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.)
145 #include "autopick.h"
152 #include "artifact.h"
153 #include "player-move.h"
154 #include "player-status.h"
155 #include "player-effects.h"
156 #include "spells-floor.h"
160 #include "monster-spell.h"
161 #include "monster-status.h"
162 #include "object-hook.h"
163 #include "object-flavor.h"
165 #include "cmd-basic.h"
166 #include "view-mainwindow.h"
168 #include "objectkind.h"
169 #include "autopick.h"
170 #include "targeting.h"
179 * @brief 地形やその上のアイテムの隠された要素を明かす /
180 * Search for hidden things
181 * @param y 対象となるマスのY座標
182 * @param x 対象となるマスのX座標
185 static void discover_hidden_things(POSITION y, POSITION x)
187 OBJECT_IDX this_o_idx, next_o_idx = 0;
189 g_ptr = ¤t_floor_ptr->grid_array[y][x];
192 if (g_ptr->mimic && is_trap(g_ptr->feat))
197 msg_print(_("トラップを発見した。", "You have found a trap."));
199 disturb(FALSE, TRUE);
203 if (is_hidden_door(g_ptr))
205 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
210 disturb(FALSE, FALSE);
213 /* Scan all objects in the grid */
214 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
217 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
218 next_o_idx = o_ptr->next_o_idx;
220 /* Skip non-chests */
221 if (o_ptr->tval != TV_CHEST) continue;
223 /* Skip non-trapped chests */
224 if (!chest_traps[o_ptr->pval]) continue;
227 if (!object_is_known(o_ptr))
229 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!"));
235 disturb(FALSE, FALSE);
241 * @brief プレイヤーの探索処理判定
249 /* Start with base search ability */
250 chance = p_ptr->skill_srh;
252 /* Penalize various conditions */
253 if (p_ptr->blind || no_lite()) chance = chance / 10;
254 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
256 /* Search the nearby grids, which are always in bounds */
257 for (i = 0; i < 9; ++ i)
259 /* Sometimes, notice things */
260 if (randint0(100) < chance)
262 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
269 * @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 /
270 * Helper routine for py_pickup() and py_pickup_floor().
271 * @param o_idx 取得したオブジェクトの参照ID
274 * アイテムを拾った際に「2つのケーキを持っている」\n
275 * "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
277 * 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
279 * Add the given dungeon object to the character's p_ptr->inventory_list.\n
280 * Delete the object afterwards.\n
282 void py_pickup_aux(OBJECT_IDX o_idx)
287 GAME_TEXT o_name[MAX_NLEN];
288 GAME_TEXT old_name[MAX_NLEN];
292 GAME_TEXT o_name[MAX_NLEN];
297 o_ptr = ¤t_floor_ptr->o_list[o_idx];
300 object_desc(old_name, o_ptr, OD_NAME_ONLY);
301 object_desc_kosuu(kazu_str, o_ptr);
302 hirottakazu = o_ptr->number;
304 /* Carry the object */
305 slot = inven_carry(o_ptr);
307 /* Get the object again */
308 o_ptr = &p_ptr->inventory_list[slot];
310 delete_object_idx(o_idx);
312 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
314 bool old_known = identify_item(o_ptr);
316 /* Auto-inscription/destroy */
317 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
319 /* If it is destroyed, don't pick it up */
320 if (o_ptr->marked & OM_AUTODESTROY) return;
323 object_desc(o_name, o_ptr, 0);
326 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
328 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
329 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
330 msg_format("%sに襲いかかる...", p_ptr->name);
336 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
340 if (o_ptr->number > hirottakazu) {
341 msg_format("%s拾って、%s(%c)を持っている。",
342 kazu_str, o_name, index_to_label(slot));
344 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
348 strcpy(record_o_name, old_name);
350 msg_format("You have %s (%c).", o_name, index_to_label(slot));
351 strcpy(record_o_name, o_name);
353 record_turn = current_world_ptr->game_turn;
356 check_find_art_quest_completion(o_ptr);
361 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
362 * @param pickup 自動拾い処理を行うならばTRUEとする
365 * Player "wants" to pick up an object or gold.
