr->number > hirottakazu) {
517 msg_format("%s拾って、%s(%c)を持っている。",
518 kazu_str, o_name, index_to_label(slot));
520 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
524 strcpy(record_o_name, old_name);
526 msg_format("You have %s (%c).", o_name, index_to_label(slot));
527 strcpy(record_o_name, o_name);
532 check_find_art_quest_completion(o_ptr);
537 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
538 * @param pickup 自動拾い処理を行うならばTRUEとする
541 * Player "wants" to pick up an object or gold.
542 * Note that we ONLY handle things that can be picked up.
543 * See "move_player()" for handling of other things.
545 void carry(bool pickup)
547 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
549 OBJECT_IDX this_o_idx, next_o_idx = 0;
551 char o_name[MAX_NLEN];
553 /* Recenter the map around the player */
556 p_ptr->update |= (PU_MONSTERS);
558 p_ptr->redraw |= (PR_MAP);
560 p_ptr->window |= (PW_OVERHEAD);
565 /* Automatically pickup/destroy/inscribe items */
566 autopick_pickup_items(c_ptr);
570 py_pickup_floor(pickup);
574 /* Scan the pile of objects */
575 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
580 o_ptr = &o_list[this_o_idx];
582 #ifdef ALLOW_EASY_SENSE /* TNB */
584 /* Option: Make item sensing easy */
587 /* Sense the object */
588 (void)sense_object(o_ptr);
591 #endif /* ALLOW_EASY_SENSE -- TNB */
593 object_desc(o_name, o_ptr, 0);
595 /* Acquire next object */
596 next_o_idx = o_ptr->next_o_idx;
598 /* Hack -- disturb */
599 disturb(FALSE, FALSE);
602 if (o_ptr->tval == TV_GOLD)
604 int value = (long)o_ptr->pval;
606 /* Delete the gold */
607 delete_object_idx(this_o_idx);
609 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
610 (long)value, o_name);
614 /* Collect the gold */
618 p_ptr->redraw |= (PR_GOLD);
620 p_ptr->window |= (PW_PLAYER);
623 /* Pick up objects */
626 /* Hack - some objects were handled in autopick_pickup_items(). */
627 if (o_ptr->marked & OM_NOMSG)
629 /* Clear the flag. */
630 o_ptr->marked &= ~OM_NOMSG;
634 msg_format(_("%sがある。", "You see %s."), o_name);
637 /* Note that the pack is too full */
638 else if (!inven_carry_okay(o_ptr))
640 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);
643 /* Pick up the item (if requested and allowed) */
648 /* Hack -- query every item */
649 if (carry_query_flag)
651 char out_val[MAX_NLEN+20];
652 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
653 okay = get_check(out_val);
656 /* Attempt to pick up an object. */
659 /* Pick up the object */
660 py_pickup_aux(this_o_idx);
669 * @brief パターンによる移動制限処理
670 * @param c_y プレイヤーの移動元Y座標
671 * @param c_x プレイヤーの移動元X座標
672 * @param n_y プレイヤーの移動先Y座標
673 * @param n_x プレイヤーの移動先X座標
674 * @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。
676 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
678 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
679 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
680 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
681 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
682 int pattern_type_cur, pattern_type_new;
684 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
686 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
687 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
689 if (pattern_type_new == PATTERN_TILE_START)
691 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
693 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?",
694 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
702 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
703 (pattern_type_new == PATTERN_TILE_END) ||
704 (pattern_type_new == PATTERN_TILE_WRECKED))
706 if (is_pattern_tile_cur)
712 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。",
713 "You must start walking the Pattern from the startpoint."));
718 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
719 (pattern_type_cur == PATTERN_TILE_TELEPORT))
723 else if (pattern_type_cur == PATTERN_TILE_START)
725 if (is_pattern_tile_new)
729 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."));
733 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
734 (pattern_type_cur == PATTERN_TILE_END) ||
735 (pattern_type_cur == PATTERN_TILE_WRECKED))
737 if (!is_pattern_tile_new)
739 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."));
749 if (!is_pattern_tile_cur)
751 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。",
