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 current_world_ptr->game_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.)
151 #include "artifact.h"
152 #include "player-move.h"
153 #include "player-status.h"
154 #include "player-effects.h"
155 #include "spells-floor.h"
159 #include "monster-spell.h"
160 #include "monster-status.h"
161 #include "object-hook.h"
162 #include "object-flavor.h"
164 #include "cmd-basic.h"
165 #include "view-mainwindow.h"
167 #include "objectkind.h"
176 * @brief 地形やその上のアイテムの隠された要素を明かす /
177 * Search for hidden things
178 * @param y 対象となるマスのY座標
179 * @param x 対象となるマスのX座標
182 static void discover_hidden_things(POSITION y, POSITION x)
184 OBJECT_IDX this_o_idx, next_o_idx = 0;
186 g_ptr = ¤t_floor_ptr->grid_array[y][x];
189 if (g_ptr->mimic && is_trap(g_ptr->feat))
194 msg_print(_("トラップを発見した。", "You have found a trap."));
196 disturb(FALSE, TRUE);
200 if (is_hidden_door(g_ptr))
202 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
207 disturb(FALSE, FALSE);
210 /* Scan all objects in the grid */
211 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
214 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
215 next_o_idx = o_ptr->next_o_idx;
217 /* Skip non-chests */
218 if (o_ptr->tval != TV_CHEST) continue;
220 /* Skip non-trapped chests */
221 if (!chest_traps[o_ptr->pval]) continue;
224 if (!object_is_known(o_ptr))
226 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!"));
232 disturb(FALSE, FALSE);
238 * @brief プレイヤーの探索処理判定
246 /* Start with base search ability */
247 chance = p_ptr->skill_srh;
249 /* Penalize various conditions */
250 if (p_ptr->blind || no_lite()) chance = chance / 10;
251 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
253 /* Search the nearby grids, which are always in bounds */
254 for (i = 0; i < 9; ++ i)
256 /* Sometimes, notice things */
257 if (randint0(100) < chance)
259 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
266 * @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 /
267 * Helper routine for py_pickup() and py_pickup_floor().
268 * @param o_idx 取得したオブジェクトの参照ID
271 * アイテムを拾った際に「2つのケーキを持っている」\n
272 * "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
274 * 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
276 * Add the given dungeon object to the character's p_ptr->inventory_list.\n
277 * Delete the object afterwards.\n
279 void py_pickup_aux(OBJECT_IDX o_idx)
284 GAME_TEXT o_name[MAX_NLEN];
285 GAME_TEXT old_name[MAX_NLEN];
289 GAME_TEXT o_name[MAX_NLEN];
294 o_ptr = ¤t_floor_ptr->o_list[o_idx];
297 object_desc(old_name, o_ptr, OD_NAME_ONLY);
298 object_desc_kosuu(kazu_str, o_ptr);
299 hirottakazu = o_ptr->number;
301 /* Carry the object */
302 slot = inven_carry(o_ptr);
304 /* Get the object again */
305 o_ptr = &p_ptr->inventory_list[slot];
307 delete_object_idx(o_idx);
309 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
311 bool old_known = identify_item(o_ptr);
313 /* Auto-inscription/destroy */
314 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
316 /* If it is destroyed, don't pick it up */
317 if (o_ptr->marked & OM_AUTODESTROY) return;
320 object_desc(o_name, o_ptr, 0);
323 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
325 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
326 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
327 msg_format("%sに襲いかかる...", p_ptr->name);
333 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
337 if (o_ptr->number > hirottakazu) {
338 msg_format("%s拾って、%s(%c)を持っている。",
339 kazu_str, o_name, index_to_label(slot));
341 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
345 strcpy(record_o_name, old_name);
347 msg_format("You have %s (%c).", o_name, index_to_label(slot));
348 strcpy(record_o_name, o_name);
350 record_turn = current_world_ptr->game_turn;
353 check_find_art_quest_completion(o_ptr);
358 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
359 * @param pickup 自動拾い処理を行うならばTRUEとする
362 * Player "wants" to pick up an object or gold.
363 * Note that we ONLY handle things that can be picked up.
364 * See "move_player()" for handling of other things.