366 * Note that we ONLY handle things that can be picked up.
367 * See "move_player()" for handling of other things.
369 void carry(bool pickup)
371 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
373 OBJECT_IDX this_o_idx, next_o_idx = 0;
375 GAME_TEXT o_name[MAX_NLEN];
377 /* Recenter the map around the player */
380 p_ptr->update |= (PU_MONSTERS);
381 p_ptr->redraw |= (PR_MAP);
382 p_ptr->window |= (PW_OVERHEAD);
385 /* Automatically pickup/destroy/inscribe items */
386 autopick_pickup_items(g_ptr);
390 py_pickup_floor(pickup);
394 /* Scan the pile of objects */
395 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
398 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
400 #ifdef ALLOW_EASY_SENSE /* TNB */
402 /* Option: Make item sensing easy */
405 /* Sense the object */
406 (void)sense_object(o_ptr);
409 #endif /* ALLOW_EASY_SENSE -- TNB */
411 object_desc(o_name, o_ptr, 0);
412 next_o_idx = o_ptr->next_o_idx;
414 disturb(FALSE, FALSE);
417 if (o_ptr->tval == TV_GOLD)
419 int value = (long)o_ptr->pval;
421 /* Delete the gold */
422 delete_object_idx(this_o_idx);
424 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
425 (long)value, o_name);
429 /* Collect the gold */
433 p_ptr->redraw |= (PR_GOLD);
434 p_ptr->window |= (PW_PLAYER);
437 /* Pick up objects */
440 /* Hack - some objects were handled in autopick_pickup_items(). */
441 if (o_ptr->marked & OM_NOMSG)
443 /* Clear the flag. */
444 o_ptr->marked &= ~OM_NOMSG;
448 msg_format(_("%sがある。", "You see %s."), o_name);
451 /* Note that the pack is too full */
452 else if (!inven_carry_okay(o_ptr))
454 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);
457 /* Pick up the item (if requested and allowed) */
462 /* Hack -- query every item */
463 if (carry_query_flag)
465 char out_val[MAX_NLEN+20];
466 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
467 okay = get_check(out_val);
470 /* Attempt to pick up an object. */
473 /* Pick up the object */
474 py_pickup_aux(this_o_idx);
483 * @brief パターンによる移動制限処理
484 * @param c_y プレイヤーの移動元Y座標
485 * @param c_x プレイヤーの移動元X座標
486 * @param n_y プレイヤーの移動先Y座標
487 * @param n_x プレイヤーの移動先X座標
488 * @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。
490 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
492 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
493 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
494 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
495 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
496 int pattern_type_cur, pattern_type_new;
498 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
500 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
501 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
503 if (pattern_type_new == PATTERN_TILE_START)
505 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
507 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?",
508 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
516 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
517 (pattern_type_new == PATTERN_TILE_END) ||
518 (pattern_type_new == PATTERN_TILE_WRECKED))
520 if (is_pattern_tile_cur)
526 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。",
527 "You must start walking the Pattern from the startpoint."));
532 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
533 (pattern_type_cur == PATTERN_TILE_TELEPORT))
537 else if (pattern_type_cur == PATTERN_TILE_START)
539 if (is_pattern_tile_new)
543 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."));
547 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
548 (pattern_type_cur == PATTERN_TILE_END) ||
549 (pattern_type_cur == PATTERN_TILE_WRECKED))
551 if (!is_pattern_tile_new)
553 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."));
563 if (!is_pattern_tile_cur)
565 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。",
566 "You must start walking the Pattern from the startpoint."));
572 byte ok_move = PATTERN_TILE_START;
573 switch (pattern_type_cur)
576 ok_move = PATTERN_TILE_2;
579 ok_move = PATTERN_TILE_3;
582 ok_move = PATTERN_TILE_4;
585 ok_move = PATTERN_TILE_1;
589 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
591 return TRUE; /* Goof-up */
594 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
598 if (!is_pattern_tile_new)
599 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."));
601 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."));
610 * @brief 移動に伴うプレイヤーのステータス変化処理
613 * @param mpe_mode 移動オプションフラグ
614 * @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。
616 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
618 POSITION oy = p_ptr->y;
619 POSITION ox = p_ptr->x;
620 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
621 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
622 feature_type *f_ptr = &f_info[g_ptr->feat];
623 feature_type *of_ptr = &f_info[oc_ptr->feat];