752 "You must start walking the Pattern from the startpoint."));
758 byte ok_move = PATTERN_TILE_START;
759 switch (pattern_type_cur)
762 ok_move = PATTERN_TILE_2;
765 ok_move = PATTERN_TILE_3;
768 ok_move = PATTERN_TILE_4;
771 ok_move = PATTERN_TILE_1;
775 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
777 return TRUE; /* Goof-up */
780 if ((pattern_type_new == ok_move) ||
781 (pattern_type_new == pattern_type_cur))
785 if (!is_pattern_tile_new)
786 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."));
788 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."));
798 * @brief プレイヤーが地形踏破可能かを返す
799 * @param feature 判定したい地形ID
800 * @param mode 移動に関するオプションフラグ
801 * @return 移動可能ならばTRUEを返す
803 bool player_can_enter(s16b feature, u16b mode)
805 feature_type *f_ptr = &f_info[feature];
807 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
810 if (have_flag(f_ptr->flags, FF_PATTERN))
812 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
816 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
817 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
818 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
820 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
827 * @brief 移動に伴うプレイヤーのステータス変化処理
830 * @param mpe_mode 移動オプションフラグ
831 * @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。
833 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
835 cave_type *c_ptr = &cave[ny][nx];
836 feature_type *f_ptr = &f_info[c_ptr->feat];
838 if (!(mpe_mode & MPE_STAYING))
840 POSITION oy = p_ptr->y;
841 POSITION ox = p_ptr->x;
842 cave_type *oc_ptr = &cave[oy][ox];
843 IDX om_idx = oc_ptr->m_idx;
844 IDX nm_idx = c_ptr->m_idx;
846 /* Move the player */
850 /* Hack -- For moving monster or riding player's moving */
851 if (!(mpe_mode & MPE_DONT_SWAP_MON))
853 /* Swap two monsters */
854 c_ptr->m_idx = om_idx;
855 oc_ptr->m_idx = nm_idx;
857 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
859 monster_type *om_ptr = &m_list[om_idx];
862 update_monster(om_idx, TRUE);
865 if (nm_idx > 0) /* Monster on new spot */
867 monster_type *nm_ptr = &m_list[nm_idx];
870 update_monster(nm_idx, TRUE);
874 /* Redraw old spot */
877 /* Redraw new spot */
880 /* Check for new panel (redraw map) */
883 if (mpe_mode & MPE_FORGET_FLOW)
887 /* Mega-Hack -- Forget the view */
888 p_ptr->update |= (PU_UN_VIEW);
890 p_ptr->redraw |= (PR_MAP);
893 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
895 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
897 /* Remove "unsafe" flag */
898 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
900 /* For get everything when requested hehe I'm *NASTY* */
901 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
904 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
906 if (p_ptr->pclass == CLASS_NINJA)
908 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
909 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
912 if ((p_ptr->action == ACTION_HAYAGAKE) &&
913 (!have_flag(f_ptr->flags, FF_PROJECT) ||
914 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
916 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
917 set_action(ACTION_NONE);
921 if (mpe_mode & MPE_ENERGY_USE)
923 if (music_singing(MUSIC_WALL))
925 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
926 PROJECT_KILL | PROJECT_ITEM, -1);
928 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
931 /* Spontaneous Searching */
932 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
937 /* Continuous Searching */
938 if (p_ptr->action == ACTION_SEARCH)
944 /* Handle "objects" */
945 if (!(mpe_mode & MPE_DONT_PICKUP))
947 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
950 /* Handle "store doors" */
951 if (have_flag(f_ptr->flags, FF_STORE))
953 disturb(FALSE, TRUE);
955 p_ptr->energy_use = 0;
956 /* Hack -- Enter store */
957 command_new = SPECIAL_KEY_STORE;
960 /* Handle "building doors" -KMW- */
961 else if (have_flag(f_ptr->flags, FF_BLDG))
963 disturb(FALSE, TRUE);
965 p_ptr->energy_use = 0;
966 /* Hack -- Enter building */
967 command_new = SPECIAL_KEY_BUILDING;
970 /* Handle quest areas -KMW- */
971 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
973 disturb(FALSE, TRUE);
975 p_ptr->energy_use = 0;
976 /* Hack -- Enter quest level */
977 command_new = SPECIAL_KEY_QUEST;
980 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