366 void carry(bool pickup)
368 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
370 OBJECT_IDX this_o_idx, next_o_idx = 0;
372 GAME_TEXT o_name[MAX_NLEN];
374 /* Recenter the map around the player */
377 p_ptr->update |= (PU_MONSTERS);
378 p_ptr->redraw |= (PR_MAP);
379 p_ptr->window |= (PW_OVERHEAD);
382 /* Automatically pickup/destroy/inscribe items */
383 autopick_pickup_items(g_ptr);
387 py_pickup_floor(pickup);
391 /* Scan the pile of objects */
392 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
395 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
397 #ifdef ALLOW_EASY_SENSE /* TNB */
399 /* Option: Make item sensing easy */
402 /* Sense the object */
403 (void)sense_object(o_ptr);
406 #endif /* ALLOW_EASY_SENSE -- TNB */
408 object_desc(o_name, o_ptr, 0);
409 next_o_idx = o_ptr->next_o_idx;
411 disturb(FALSE, FALSE);
414 if (o_ptr->tval == TV_GOLD)
416 int value = (long)o_ptr->pval;
418 /* Delete the gold */
419 delete_object_idx(this_o_idx);
421 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
422 (long)value, o_name);
426 /* Collect the gold */
430 p_ptr->redraw |= (PR_GOLD);
431 p_ptr->window |= (PW_PLAYER);
434 /* Pick up objects */
437 /* Hack - some objects were handled in autopick_pickup_items(). */
438 if (o_ptr->marked & OM_NOMSG)
440 /* Clear the flag. */
441 o_ptr->marked &= ~OM_NOMSG;
445 msg_format(_("%sがある。", "You see %s."), o_name);
448 /* Note that the pack is too full */
449 else if (!inven_carry_okay(o_ptr))
451 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);
454 /* Pick up the item (if requested and allowed) */
459 /* Hack -- query every item */
460 if (carry_query_flag)
462 char out_val[MAX_NLEN+20];
463 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
464 okay = get_check(out_val);
467 /* Attempt to pick up an object. */
470 /* Pick up the object */
471 py_pickup_aux(this_o_idx);
480 * @brief パターンによる移動制限処理
481 * @param c_y プレイヤーの移動元Y座標
482 * @param c_x プレイヤーの移動元X座標
483 * @param n_y プレイヤーの移動先Y座標
484 * @param n_x プレイヤーの移動先X座標
485 * @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。
487 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
489 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
490 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
491 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
492 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
493 int pattern_type_cur, pattern_type_new;
495 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
497 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
498 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
500 if (pattern_type_new == PATTERN_TILE_START)
502 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
504 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?",
505 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
513 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
514 (pattern_type_new == PATTERN_TILE_END) ||
515 (pattern_type_new == PATTERN_TILE_WRECKED))
517 if (is_pattern_tile_cur)
523 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。",
524 "You must start walking the Pattern from the startpoint."));
529 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
530 (pattern_type_cur == PATTERN_TILE_TELEPORT))
534 else if (pattern_type_cur == PATTERN_TILE_START)
536 if (is_pattern_tile_new)
540 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."));
544 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
545 (pattern_type_cur == PATTERN_TILE_END) ||
546 (pattern_type_cur == PATTERN_TILE_WRECKED))
548 if (!is_pattern_tile_new)
550 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."));
560 if (!is_pattern_tile_cur)
562 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。",
563 "You must start walking the Pattern from the startpoint."));
569 byte ok_move = PATTERN_TILE_START;
570 switch (pattern_type_cur)
573 ok_move = PATTERN_TILE_2;
576 ok_move = PATTERN_TILE_3;
579 ok_move = PATTERN_TILE_4;
582 ok_move = PATTERN_TILE_1;
586 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
588 return TRUE; /* Goof-up */
591 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
595 if (!is_pattern_tile_new)
596 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."));
598 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."));
607 * @brief 移動に伴うプレイヤーのステータス変化処理
610 * @param mpe_mode 移動オプションフラグ
611 * @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。
613 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
615 POSITION oy = p_ptr->y;
616 POSITION ox = p_ptr->x;
617 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
618 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
619 feature_type *f_ptr = &f_info[g_ptr->feat];
620 feature_type *of_ptr = &f_info[oc_ptr->feat];
622 if (!(mpe_mode & MPE_STAYING))
624 MONSTER_IDX om_idx = oc_ptr->m_idx;