625 if (!(mpe_mode & MPE_STAYING))
627 MONSTER_IDX om_idx = oc_ptr->m_idx;
628 MONSTER_IDX nm_idx = g_ptr->m_idx;
633 /* Hack -- For moving monster or riding player's moving */
634 if (!(mpe_mode & MPE_DONT_SWAP_MON))
636 /* Swap two monsters */
637 g_ptr->m_idx = om_idx;
638 oc_ptr->m_idx = nm_idx;
640 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
642 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
645 update_monster(om_idx, TRUE);
648 if (nm_idx > 0) /* Monster on new spot */
650 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
653 update_monster(nm_idx, TRUE);
660 /* Check for new panel (redraw map) */
663 if (mpe_mode & MPE_FORGET_FLOW)
667 p_ptr->update |= (PU_UN_VIEW);
668 p_ptr->redraw |= (PR_MAP);
671 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
672 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
674 /* Remove "unsafe" flag */
675 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
677 /* For get everything when requested hehe I'm *NASTY* */
678 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
679 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
681 if (p_ptr->pclass == CLASS_NINJA)
683 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
684 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
687 if ((p_ptr->action == ACTION_HAYAGAKE) &&
688 (!have_flag(f_ptr->flags, FF_PROJECT) ||
689 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
691 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
692 set_action(ACTION_NONE);
694 if (p_ptr->prace == RACE_MERFOLK)
696 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
698 p_ptr->update |= PU_BONUS;
699 update_creature(p_ptr);
704 if (mpe_mode & MPE_ENERGY_USE)
706 if (music_singing(MUSIC_WALL))
708 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
709 PROJECT_KILL | PROJECT_ITEM, -1);
711 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
714 /* Spontaneous Searching */
715 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
720 /* Continuous Searching */
721 if (p_ptr->action == ACTION_SEARCH)
727 /* Handle "objects" */
728 if (!(mpe_mode & MPE_DONT_PICKUP))
730 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
733 /* Handle "store doors" */
734 if (have_flag(f_ptr->flags, FF_STORE))
736 disturb(FALSE, TRUE);
739 /* Hack -- Enter store */
740 command_new = SPECIAL_KEY_STORE;
743 /* Handle "building doors" -KMW- */
744 else if (have_flag(f_ptr->flags, FF_BLDG))
746 disturb(FALSE, TRUE);
749 /* Hack -- Enter building */
750 command_new = SPECIAL_KEY_BUILDING;
753 /* Handle quest areas -KMW- */
754 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
756 disturb(FALSE, TRUE);
759 /* Hack -- Enter quest level */
760 command_new = SPECIAL_KEY_QUEST;
763 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
765 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
767 complete_quest(p_ptr->inside_quest);
772 p_ptr->inside_quest = g_ptr->special;
773 current_floor_ptr->dun_level = 0;
777 p_ptr->leaving = TRUE;
781 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
783 disturb(FALSE, TRUE);
786 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
788 msg_print(_("トラップだ!", "You found a trap!"));
791 disclose_grid(p_ptr->y, p_ptr->x);
795 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
797 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
800 /* Warn when leaving trap detected region */
801 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
802 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
804 /* No duplicate warning */
805 p_ptr->dtrap = FALSE;
807 /* You are just on the edge */
808 if (!(g_ptr->info & CAVE_UNSAFE))
810 if (alert_trap_detect)
812 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
815 if (disturb_trap_detect) disturb(FALSE, TRUE);
819 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
823 * @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
825 * @return トラップが自動的に無効ならばTRUEを返す
827 bool trap_can_be_ignored(FEAT_IDX feat)
829 feature_type *f_ptr = &f_info[feat];
831 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
833 switch (f_ptr->subtype)
837 case TRAP_SPIKED_PIT:
838 case TRAP_POISON_PIT:
839 if (p_ptr->levitation) return TRUE;
842 if (p_ptr->anti_tele) return TRUE;
845 if (p_ptr->immune_fire) return TRUE;
848 if (p_ptr->immune_acid) return TRUE;
851 if (p_ptr->resist_blind) return TRUE;
854 if (p_ptr->resist_conf) return TRUE;
857 if (p_ptr->resist_pois) return TRUE;
860 if (p_ptr->free_act) return TRUE;
869 * Determine if a "boundary" grid is "floor mimic"
871 #define boundary_floor(C, F, MF) \
872 ((C)->mimic && permanent_wall(F) && \
873 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
874 have_flag((MF)->flags, FF_PROJECT) && \
875 !have_flag((MF)->flags, FF_OPEN))
879 * @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 /
880 * Move player in the given direction, with the given "pickup" flag.