982 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
984 complete_quest(p_ptr->inside_quest);
989 p_ptr->inside_quest = c_ptr->special;
994 p_ptr->leaving = TRUE;
998 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
1000 disturb(FALSE, TRUE);
1003 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
1005 msg_print(_("トラップだ!", "You found a trap!"));
1008 disclose_grid(p_ptr->y, p_ptr->x);
1012 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
1014 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
1017 /* Warn when leaving trap detected region */
1018 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
1019 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
1021 /* No duplicate warning */
1022 p_ptr->dtrap = FALSE;
1024 /* You are just on the edge */
1025 if (!(c_ptr->info & CAVE_UNSAFE))
1027 if (alert_trap_detect)
1029 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1032 if (disturb_trap_detect) disturb(FALSE, TRUE);
1036 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
1040 * @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
1042 * @return トラップが自動的に無効ならばTRUEを返す
1044 bool trap_can_be_ignored(FEAT_IDX feat)
1046 feature_type *f_ptr = &f_info[feat];
1048 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
1050 switch (f_ptr->subtype)
1054 case TRAP_SPIKED_PIT:
1055 case TRAP_POISON_PIT:
1056 if (p_ptr->levitation) return TRUE;
1059 if (p_ptr->anti_tele) return TRUE;
1062 if (p_ptr->immune_fire) return TRUE;
1065 if (p_ptr->immune_acid) return TRUE;
1068 if (p_ptr->resist_blind) return TRUE;
1071 if (p_ptr->resist_conf) return TRUE;
1074 if (p_ptr->resist_pois) return TRUE;
1077 if (p_ptr->free_act) return TRUE;
1086 * Determine if a "boundary" grid is "floor mimic"
1088 #define boundary_floor(C, F, MF) \
1089 ((C)->mimic && permanent_wall(F) && \
1090 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
1091 have_flag((MF)->flags, FF_PROJECT) && \
1092 !have_flag((MF)->flags, FF_OPEN))
1096 * @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 /
1097 * Move player in the given direction, with the given "pickup" flag.
1099 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
1100 * @param break_trap トラップ粉砕処理を行うならばTRUE
1101 * @return 実際に移動が行われたならばTRUEを返す。
1103 * This routine should (probably) always induce energy expenditure.\n
1105 * Note that moving will *always* take a turn, and will *always* hit\n
1106 * any monster which might be in the destination grid. Previously,\n
1107 * moving into walls was "free" and did NOT hit invisible monsters.\n
1109 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
1111 /* Find the result of moving */
1112 POSITION y = p_ptr->y + ddy[dir];
1113 POSITION x = p_ptr->x + ddx[dir];
1115 /* Examine the destination */
1116 cave_type *c_ptr = &cave[y][x];
1118 feature_type *f_ptr = &f_info[c_ptr->feat];
1120 monster_type *m_ptr;
1122 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1123 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
1127 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
1128 bool p_can_kill_walls = FALSE;
1129 bool stormbringer = FALSE;
1131 bool oktomove = TRUE;
1132 bool do_past = FALSE;
1135 if (!dun_level && !p_ptr->wild_mode &&
1136 ((x == 0) || (x == MAX_WID - 1) ||
1137 (y == 0) || (y == MAX_HGT - 1)))
1139 /* Can the player enter the grid? */
1140 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
1142 /* Hack: move to new area */
1143 if ((y == 0) && (x == 0))
1145 p_ptr->wilderness_y--;
1146 p_ptr->wilderness_x--;
1147 p_ptr->oldpy = cur_hgt - 2;
1148 p_ptr->oldpx = cur_wid - 2;
1149 ambush_flag = FALSE;
1152 else if ((y == 0) && (x == MAX_WID - 1))
1154 p_ptr->wilderness_y--;
1155 p_ptr->wilderness_x++;
1156 p_ptr->oldpy = cur_hgt - 2;
1158 ambush_flag = FALSE;
1161 else if ((y == MAX_HGT - 1) && (x == 0))
1163 p_ptr->wilderness_y++;
1164 p_ptr->wilderness_x--;
1166 p_ptr->oldpx = cur_wid - 2;
1167 ambush_flag = FALSE;
1170 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
1172 p_ptr->wilderness_y++;
1173 p_ptr->wilderness_x++;
1176 ambush_flag = FALSE;
1181 p_ptr->wilderness_y--;
1182 p_ptr->oldpy = cur_hgt - 2;
1184 ambush_flag = FALSE;
1187 else if (y == MAX_HGT - 1)
1189 p_ptr->wilderness_y++;
1192 ambush_flag = FALSE;
1197 p_ptr->wilderness_x--;
1198 p_ptr->oldpx = cur_wid - 2;
1200 ambush_flag = FALSE;
1203 else if (x == MAX_WID - 1)