625 MONSTER_IDX nm_idx = g_ptr->m_idx;
630 /* Hack -- For moving monster or riding player's moving */
631 if (!(mpe_mode & MPE_DONT_SWAP_MON))
633 /* Swap two monsters */
634 g_ptr->m_idx = om_idx;
635 oc_ptr->m_idx = nm_idx;
637 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
639 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
642 update_monster(om_idx, TRUE);
645 if (nm_idx > 0) /* Monster on new spot */
647 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
650 update_monster(nm_idx, TRUE);
657 /* Check for new panel (redraw map) */
660 if (mpe_mode & MPE_FORGET_FLOW)
664 p_ptr->update |= (PU_UN_VIEW);
665 p_ptr->redraw |= (PR_MAP);
668 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
669 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
671 /* Remove "unsafe" flag */
672 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
674 /* For get everything when requested hehe I'm *NASTY* */
675 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
676 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
678 if (p_ptr->pclass == CLASS_NINJA)
680 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
681 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
684 if ((p_ptr->action == ACTION_HAYAGAKE) &&
685 (!have_flag(f_ptr->flags, FF_PROJECT) ||
686 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
688 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
689 set_action(ACTION_NONE);
691 if (p_ptr->prace == RACE_MERFOLK)
693 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
695 p_ptr->update |= PU_BONUS;
696 update_creature(p_ptr);
701 if (mpe_mode & MPE_ENERGY_USE)
703 if (music_singing(MUSIC_WALL))
705 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
706 PROJECT_KILL | PROJECT_ITEM, -1);
708 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
711 /* Spontaneous Searching */
712 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
717 /* Continuous Searching */
718 if (p_ptr->action == ACTION_SEARCH)
724 /* Handle "objects" */
725 if (!(mpe_mode & MPE_DONT_PICKUP))
727 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
730 /* Handle "store doors" */
731 if (have_flag(f_ptr->flags, FF_STORE))
733 disturb(FALSE, TRUE);
736 /* Hack -- Enter store */
737 command_new = SPECIAL_KEY_STORE;
740 /* Handle "building doors" -KMW- */
741 else if (have_flag(f_ptr->flags, FF_BLDG))
743 disturb(FALSE, TRUE);
746 /* Hack -- Enter building */
747 command_new = SPECIAL_KEY_BUILDING;
750 /* Handle quest areas -KMW- */
751 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
753 disturb(FALSE, TRUE);
756 /* Hack -- Enter quest level */
757 command_new = SPECIAL_KEY_QUEST;
760 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
762 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
764 complete_quest(p_ptr->inside_quest);
769 p_ptr->inside_quest = g_ptr->special;
770 current_floor_ptr->dun_level = 0;
774 p_ptr->leaving = TRUE;
778 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
780 disturb(FALSE, TRUE);
783 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
785 msg_print(_("トラップだ!", "You found a trap!"));
788 disclose_grid(p_ptr->y, p_ptr->x);
792 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
794 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
797 /* Warn when leaving trap detected region */
798 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
799 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
801 /* No duplicate warning */
802 p_ptr->dtrap = FALSE;
804 /* You are just on the edge */
805 if (!(g_ptr->info & CAVE_UNSAFE))
807 if (alert_trap_detect)
809 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
812 if (disturb_trap_detect) disturb(FALSE, TRUE);
816 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
820 * @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
822 * @return トラップが自動的に無効ならばTRUEを返す
824 bool trap_can_be_ignored(FEAT_IDX feat)
826 feature_type *f_ptr = &f_info[feat];
828 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
830 switch (f_ptr->subtype)
834 case TRAP_SPIKED_PIT:
835 case TRAP_POISON_PIT:
836 if (p_ptr->levitation) return TRUE;
839 if (p_ptr->anti_tele) return TRUE;
842 if (p_ptr->immune_fire) return TRUE;
845 if (p_ptr->immune_acid) return TRUE;
848 if (p_ptr->resist_blind) return TRUE;
851 if (p_ptr->resist_conf) return TRUE;
854 if (p_ptr->resist_pois) return TRUE;
857 if (p_ptr->free_act) return TRUE;
866 * Determine if a "boundary" grid is "floor mimic"
868 #define boundary_floor(C, F, MF) \
869 ((C)->mimic && permanent_wall(F) && \
870 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
871 have_flag((MF)->flags, FF_PROJECT) && \
872 !have_flag((MF)->flags, FF_OPEN))
876 * @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 /
877 * Move player in the given direction, with the given "pickup" flag.