882 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
883 * @param break_trap トラップ粉砕処理を行うならばTRUE
884 * @return 実際に移動が行われたならばTRUEを返す。
886 * This routine should (probably) always induce energy expenditure.\n
888 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
889 * any monster which might be in the destination grid. Previously,\n
890 * moving into walls was "free" and did NOT hit invisible monsters.\n
892 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
894 /* Find the result of moving */
895 POSITION y = p_ptr->y + ddy[dir];
896 POSITION x = p_ptr->x + ddx[dir];
898 /* Examine the destination */
899 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
901 feature_type *f_ptr = &f_info[g_ptr->feat];
905 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
906 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
908 GAME_TEXT m_name[MAX_NLEN];
910 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
911 bool p_can_kill_walls = FALSE;
912 bool stormbringer = FALSE;
914 bool oktomove = TRUE;
915 bool do_past = FALSE;
918 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
919 ((x == 0) || (x == MAX_WID - 1) ||
920 (y == 0) || (y == MAX_HGT - 1)))
922 /* Can the player enter the grid? */
923 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
925 /* Hack: move to new area */
926 if ((y == 0) && (x == 0))
928 p_ptr->wilderness_y--;
929 p_ptr->wilderness_x--;
930 p_ptr->oldpy = current_floor_ptr->height - 2;
931 p_ptr->oldpx = current_floor_ptr->width - 2;
932 p_ptr->ambush_flag = FALSE;
935 else if ((y == 0) && (x == MAX_WID - 1))
937 p_ptr->wilderness_y--;
938 p_ptr->wilderness_x++;
939 p_ptr->oldpy = current_floor_ptr->height - 2;
941 p_ptr->ambush_flag = FALSE;
944 else if ((y == MAX_HGT - 1) && (x == 0))
946 p_ptr->wilderness_y++;
947 p_ptr->wilderness_x--;
949 p_ptr->oldpx = current_floor_ptr->width - 2;
950 p_ptr->ambush_flag = FALSE;
953 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
955 p_ptr->wilderness_y++;
956 p_ptr->wilderness_x++;
959 p_ptr->ambush_flag = FALSE;
964 p_ptr->wilderness_y--;
965 p_ptr->oldpy = current_floor_ptr->height - 2;
967 p_ptr->ambush_flag = FALSE;
970 else if (y == MAX_HGT - 1)
972 p_ptr->wilderness_y++;
975 p_ptr->ambush_flag = FALSE;
980 p_ptr->wilderness_x--;
981 p_ptr->oldpx = current_floor_ptr->width - 2;
983 p_ptr->ambush_flag = FALSE;
986 else if (x == MAX_WID - 1)
988 p_ptr->wilderness_x++;
991 p_ptr->ambush_flag = FALSE;
994 p_ptr->leaving = TRUE;
995 take_turn(p_ptr, 100);
1000 /* "Blocked" message appears later */
1001 /* oktomove = FALSE; */
1002 p_can_enter = FALSE;
1005 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1007 if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1008 if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1010 /* Player can not walk through "walls"... */
1011 /* unless in Shadow Form */
1012 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1013 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1014 !have_flag(f_ptr->flags, FF_PERMANENT);
1016 /* Hack -- attack monsters */
1017 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1019 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1021 /* Attack -- only if we can see it OR it is not in a wall */
1022 if (!is_hostile(m_ptr) &&
1023 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1024 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1025 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1027 /* Disturb the monster */
1028 (void)set_monster_csleep(g_ptr->m_idx, 0);
1030 /* Extract monster name (or "it") */
1031 monster_desc(m_name, m_ptr, 0);