1205 p_ptr->wilderness_x++;
1208 ambush_flag = FALSE;
1211 p_ptr->leaving = TRUE;
1212 p_ptr->energy_use = 100;
1217 /* "Blocked" message appears later */
1218 /* oktomove = FALSE; */
1219 p_can_enter = FALSE;
1222 /* Get the monster */
1223 m_ptr = &m_list[c_ptr->m_idx];
1226 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1227 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1229 /* Player can not walk through "walls"... */
1230 /* unless in Shadow Form */
1231 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1232 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1233 !have_flag(f_ptr->flags, FF_PERMANENT);
1235 /* Hack -- attack monsters */
1236 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1238 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1240 /* Attack -- only if we can see it OR it is not in a wall */
1241 if (!is_hostile(m_ptr) &&
1242 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1243 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1244 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1246 /* Disturb the monster */
1247 (void)set_monster_csleep(c_ptr->m_idx, 0);
1249 /* Extract monster name (or "it") */
1250 monster_desc(m_name, m_ptr, 0);
1254 /* Auto-Recall if possible and visible */
1255 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1257 /* Track a new monster */
1258 health_track(c_ptr->m_idx);
1262 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1267 else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1273 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1274 p_ptr->energy_use = 0;
1278 /* now continue on to 'movement' */
1287 if (oktomove && p_ptr->riding)
1289 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1291 msg_print(_("動けない!", "Can't move!"));
1292 p_ptr->energy_use = 0;
1294 disturb(FALSE, TRUE);
1296 else if (MON_MONFEAR(riding_m_ptr))
1298 char steed_name[80];
1300 /* Acquire the monster name */
1301 monster_desc(steed_name, riding_m_ptr, 0);
1303 /* Dump a message */
1304 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1306 disturb(FALSE, TRUE);
1308 else if (p_ptr->riding_ryoute)
1311 disturb(FALSE, TRUE);
1313 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1317 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1321 else if (have_flag(f_ptr->flags, FF_WATER) &&
1322 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1323 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1325 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1326 p_ptr->energy_use = 0;
1328 disturb(FALSE, TRUE);
1330 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1332 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);
1333 p_ptr->energy_use = 0;
1335 disturb(FALSE, TRUE);
1337 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1339 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);
1340 p_ptr->energy_use = 0;
1342 disturb(FALSE, TRUE);
1345 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1347 char steed_name[80];
1348 monster_desc(steed_name, riding_m_ptr, 0);
1349 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);
1351 disturb(FALSE, TRUE);
1359 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1361 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);
1362 p_ptr->energy_use = 0;
1368 * Player can move through trees and
1369 * has effective -10 speed
1370 * Rangers can move without penality
1372 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1374 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1378 /* Disarm a visible trap */
1379 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
1381 if (!trap_can_be_ignored(c_ptr->feat))
1383 (void)do_cmd_disarm_aux(y, x, dir);
1389 /* Player can not walk through "walls" unless in wraith form...*/
1390 else if (!p_can_enter && !p_can_kill_walls)
1392 /* Feature code (applying "mimic" field) */
1393 FEAT_IDX feat = get_feat_mimic(c_ptr);
1394 feature_type *mimic_f_ptr = &f_info[feat];
1395 cptr name = f_name + mimic_f_ptr->name;
1399 /* Notice things in the dark */
1400 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1402 /* Boundary floor mimic */
1403 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1405 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1408 /* Wall (or secret door) */
1412 msg_format("%sが行く手をはばんでいるようだ。", name);
1414 msg_format("You feel %s %s blocking your way.",