879 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
880 * @param break_trap トラップ粉砕処理を行うならばTRUE
881 * @return 実際に移動が行われたならばTRUEを返す。
883 * This routine should (probably) always induce energy expenditure.\n
885 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
886 * any monster which might be in the destination grid. Previously,\n
887 * moving into walls was "free" and did NOT hit invisible monsters.\n
889 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
891 /* Find the result of moving */
892 POSITION y = p_ptr->y + ddy[dir];
893 POSITION x = p_ptr->x + ddx[dir];
895 /* Examine the destination */
896 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
898 feature_type *f_ptr = &f_info[g_ptr->feat];
902 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
903 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
905 GAME_TEXT m_name[MAX_NLEN];
907 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
908 bool p_can_kill_walls = FALSE;
909 bool stormbringer = FALSE;
911 bool oktomove = TRUE;
912 bool do_past = FALSE;
915 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
916 ((x == 0) || (x == MAX_WID - 1) ||
917 (y == 0) || (y == MAX_HGT - 1)))
919 /* Can the player enter the grid? */
920 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
922 /* Hack: move to new area */
923 if ((y == 0) && (x == 0))
925 p_ptr->wilderness_y--;
926 p_ptr->wilderness_x--;
927 p_ptr->oldpy = current_floor_ptr->height - 2;
928 p_ptr->oldpx = current_floor_ptr->width - 2;
929 p_ptr->ambush_flag = FALSE;
932 else if ((y == 0) && (x == MAX_WID - 1))
934 p_ptr->wilderness_y--;
935 p_ptr->wilderness_x++;
936 p_ptr->oldpy = current_floor_ptr->height - 2;
938 p_ptr->ambush_flag = FALSE;
941 else if ((y == MAX_HGT - 1) && (x == 0))
943 p_ptr->wilderness_y++;
944 p_ptr->wilderness_x--;
946 p_ptr->oldpx = current_floor_ptr->width - 2;
947 p_ptr->ambush_flag = FALSE;
950 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
952 p_ptr->wilderness_y++;
953 p_ptr->wilderness_x++;
956 p_ptr->ambush_flag = FALSE;
961 p_ptr->wilderness_y--;
962 p_ptr->oldpy = current_floor_ptr->height - 2;
964 p_ptr->ambush_flag = FALSE;
967 else if (y == MAX_HGT - 1)
969 p_ptr->wilderness_y++;
972 p_ptr->ambush_flag = FALSE;
977 p_ptr->wilderness_x--;
978 p_ptr->oldpx = current_floor_ptr->width - 2;
980 p_ptr->ambush_flag = FALSE;
983 else if (x == MAX_WID - 1)
985 p_ptr->wilderness_x++;
988 p_ptr->ambush_flag = FALSE;
991 p_ptr->leaving = TRUE;
992 take_turn(p_ptr, 100);
997 /* "Blocked" message appears later */
998 /* oktomove = FALSE; */
1002 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1004 if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1005 if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1007 /* Player can not walk through "walls"... */
1008 /* unless in Shadow Form */
1009 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1010 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1011 !have_flag(f_ptr->flags, FF_PERMANENT);
1013 /* Hack -- attack monsters */
1014 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1016 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1018 /* Attack -- only if we can see it OR it is not in a wall */
1019 if (!is_hostile(m_ptr) &&
1020 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1021 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1022 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1024 /* Disturb the monster */
1025 (void)set_monster_csleep(g_ptr->m_idx, 0);
1027 /* Extract monster name (or "it") */
1028 monster_desc(m_name, m_ptr, 0);
1032 /* Auto-Recall if possible and visible */
1033 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1035 /* Track a new monster */
1036 health_track(g_ptr->m_idx);
1040 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1045 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1051 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1056 /* now continue on to 'movement' */
1065 if (oktomove && p_ptr->riding)
1067 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1069 msg_print(_("動けない!", "Can't move!"));
1072 disturb(FALSE, TRUE);
1074 else if (MON_MONFEAR(riding_m_ptr))
1076 GAME_TEXT steed_name[MAX_NLEN];
1077 monster_desc(steed_name, riding_m_ptr, 0);
1078 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1080 disturb(FALSE, TRUE);
1082 else if (p_ptr->riding_ryoute)
1085 disturb(FALSE, TRUE);
1087 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1091 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1095 else if (have_flag(f_ptr->flags, FF_WATER) &&
1096 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1097 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1099 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1102 disturb(FALSE, TRUE);
1104 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1106 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name);
1109 disturb(FALSE, TRUE);
1111 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1113 msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1116 disturb(FALSE, TRUE);
1119 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1121 GAME_TEXT steed_name[MAX_NLEN];
1122 monster_desc(steed_name, riding_m_ptr, 0);
1123 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);
1125 disturb(FALSE, TRUE);
1133 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1135 msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1142 * Player can move through trees and
1143 * has effective -10 speed
1144 * Rangers can move without penality
1146 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1148 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1152 /* Disarm a visible trap */
1153 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1155 if (!trap_can_be_ignored(g_ptr->feat))
1157 (void)do_cmd_disarm_aux(y, x, dir);
1163 /* Player can not walk through "walls" unless in wraith form...*/
1164 else if (!p_can_enter && !p_can_kill_walls)
1166 /* Feature code (applying "mimic" field) */
1167 FEAT_IDX feat = get_feat_mimic(g_ptr);
1168 feature_type *mimic_f_ptr = &f_info[feat];
1169 concptr name = f_name + mimic_f_ptr->name;
1173 /* Notice things in the dark */
1174 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1176 /* Boundary floor mimic */
1177 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1179 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1182 /* Wall (or secret door) */
1186 msg_format("%sが行く手をはばんでいるようだ。", name);
1188 msg_format("You feel %s %s blocking your way.",
1189 is_a_vowel(name[0]) ? "an" : "a", name);
1192 g_ptr->info |= (CAVE_MARK);
1200 /* Boundary floor mimic */
1201 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1203 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1204 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1208 /* Wall (or secret door) */
1212 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1215 msg_format("%sが行く手をはばんでいる。", name);
1217 msg_format("There is %s %s blocking your way.",
1218 is_a_vowel(name[0]) ? "an" : "a", name);
1222 * Well, it makes sense that you lose time bumping into
1223 * a wall _if_ you are confused, stunned or blind; but
1224 * typing mistakes should not cost you a current_world_ptr->game_turn...