1035 /* Auto-Recall if possible and visible */
1036 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1038 /* Track a new monster */
1039 health_track(g_ptr->m_idx);
1043 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1048 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1054 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1059 /* now continue on to 'movement' */
1068 if (oktomove && p_ptr->riding)
1070 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1072 msg_print(_("動けない!", "Can't move!"));
1075 disturb(FALSE, TRUE);
1077 else if (MON_MONFEAR(riding_m_ptr))
1079 GAME_TEXT steed_name[MAX_NLEN];
1080 monster_desc(steed_name, riding_m_ptr, 0);
1081 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1083 disturb(FALSE, TRUE);
1085 else if (p_ptr->riding_ryoute)
1088 disturb(FALSE, TRUE);
1090 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1094 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1098 else if (have_flag(f_ptr->flags, FF_WATER) &&
1099 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1100 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1102 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1105 disturb(FALSE, TRUE);
1107 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1109 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);
1112 disturb(FALSE, TRUE);
1114 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1116 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);
1119 disturb(FALSE, TRUE);
1122 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1124 GAME_TEXT steed_name[MAX_NLEN];
1125 monster_desc(steed_name, riding_m_ptr, 0);
1126 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);
1128 disturb(FALSE, TRUE);
1136 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1138 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);
1145 * Player can move through trees and
1146 * has effective -10 speed
1147 * Rangers can move without penality
1149 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1151 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1155 /* Disarm a visible trap */
1156 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1158 if (!trap_can_be_ignored(g_ptr->feat))
1160 (void)do_cmd_disarm_aux(y, x, dir);
1166 /* Player can not walk through "walls" unless in wraith form...*/
1167 else if (!p_can_enter && !p_can_kill_walls)
1169 /* Feature code (applying "mimic" field) */
1170 FEAT_IDX feat = get_feat_mimic(g_ptr);
1171 feature_type *mimic_f_ptr = &f_info[feat];
1172 concptr name = f_name + mimic_f_ptr->name;
1176 /* Notice things in the dark */
1177 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1179 /* Boundary floor mimic */
1180 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1182 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1185 /* Wall (or secret door) */
1189 msg_format("%sが行く手をはばんでいるようだ。", name);
1191 msg_format("You feel %s %s blocking your way.",
1192 is_a_vowel(name[0]) ? "an" : "a", name);
1195 g_ptr->info |= (CAVE_MARK);
1203 /* Boundary floor mimic */
1204 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1206 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1207 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1211 /* Wall (or secret door) */
1215 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1218 msg_format("%sが行く手をはばんでいる。", name);
1220 msg_format("There is %s %s blocking your way.",
1221 is_a_vowel(name[0]) ? "an" : "a", name);
1225 * Well, it makes sense that you lose time bumping into
1226 * a wall _if_ you are confused, stunned or blind; but
1227 * typing mistakes should not cost you a current_world_ptr->game_turn...