1415 is_a_vowel(name[0]) ? "an" : "a", name);
1418 c_ptr->info |= (CAVE_MARK);
1426 /* Boundary floor mimic */
1427 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
1429 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1430 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1431 p_ptr->energy_use = 0;
1434 /* Wall (or secret door) */
1438 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1441 msg_format("%sが行く手をはばんでいる。", name);
1443 msg_format("There is %s %s blocking your way.",
1444 is_a_vowel(name[0]) ? "an" : "a", name);
1448 * Well, it makes sense that you lose time bumping into
1449 * a wall _if_ you are confused, stunned or blind; but
1450 * typing mistakes should not cost you a turn...
1452 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1453 p_ptr->energy_use = 0;
1457 disturb(FALSE, TRUE);
1459 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1462 /* Normal movement */
1463 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1465 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1467 p_ptr->energy_use = 0;
1470 /* To avoid a loop with running */
1471 disturb(FALSE, TRUE);
1476 /* Normal movement */
1479 u32b mpe_mode = MPE_ENERGY_USE;
1483 if (!process_warning(x, y))
1485 p_ptr->energy_use = 25;
1492 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1495 /* Change oldpx and oldpy to place the player well when going back to big mode */
1496 if (p_ptr->wild_mode)
1498 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1499 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1500 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1501 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1502 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1503 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1506 if (p_can_kill_walls)
1508 cave_alter_feat(y, x, FF_HURT_DISI);
1510 /* Update some things -- similar to GF_KILL_WALL */
1511 p_ptr->update |= (PU_FLOW);
1514 /* sound(SOUND_WALK); */
1516 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1517 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1519 /* Move the player */
1520 (void)move_player_effect(y, x, mpe_mode);
1525 static bool ignore_avoid_run;
1528 * @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 /
1529 * Hack -- Check for a "known wall" (see below)
1530 * @param dir 想定する移動方向ID
1533 * @return 移動先が既知の壁ならばTRUE
1535 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1539 /* Get the new location */
1543 /* Illegal grids are not known walls */
1544 if (!in_bounds2(y, x)) return (FALSE);
1547 c_ptr = &cave[y][x];
1549 /* Must be known to the player */
1550 if (c_ptr->info & (CAVE_MARK))
1552 /* Feature code (applying "mimic" field) */
1553 s16b feat = get_feat_mimic(c_ptr);
1554 feature_type *f_ptr = &f_info[feat];
1556 /* Wall grids are known walls */
1557 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1559 /* Don't run on a tree unless explicitly requested */
1560 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1563 /* Don't run in a wall */
1564 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1565 return !have_flag(f_ptr->flags, FF_DOOR);
1573 * @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 /
1574 * Hack -- Check for an "unknown corner" (see below)
1575 * @param dir 想定する移動方向ID
1578 * @return 移動先が未知の地形ならばTRUE
1580 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1582 /* Get the new location */
1586 /* Illegal grids are unknown */
1587 if (!in_bounds2(y, x)) return (TRUE);
1589 /* Memorized grids are always known */
1590 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
1592 /* Viewable door/wall grids are known */
1593 if (player_can_see_bold(y, x)) return (FALSE);
1601 * Hack -- allow quick "cycling" through the legal directions
1603 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1606 * Hack -- map each direction into the "middle" of the "cycle[]" array
1608 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1611 * The direction we are running
1613 static DIRECTION find_current;
1616 * The direction we came from
1618 static DIRECTION find_prevdir;
1621 * We are looking for open area
1623 static bool find_openarea;
1626 * We are looking for a break
1628 static bool find_breakright;
1629 static bool find_breakleft;
1632 * @brief ダッシュ処理の導入 /
1633 * Initialize the running algorithm for a new direction.