1226 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1231 disturb(FALSE, TRUE);
1233 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1236 /* Normal movement */
1237 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1239 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1244 /* To avoid a loop with running */
1245 disturb(FALSE, TRUE);
1250 /* Normal movement */
1253 u32b mpe_mode = MPE_ENERGY_USE;
1257 if (!process_warning(x, y))
1259 p_ptr->energy_use = 25;
1266 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1269 /* Change oldpx and oldpy to place the player well when going back to big mode */
1270 if (p_ptr->wild_mode)
1272 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1273 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1274 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1275 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1276 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1277 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1280 if (p_can_kill_walls)
1282 cave_alter_feat(y, x, FF_HURT_DISI);
1284 /* Update some things -- similar to GF_KILL_WALL */
1285 p_ptr->update |= (PU_FLOW);
1288 /* sound(SOUND_WALK); */
1290 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1291 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1293 (void)move_player_effect(y, x, mpe_mode);
1298 static bool ignore_avoid_run;
1301 * @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 /
1302 * Hack -- Check for a "known wall" (see below)
1303 * @param dir 想定する移動方向ID
1306 * @return 移動先が既知の壁ならばTRUE
1308 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1312 /* Get the new location */
1316 /* Illegal grids are not known walls */
1317 if (!in_bounds2(y, x)) return (FALSE);
1320 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1322 /* Must be known to the player */
1323 if (g_ptr->info & (CAVE_MARK))
1325 /* Feature code (applying "mimic" field) */
1326 s16b feat = get_feat_mimic(g_ptr);
1327 feature_type *f_ptr = &f_info[feat];
1329 /* Wall grids are known walls */
1330 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1332 /* Don't run on a tree unless explicitly requested */
1333 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1336 /* Don't run in a wall */
1337 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1338 return !have_flag(f_ptr->flags, FF_DOOR);
1346 * @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 /
1347 * Hack -- Check for an "unknown corner" (see below)
1348 * @param dir 想定する移動方向ID
1351 * @return 移動先が未知の地形ならばTRUE
1353 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1355 /* Get the new location */
1359 /* Illegal grids are unknown */
1360 if (!in_bounds2(y, x)) return (TRUE);
1362 /* Memorized grids are always known */
1363 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1365 /* Viewable door/wall grids are known */
1366 if (player_can_see_bold(y, x)) return (FALSE);
1374 * Hack -- allow quick "cycling" through the legal directions
1376 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1379 * Hack -- map each direction into the "middle" of the "cycle[]" array
1381 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1384 * The direction we are running
1386 static DIRECTION find_current;
1389 * The direction we came from
1391 static DIRECTION find_prevdir;
1394 * We are looking for open area
1396 static bool find_openarea;
1399 * We are looking for a break
1401 static bool find_breakright;
1402 static bool find_breakleft;
1405 * @brief ダッシュ処理の導入 /
1406 * Initialize the running algorithm for a new direction.