1229 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1234 disturb(FALSE, TRUE);
1236 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1239 /* Normal movement */
1240 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1242 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1247 /* To avoid a loop with running */
1248 disturb(FALSE, TRUE);
1253 /* Normal movement */
1256 u32b mpe_mode = MPE_ENERGY_USE;
1260 if (!process_warning(x, y))
1262 p_ptr->energy_use = 25;
1269 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1272 /* Change oldpx and oldpy to place the player well when going back to big mode */
1273 if (p_ptr->wild_mode)
1275 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1276 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1277 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1278 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1279 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1280 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1283 if (p_can_kill_walls)
1285 cave_alter_feat(y, x, FF_HURT_DISI);
1287 /* Update some things -- similar to GF_KILL_WALL */
1288 p_ptr->update |= (PU_FLOW);
1291 /* sound(SOUND_WALK); */
1293 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1294 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1296 (void)move_player_effect(y, x, mpe_mode);
1301 static bool ignore_avoid_run;
1304 * @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 /
1305 * Hack -- Check for a "known wall" (see below)
1306 * @param dir 想定する移動方向ID
1309 * @return 移動先が既知の壁ならばTRUE
1311 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1315 /* Get the new location */
1319 /* Illegal grids are not known walls */
1320 if (!in_bounds2(y, x)) return (FALSE);
1323 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1325 /* Must be known to the player */
1326 if (g_ptr->info & (CAVE_MARK))
1328 /* Feature code (applying "mimic" field) */
1329 s16b feat = get_feat_mimic(g_ptr);
1330 feature_type *f_ptr = &f_info[feat];
1332 /* Wall grids are known walls */
1333 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1335 /* Don't run on a tree unless explicitly requested */
1336 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1339 /* Don't run in a wall */
1340 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1341 return !have_flag(f_ptr->flags, FF_DOOR);
1349 * @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 /
1350 * Hack -- Check for an "unknown corner" (see below)
1351 * @param dir 想定する移動方向ID
1354 * @return 移動先が未知の地形ならばTRUE
1356 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1358 /* Get the new location */
1362 /* Illegal grids are unknown */
1363 if (!in_bounds2(y, x)) return (TRUE);
1365 /* Memorized grids are always known */
1366 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1368 /* Viewable door/wall grids are known */
1369 if (player_can_see_bold(y, x)) return (FALSE);
1377 * Hack -- allow quick "cycling" through the legal directions
1379 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1382 * Hack -- map each direction into the "middle" of the "cycle[]" array
1384 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1387 * The direction we are running
1389 static DIRECTION find_current;
1392 * The direction we came from
1394 static DIRECTION find_prevdir;
1397 * We are looking for open area
1399 static bool find_openarea;
1402 * We are looking for a break
1404 static bool find_breakright;
1405 static bool find_breakleft;
1408 * @brief ダッシュ処理の導入 /
1409 * Initialize the running algorithm for a new direction.
1412 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1414 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1415 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1416 * corridor, must be moving straight into a corridor here. ???\n
1418 * Diagonal Corridor Blunt Corridor (?)\n
1423 static void run_init(DIRECTION dir)
1425 int row, col, deepleft, deepright;
1426 int i, shortleft, shortright;
1428 /* Save the direction */
1431 /* Assume running straight */
1434 /* Assume looking for open area */
1435 find_openarea = TRUE;
1437 /* Assume not looking for breaks */
1438 find_breakright = find_breakleft = FALSE;
1440 /* Assume no nearby walls */
1441 deepleft = deepright = FALSE;
1442 shortright = shortleft = FALSE;
1444 p_ptr->run_py = p_ptr->y;
1445 p_ptr->run_px = p_ptr->x;
1447 /* Find the destination grid */
1448 row = p_ptr->y + ddy[dir];
1449 col = p_ptr->x + ddx[dir];
1451 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1453 /* Extract cycle index */