1636 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1638 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1639 * we seem to be in a corridor, then force a turn into the side\n
1640 * corridor, must be moving straight into a corridor here. ???\n
1642 * Diagonal Corridor Blunt Corridor (?)\n
1647 static void run_init(DIRECTION dir)
1649 int row, col, deepleft, deepright;
1650 int i, shortleft, shortright;
1652 /* Save the direction */
1655 /* Assume running straight */
1658 /* Assume looking for open area */
1659 find_openarea = TRUE;
1661 /* Assume not looking for breaks */
1662 find_breakright = find_breakleft = FALSE;
1664 /* Assume no nearby walls */
1665 deepleft = deepright = FALSE;
1666 shortright = shortleft = FALSE;
1668 p_ptr->run_py = p_ptr->y;
1669 p_ptr->run_px = p_ptr->x;
1671 /* Find the destination grid */
1672 row = p_ptr->y + ddy[dir];
1673 col = p_ptr->x + ddx[dir];
1675 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1677 /* Extract cycle index */
1680 /* Check for walls */
1681 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1683 find_breakleft = TRUE;
1686 else if (see_wall(cycle[i+1], row, col))
1688 find_breakleft = TRUE;
1692 /* Check for walls */
1693 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1695 find_breakright = TRUE;
1698 else if (see_wall(cycle[i-1], row, col))
1700 find_breakright = TRUE;
1704 /* Looking for a break */
1705 if (find_breakleft && find_breakright)
1707 /* Not looking for open area */
1708 find_openarea = FALSE;
1710 /* Hack -- allow angled corridor entry */
1713 if (deepleft && !deepright)
1715 find_prevdir = cycle[i - 1];
1717 else if (deepright && !deepleft)
1719 find_prevdir = cycle[i + 1];
1723 /* Hack -- allow blunt corridor entry */
1724 else if (see_wall(cycle[i], row, col))
1726 if (shortleft && !shortright)
1728 find_prevdir = cycle[i - 2];
1730 else if (shortright && !shortleft)
1732 find_prevdir = cycle[i + 2];
1740 * @brief ダッシュ移動が継続できるかどうかの判定 /
1741 * Update the current "run" path
1743 * ダッシュ移動が継続できるならばTRUEを返す。
1744 * Return TRUE if the running should be stopped
1746 static bool run_test(void)
1748 DIRECTION prev_dir, new_dir, check_dir = 0;
1751 int option = 0, option2 = 0;
1754 feature_type *f_ptr;
1756 /* Where we came from */
1757 prev_dir = find_prevdir;
1760 /* Range of newly adjacent grids */
1761 max = (prev_dir & 0x01) + 1;
1763 /* break run when leaving trap detected region */
1764 if ((disturb_trap_detect || alert_trap_detect)
1765 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1767 /* No duplicate warning */
1768 p_ptr->dtrap = FALSE;
1770 /* You are just on the edge */
1771 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1773 if (alert_trap_detect)
1775 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1778 if (disturb_trap_detect)
1786 /* Look at every newly adjacent square. */
1787 for (i = -max; i <= max; i++)
1789 OBJECT_IDX this_o_idx, next_o_idx = 0;
1792 new_dir = cycle[chome[prev_dir] + i];
1795 row = p_ptr->y + ddy[new_dir];
1796 col = p_ptr->x + ddx[new_dir];
1799 c_ptr = &cave[row][col];
1801 /* Feature code (applying "mimic" field) */
1802 feat = get_feat_mimic(c_ptr);
1803 f_ptr = &f_info[feat];
1805 /* Visible monsters abort running */
1808 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1810 /* Visible monster */