1409 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1411 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1412 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1413 * corridor, must be moving straight into a corridor here. ???\n
1415 * Diagonal Corridor Blunt Corridor (?)\n
1420 static void run_init(DIRECTION dir)
1422 int row, col, deepleft, deepright;
1423 int i, shortleft, shortright;
1425 /* Save the direction */
1428 /* Assume running straight */
1431 /* Assume looking for open area */
1432 find_openarea = TRUE;
1434 /* Assume not looking for breaks */
1435 find_breakright = find_breakleft = FALSE;
1437 /* Assume no nearby walls */
1438 deepleft = deepright = FALSE;
1439 shortright = shortleft = FALSE;
1441 p_ptr->run_py = p_ptr->y;
1442 p_ptr->run_px = p_ptr->x;
1444 /* Find the destination grid */
1445 row = p_ptr->y + ddy[dir];
1446 col = p_ptr->x + ddx[dir];
1448 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1450 /* Extract cycle index */
1453 /* Check for walls */
1454 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1456 find_breakleft = TRUE;
1459 else if (see_wall(cycle[i+1], row, col))
1461 find_breakleft = TRUE;
1465 /* Check for walls */
1466 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1468 find_breakright = TRUE;
1471 else if (see_wall(cycle[i-1], row, col))
1473 find_breakright = TRUE;
1477 /* Looking for a break */
1478 if (find_breakleft && find_breakright)
1480 /* Not looking for open area */
1481 find_openarea = FALSE;
1483 /* Hack -- allow angled corridor entry */
1486 if (deepleft && !deepright)
1488 find_prevdir = cycle[i - 1];
1490 else if (deepright && !deepleft)
1492 find_prevdir = cycle[i + 1];
1496 /* Hack -- allow blunt corridor entry */
1497 else if (see_wall(cycle[i], row, col))
1499 if (shortleft && !shortright)
1501 find_prevdir = cycle[i - 2];
1503 else if (shortright && !shortleft)
1505 find_prevdir = cycle[i + 2];
1513 * @brief ダッシュ移動が継続できるかどうかの判定 /
1514 * Update the current "run" path
1516 * ダッシュ移動が継続できるならばTRUEを返す。
1517 * Return TRUE if the running should be stopped
1519 static bool run_test(void)
1521 DIRECTION prev_dir, new_dir, check_dir = 0;
1524 int option = 0, option2 = 0;
1527 feature_type *f_ptr;
1529 /* Where we came from */
1530 prev_dir = find_prevdir;
1533 /* Range of newly adjacent grids */
1534 max = (prev_dir & 0x01) + 1;
1536 /* break run when leaving trap detected region */
1537 if ((disturb_trap_detect || alert_trap_detect)
1538 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1540 /* No duplicate warning */
1541 p_ptr->dtrap = FALSE;
1543 /* You are just on the edge */
1544 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1546 if (alert_trap_detect)
1548 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1551 if (disturb_trap_detect)
1559 /* Look at every newly adjacent square. */
1560 for (i = -max; i <= max; i++)
1562 OBJECT_IDX this_o_idx, next_o_idx = 0;
1565 new_dir = cycle[chome[prev_dir] + i];
1568 row = p_ptr->y + ddy[new_dir];
1569 col = p_ptr->x + ddx[new_dir];
1572 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1574 /* Feature code (applying "mimic" field) */
1575 feat = get_feat_mimic(g_ptr);
1576 f_ptr = &f_info[feat];
1578 /* Visible monsters abort running */
1581 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1583 /* Visible monster */
1584 if (m_ptr->ml) return (TRUE);
1587 /* Visible objects abort running */
1588 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1591 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1592 next_o_idx = o_ptr->next_o_idx;
1594 /* Visible object */
1595 if (o_ptr->marked & OM_FOUND) return (TRUE);
1598 /* Assume unknown */
1601 /* Check memorized grids */
1602 if (g_ptr->info & (CAVE_MARK))
1604 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1606 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1609 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1611 /* Option -- ignore */
1616 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1618 /* Option -- ignore */
1623 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1630 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1631 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1638 /* Interesting feature */
1639 if (notice) return (TRUE);
1641 /* The grid is "visible" */
1645 /* Analyze unknown grids and floors considering mimic */
1646 if (inv || !see_wall(0, row, col))
1648 /* Looking for open area */
1654 /* The first new direction. */
1660 /* Three new directions. Stop running. */
1666 /* Two non-adjacent new directions. Stop running. */
1667 else if (option != cycle[chome[prev_dir] + i - 1])
1672 /* Two new (adjacent) directions (case 1) */
1673 else if (new_dir & 0x01)
1675 check_dir = cycle[chome[prev_dir] + i - 2];
1679 /* Two new (adjacent) directions (case 2) */
1682 check_dir = cycle[chome[prev_dir] + i + 1];
1688 /* Obstacle, while looking for open area */
1695 /* Break to the right */
1696 find_breakright = TRUE;
1701 /* Break to the left */
1702 find_breakleft = TRUE;
1708 /* Looking for open area */
1711 /* Hack -- look again */
1712 for (i = -max; i < 0; i++)
1714 /* Unknown grid or non-wall */
1715 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1717 /* Looking to break right */
1718 if (find_breakright)
1727 /* Looking to break left */