1456 /* Check for walls */
1457 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1459 find_breakleft = TRUE;
1462 else if (see_wall(cycle[i+1], row, col))
1464 find_breakleft = TRUE;
1468 /* Check for walls */
1469 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1471 find_breakright = TRUE;
1474 else if (see_wall(cycle[i-1], row, col))
1476 find_breakright = TRUE;
1480 /* Looking for a break */
1481 if (find_breakleft && find_breakright)
1483 /* Not looking for open area */
1484 find_openarea = FALSE;
1486 /* Hack -- allow angled corridor entry */
1489 if (deepleft && !deepright)
1491 find_prevdir = cycle[i - 1];
1493 else if (deepright && !deepleft)
1495 find_prevdir = cycle[i + 1];
1499 /* Hack -- allow blunt corridor entry */
1500 else if (see_wall(cycle[i], row, col))
1502 if (shortleft && !shortright)
1504 find_prevdir = cycle[i - 2];
1506 else if (shortright && !shortleft)
1508 find_prevdir = cycle[i + 2];
1516 * @brief ダッシュ移動が継続できるかどうかの判定 /
1517 * Update the current "run" path
1519 * ダッシュ移動が継続できるならばTRUEを返す。
1520 * Return TRUE if the running should be stopped
1522 static bool run_test(void)
1524 DIRECTION prev_dir, new_dir, check_dir = 0;
1527 int option = 0, option2 = 0;
1530 feature_type *f_ptr;
1532 /* Where we came from */
1533 prev_dir = find_prevdir;
1536 /* Range of newly adjacent grids */
1537 max = (prev_dir & 0x01) + 1;
1539 /* break run when leaving trap detected region */
1540 if ((disturb_trap_detect || alert_trap_detect)
1541 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1543 /* No duplicate warning */
1544 p_ptr->dtrap = FALSE;
1546 /* You are just on the edge */
1547 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1549 if (alert_trap_detect)
1551 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1554 if (disturb_trap_detect)
1562 /* Look at every newly adjacent square. */
1563 for (i = -max; i <= max; i++)
1565 OBJECT_IDX this_o_idx, next_o_idx = 0;
1568 new_dir = cycle[chome[prev_dir] + i];
1571 row = p_ptr->y + ddy[new_dir];
1572 col = p_ptr->x + ddx[new_dir];
1575 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1577 /* Feature code (applying "mimic" field) */
1578 feat = get_feat_mimic(g_ptr);
1579 f_ptr = &f_info[feat];
1581 /* Visible monsters abort running */
1584 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1586 /* Visible monster */
1587 if (m_ptr->ml) return (TRUE);
1590 /* Visible objects abort running */
1591 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1594 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1595 next_o_idx = o_ptr->next_o_idx;
1597 /* Visible object */
1598 if (o_ptr->marked & OM_FOUND) return (TRUE);
1601 /* Assume unknown */
1604 /* Check memorized grids */
1605 if (g_ptr->info & (CAVE_MARK))
1607 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1609 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1612 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1614 /* Option -- ignore */
1619 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1621 /* Option -- ignore */
1626 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1633 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1634 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1641 /* Interesting feature */
1642 if (notice) return (TRUE);
1644 /* The grid is "visible" */
1648 /* Analyze unknown grids and floors considering mimic */
1649 if (inv || !see_wall(0, row, col))
1651 /* Looking for open area */
1657 /* The first new direction. */
1663 /* Three new directions. Stop running. */
1669 /* Two non-adjacent new directions. Stop running. */
1670 else if (option != cycle[chome[prev_dir] + i - 1])
1675 /* Two new (adjacent) directions (case 1) */
1676 else if (new_dir & 0x01)
1678 check_dir = cycle[chome[prev_dir] + i - 2];
1682 /* Two new (adjacent) directions (case 2) */
1685 check_dir = cycle[chome[prev_dir] + i + 1];
1691 /* Obstacle, while looking for open area */
1698 /* Break to the right */
1699 find_breakright = TRUE;
1704 /* Break to the left */
1705 find_breakleft = TRUE;
1711 /* Looking for open area */
1714 /* Hack -- look again */
1715 for (i = -max; i < 0; i++)
1717 /* Unknown grid or non-wall */
1718 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1720 /* Looking to break right */
1721 if (find_breakright)
1730 /* Looking to break left */
1738 /* Hack -- look again */
1739 for (i = max; i > 0; i--)
1741 /* Unknown grid or non-wall */
1742 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1744 /* Looking to break left */