1811 if (m_ptr->ml) return (TRUE);
1814 /* Visible objects abort running */
1815 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1819 /* Acquire object */
1820 o_ptr = &o_list[this_o_idx];
1822 /* Acquire next object */
1823 next_o_idx = o_ptr->next_o_idx;
1825 /* Visible object */
1826 if (o_ptr->marked & OM_FOUND) return (TRUE);
1829 /* Assume unknown */
1832 /* Check memorized grids */
1833 if (c_ptr->info & (CAVE_MARK))
1835 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1837 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1840 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1842 /* Option -- ignore */
1847 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1849 /* Option -- ignore */
1854 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1861 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1862 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1869 /* Interesting feature */
1870 if (notice) return (TRUE);
1872 /* The grid is "visible" */
1876 /* Analyze unknown grids and floors considering mimic */
1877 if (inv || !see_wall(0, row, col))
1879 /* Looking for open area */
1885 /* The first new direction. */
1891 /* Three new directions. Stop running. */
1897 /* Two non-adjacent new directions. Stop running. */
1898 else if (option != cycle[chome[prev_dir] + i - 1])
1903 /* Two new (adjacent) directions (case 1) */
1904 else if (new_dir & 0x01)
1906 check_dir = cycle[chome[prev_dir] + i - 2];
1910 /* Two new (adjacent) directions (case 2) */
1913 check_dir = cycle[chome[prev_dir] + i + 1];
1919 /* Obstacle, while looking for open area */
1926 /* Break to the right */
1927 find_breakright = TRUE;
1932 /* Break to the left */
1933 find_breakleft = TRUE;
1939 /* Looking for open area */
1942 /* Hack -- look again */
1943 for (i = -max; i < 0; i++)
1945 /* Unknown grid or non-wall */
1946 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1948 /* Looking to break right */
1949 if (find_breakright)
1958 /* Looking to break left */
1966 /* Hack -- look again */
1967 for (i = max; i > 0; i--)
1969 /* Unknown grid or non-wall */
1970 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1972 /* Looking to break left */
1982 /* Looking to break right */
1983 if (find_breakright)
1991 /* Not looking for open area */
2003 /* Primary option */
2004 find_current = option;
2006 /* No other options */
2007 find_prevdir = option;
2010 /* Two options, examining corners */
2013 /* Primary option */
2014 find_current = option;
2016 /* Hack -- allow curving */
2017 find_prevdir = option2;
2020 /* Two options, pick one */
2023 /* Get next location */
2024 row = p_ptr->y + ddy[option];
2025 col = p_ptr->x + ddx[option];
2027 /* Don't see that it is closed off. */
2028 /* This could be a potential corner or an intersection. */
2029 if (!see_wall(option, row, col) ||
2030 !see_wall(check_dir, row, col))
2032 /* Can not see anything ahead and in the direction we */
2033 /* are turning, assume that it is a potential corner. */
2034 if (see_nothing(option, row, col) &&
2035 see_nothing(option2, row, col))
2037 find_current = option;
2038 find_prevdir = option2;
2041 /* STOP: we are next to an intersection or a room */
2048 /* This corner is seen to be enclosed; we cut the corner. */
2051 find_current = option2;
2052 find_prevdir = option2;