1735 /* Hack -- look again */
1736 for (i = max; i > 0; i--)
1738 /* Unknown grid or non-wall */
1739 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1741 /* Looking to break left */
1751 /* Looking to break right */
1752 if (find_breakright)
1760 /* Not looking for open area */
1772 /* Primary option */
1773 find_current = option;
1775 /* No other options */
1776 find_prevdir = option;
1779 /* Two options, examining corners */
1782 /* Primary option */
1783 find_current = option;
1785 /* Hack -- allow curving */
1786 find_prevdir = option2;
1789 /* Two options, pick one */
1792 /* Get next location */
1793 row = p_ptr->y + ddy[option];
1794 col = p_ptr->x + ddx[option];
1796 /* Don't see that it is closed off. */
1797 /* This could be a potential corner or an intersection. */
1798 if (!see_wall(option, row, col) ||
1799 !see_wall(check_dir, row, col))
1801 /* Can not see anything ahead and in the direction we */
1802 /* are turning, assume that it is a potential corner. */
1803 if (see_nothing(option, row, col) &&
1804 see_nothing(option2, row, col))
1806 find_current = option;
1807 find_prevdir = option2;
1810 /* STOP: we are next to an intersection or a room */
1817 /* This corner is seen to be enclosed; we cut the corner. */
1820 find_current = option2;
1821 find_prevdir = option2;
1824 /* This corner is seen to be enclosed, and we */
1825 /* deliberately go the long way. */
1828 find_current = option;
1829 find_prevdir = option2;
1834 /* About to hit a known wall, stop */
1835 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1847 * @brief 継続的なダッシュ処理 /
1848 * Take one step along the current "run" path
1849 * @param dir 移動を試みる方向ID
1852 void run_step(DIRECTION dir)
1857 /* Ignore AVOID_RUN on a first step */
1858 ignore_avoid_run = TRUE;
1860 /* Hack -- do not start silly run */
1861 if (see_wall(dir, p_ptr->y, p_ptr->x))
1863 sound(SOUND_HITWALL);
1865 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1867 disturb(FALSE, FALSE);
1881 disturb(FALSE, FALSE);
1887 /* Decrease the run counter */
1888 if (--running <= 0) return;
1891 take_turn(p_ptr, 100);
1893 /* Move the player, using the "pickup" flag */
1894 move_player(find_current, FALSE, FALSE);
1896 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1900 disturb(FALSE, FALSE);
1908 * @brief トラベル機能の判定処理 /
1909 * Test for traveling
1910 * @param prev_dir 前回移動を行った元の方角ID
1913 static DIRECTION travel_test(DIRECTION prev_dir)
1915 DIRECTION new_dir = 0;
1917 const grid_type *g_ptr;
1920 /* Cannot travel when blind */
1921 if (p_ptr->blind || no_lite())
1923 msg_print(_("目が見えない!", "You cannot see!"));
1927 /* break run when leaving trap detected region */
1928 if ((disturb_trap_detect || alert_trap_detect)
1929 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1931 /* No duplicate warning */
1932 p_ptr->dtrap = FALSE;
1934 /* You are just on the edge */
1935 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1937 if (alert_trap_detect)
1939 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1942 if (disturb_trap_detect)
1950 /* Range of newly adjacent grids */
1951 max = (prev_dir & 0x01) + 1;
1953 /* Look at every newly adjacent square. */
1954 for (i = -max; i <= max; i++)
1957 DIRECTION dir = cycle[chome[prev_dir] + i];
1960 POSITION row = p_ptr->y + ddy[dir];
1961 POSITION col = p_ptr->x + ddx[dir];
1964 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1966 /* Visible monsters abort running */
1969 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1971 /* Visible monster */
1972 if (m_ptr->ml) return (0);
1977 /* Travel cost of current grid */
1978 cost = travel.cost[p_ptr->y][p_ptr->x];
1980 /* Determine travel direction */
1981 for (i = 0; i < 8; ++ i) {
1982 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1984 if (dir_cost < cost)
1991 if (!new_dir) return (0);
1993 /* Access newly move grid */
1994 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
1996 /* Close door abort traveling */
1997 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
1999 /* Visible and unignorable trap abort tarveling */
2000 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2008 * @brief トラベル機能の実装 /
2012 void travel_step(void)
2014 /* Get travel direction */
2015 travel.dir = travel_test(travel.dir);
2019 if (travel.run == 255)
2021 msg_print(_("道筋が見つかりません!", "No route is found!"));
2022 travel.y = travel.x = 0;
2024 disturb(FALSE, TRUE);
2028 take_turn(p_ptr, 100);
2030 move_player(travel.dir, always_pickup, FALSE);
2032 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2035 travel.y = travel.x = 0;
2037 else if (travel.run > 0)
2041 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2048 * Hack: travel command
2050 #define TRAVEL_UNABLE 9999
2052 static int flow_head = 0;
2053 static int flow_tail = 0;
2054 static POSITION temp2_x[MAX_SHORT];
2055 static POSITION temp2_y[MAX_SHORT];
2058 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2061 void forget_travel_flow(void)
2064 /* Check the entire dungeon / Forget the old data */
2065 for (y = 0; y < current_floor_ptr->height; y++)
2067 for (x = 0; x < current_floor_ptr->width; x++)
2070 travel.cost[y][x] = MAX_SHORT;
2073 travel.y = travel.x = 0;
2077 * @brief トラベル処理中に地形に応じた移動コスト基準を返す
2082 static int travel_flow_cost(POSITION y, POSITION x)