2055 /* This corner is seen to be enclosed, and we */
2056 /* deliberately go the long way. */
2059 find_current = option;
2060 find_prevdir = option2;
2065 /* About to hit a known wall, stop */
2066 if (see_wall(find_current, p_ptr->y, p_ptr->x))
2078 * @brief 継続的なダッシュ処理 /
2079 * Take one step along the current "run" path
2080 * @param dir 移動を試みる方向ID
2083 void run_step(DIRECTION dir)
2088 /* Ignore AVOID_RUN on a first step */
2089 ignore_avoid_run = TRUE;
2091 /* Hack -- do not start silly run */
2092 if (see_wall(dir, p_ptr->y, p_ptr->x))
2094 sound(SOUND_HITWALL);
2096 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
2098 disturb(FALSE, FALSE);
2112 disturb(FALSE, FALSE);
2118 /* Decrease the run counter */
2119 if (--running <= 0) return;
2122 p_ptr->energy_use = 100;
2124 /* Move the player, using the "pickup" flag */
2125 move_player(find_current, FALSE, FALSE);
2127 if (player_bold(p_ptr->run_py, p_ptr->run_px))
2131 disturb(FALSE, FALSE);
2139 * @brief トラベル機能の判定処理 /
2140 * Test for traveling
2141 * @param prev_dir 前回移動を行った元の方角ID
2144 static DIRECTION travel_test(DIRECTION prev_dir)
2146 DIRECTION new_dir = 0;
2148 const cave_type *c_ptr;
2151 /* Cannot travel when blind */
2152 if (p_ptr->blind || no_lite())
2154 msg_print(_("目が見えない!", "You cannot see!"));
2158 /* break run when leaving trap detected region */
2159 if ((disturb_trap_detect || alert_trap_detect)
2160 && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
2162 /* No duplicate warning */
2163 p_ptr->dtrap = FALSE;
2165 /* You are just on the edge */
2166 if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
2168 if (alert_trap_detect)
2170 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
2173 if (disturb_trap_detect)
2181 /* Range of newly adjacent grids */
2182 max = (prev_dir & 0x01) + 1;
2184 /* Look at every newly adjacent square. */
2185 for (i = -max; i <= max; i++)
2188 DIRECTION dir = cycle[chome[prev_dir] + i];
2191 POSITION row = p_ptr->y + ddy[dir];
2192 POSITION col = p_ptr->x + ddx[dir];
2195 c_ptr = &cave[row][col];
2197 /* Visible monsters abort running */
2200 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2202 /* Visible monster */
2203 if (m_ptr->ml) return (0);
2208 /* Travel cost of current grid */
2209 cost = travel.cost[p_ptr->y][p_ptr->x];
2211 /* Determine travel direction */
2212 for (i = 0; i < 8; ++ i) {
2213 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
2215 if (dir_cost < cost)
2222 if (!new_dir) return (0);
2224 /* Access newly move grid */
2225 c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2227 /* Close door abort traveling */
2228 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
2230 /* Visible and unignorable trap abort tarveling */
2231 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
2239 * @brief トラベル機能の実装 /
2243 void travel_step(void)
2245 /* Get travel direction */
2246 travel.dir = travel_test(travel.dir);
2250 if (travel.run == 255)
2252 msg_print(_("道筋が見つかりません!", "No route is found!"));
2253 travel.y = travel.x = 0;
2255 disturb(FALSE, TRUE);
2259 p_ptr->energy_use = 100;
2261 move_player(travel.dir, always_pickup, FALSE);
2263 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2266 travel.y = travel.x = 0;
2268 else if (travel.run > 0)
2272 Term_xtra(TERM_XTRA_DELAY, delay_factor);