2084 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2087 /* Avoid obstacles (ex. trees) */
2088 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2091 if (have_flag(f_ptr->flags, FF_WATER))
2093 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2097 if (have_flag(f_ptr->flags, FF_LAVA))
2100 if (!p_ptr->resist_fire) lava *= 2;
2101 if (!p_ptr->levitation) lava *= 2;
2102 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2107 /* Detected traps and doors */
2108 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2110 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2111 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2118 * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
2122 * @param wall プレイヤーが壁の中にいるならばTRUE
2125 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2127 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2128 feature_type *f_ptr = &f_info[g_ptr->feat];
2129 int old_head = flow_head;
2131 int base_cost = (n % TRAVEL_UNABLE);
2132 int from_wall = (n / TRAVEL_UNABLE);
2135 /* Ignore out of bounds */
2136 if (!in_bounds(y, x)) return;
2138 /* Ignore unknown grid except in wilderness */
2139 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2141 /* Ignore "walls" and "rubble" (include "secret doors") */
2142 if (have_flag(f_ptr->flags, FF_WALL) ||
2143 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2144 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2145 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2147 if (!wall || !from_wall) return;
2148 add_cost += TRAVEL_UNABLE;
2152 add_cost = travel_flow_cost(y, x);
2155 cost = base_cost + add_cost;
2157 /* Ignore lower cost entries */
2158 if (travel.cost[y][x] <= cost) return;
2160 /* Save the flow cost */
2161 travel.cost[y][x] = cost;
2163 /* Enqueue that entry */
2164 temp2_y[flow_head] = y;
2165 temp2_x[flow_head] = x;
2167 /* Advance the queue */
2168 if (++flow_head == MAX_SHORT) flow_head = 0;
2170 /* Hack -- notice overflow by forgetting new entry */
2171 if (flow_head == flow_tail) flow_head = old_head;
2177 * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
2178 * @param ty 目標地点のY座標
2179 * @param tx 目標地点のX座標
2182 static void travel_flow(POSITION ty, POSITION tx)
2187 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2189 /* Reset the "queue" */
2190 flow_head = flow_tail = 0;
2192 /* is player in the wall? */
2193 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2195 /* Start at the target grid */
2196 travel_flow_aux(ty, tx, 0, wall);
2198 /* Now process the queue */
2199 while (flow_head != flow_tail)
2201 /* Extract the next entry */
2202 y = temp2_y[flow_tail];
2203 x = temp2_x[flow_tail];
2205 /* Forget that entry */
2206 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2208 /* Ignore too far entries */
2209 //if (distance(ty, tx, y, x) > 100) continue;
2211 /* Add the "children" */
2212 for (d = 0; d < 8; d++)
2214 /* Add that child if "legal" */
2215 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2219 /* Forget the flow info */
2220 flow_head = flow_tail = 0;
2224 * @brief トラベル処理のメインルーチン
2227 void do_cmd_travel(void)
2231 POSITION dx, dy, sx, sy;
2232 feature_type *f_ptr;
2234 if (travel.x != 0 && travel.y != 0 &&
2235 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2240 else if (!tgt_pt(&x, &y)) return;
2242 if ((x == p_ptr->x) && (y == p_ptr->y))
2244 msg_print(_("すでにそこにいます!", "You are already there!!"));
2248 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2250 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2251 (have_flag(f_ptr->flags, FF_WALL) ||
2252 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2253 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2255 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2259 forget_travel_flow();
2265 /* Travel till 255 steps */
2269 /* Decides first direction */
2270 dx = abs(p_ptr->x - x);
2271 dy = abs(p_ptr->y - y);
2272 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2273 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2275 for (i = 1; i <= 9; i++)
2277 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2283 * Something has happened to disturb the player.
2284 * The first arg indicates a major disturbance, which affects search.
2285 * The second arg is currently unused, but could induce output flush.
2286 * All disturbance cancels repeated commands, resting, and running.
2288 void disturb(bool stop_search, bool stop_travel)
2292 stop_travel = stop_travel;
2295 /* Cancel auto-commands */
2296 /* command_new = 0; */
2298 /* Cancel repeated commands */
2304 /* Redraw the state (later) */
2305 p_ptr->redraw |= (PR_STATE);
2308 /* Cancel Resting */
2309 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2312 set_action(ACTION_NONE);
2315 /* Cancel running */
2321 /* Check for new panel if appropriate */
2322 if (center_player && !center_running) verify_panel();
2324 /* Calculate torch radius */
2325 p_ptr->update |= (PU_TORCH);
2327 /* Update monster flow */
2328 p_ptr->update |= (PU_FLOW);
2337 /* Check for new panel if appropriate */
2338 if (center_player && !center_running) verify_panel();
2340 /* Calculate torch radius */
2341 p_ptr->update |= (PU_TORCH);
2345 /* Flush the input if requested */
2346 if (flush_disturb) flush();