1754 /* Looking to break right */
1755 if (find_breakright)
1763 /* Not looking for open area */
1775 /* Primary option */
1776 find_current = option;
1778 /* No other options */
1779 find_prevdir = option;
1782 /* Two options, examining corners */
1785 /* Primary option */
1786 find_current = option;
1788 /* Hack -- allow curving */
1789 find_prevdir = option2;
1792 /* Two options, pick one */
1795 /* Get next location */
1796 row = p_ptr->y + ddy[option];
1797 col = p_ptr->x + ddx[option];
1799 /* Don't see that it is closed off. */
1800 /* This could be a potential corner or an intersection. */
1801 if (!see_wall(option, row, col) ||
1802 !see_wall(check_dir, row, col))
1804 /* Can not see anything ahead and in the direction we */
1805 /* are turning, assume that it is a potential corner. */
1806 if (see_nothing(option, row, col) &&
1807 see_nothing(option2, row, col))
1809 find_current = option;
1810 find_prevdir = option2;
1813 /* STOP: we are next to an intersection or a room */
1820 /* This corner is seen to be enclosed; we cut the corner. */
1823 find_current = option2;
1824 find_prevdir = option2;
1827 /* This corner is seen to be enclosed, and we */
1828 /* deliberately go the long way. */
1831 find_current = option;
1832 find_prevdir = option2;
1837 /* About to hit a known wall, stop */
1838 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1850 * @brief 継続的なダッシュ処理 /
1851 * Take one step along the current "run" path
1852 * @param dir 移動を試みる方向ID
1855 void run_step(DIRECTION dir)
1860 /* Ignore AVOID_RUN on a first step */
1861 ignore_avoid_run = TRUE;
1863 /* Hack -- do not start silly run */
1864 if (see_wall(dir, p_ptr->y, p_ptr->x))
1866 sound(SOUND_HITWALL);
1868 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1870 disturb(FALSE, FALSE);
1884 disturb(FALSE, FALSE);
1890 /* Decrease the run counter */
1891 if (--p_ptr->running <= 0) return;
1894 take_turn(p_ptr, 100);
1896 /* Move the player, using the "pickup" flag */
1897 move_player(find_current, FALSE, FALSE);
1899 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1903 disturb(FALSE, FALSE);
1911 * @brief トラベル機能の判定処理 /
1912 * Test for traveling
1913 * @param prev_dir 前回移動を行った元の方角ID
1916 static DIRECTION travel_test(DIRECTION prev_dir)
1918 DIRECTION new_dir = 0;
1920 const grid_type *g_ptr;
1923 /* Cannot travel when blind */
1924 if (p_ptr->blind || no_lite())
1926 msg_print(_("目が見えない!", "You cannot see!"));
1930 /* break run when leaving trap detected region */
1931 if ((disturb_trap_detect || alert_trap_detect)
1932 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1934 /* No duplicate warning */
1935 p_ptr->dtrap = FALSE;
1937 /* You are just on the edge */
1938 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1940 if (alert_trap_detect)
1942 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1945 if (disturb_trap_detect)
1953 /* Range of newly adjacent grids */
1954 max = (prev_dir & 0x01) + 1;
1956 /* Look at every newly adjacent square. */
1957 for (i = -max; i <= max; i++)
1960 DIRECTION dir = cycle[chome[prev_dir] + i];
1963 POSITION row = p_ptr->y + ddy[dir];
1964 POSITION col = p_ptr->x + ddx[dir];
1967 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1969 /* Visible monsters abort running */
1972 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1974 /* Visible monster */
1975 if (m_ptr->ml) return (0);
1980 /* Travel cost of current grid */
1981 cost = travel.cost[p_ptr->y][p_ptr->x];
1983 /* Determine travel direction */
1984 for (i = 0; i < 8; ++ i) {
1985 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1987 if (dir_cost < cost)
1994 if (!new_dir) return (0);
1996 /* Access newly move grid */
1997 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
1999 /* Close door abort traveling */
2000 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2002 /* Visible and unignorable trap abort tarveling */
2003 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2011 * @brief トラベル機能の実装 /
2015 void travel_step(void)
2017 /* Get travel direction */
2018 travel.dir = travel_test(travel.dir);
2022 if (travel.run == 255)
2024 msg_print(_("道筋が見つかりません!", "No route is found!"));
2025 travel.y = travel.x = 0;
2027 disturb(FALSE, TRUE);
2031 take_turn(p_ptr, 100);
2033 move_player(travel.dir, always_pickup, FALSE);
2035 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2038 travel.y = travel.x = 0;
2040 else if (travel.run > 0)
2044 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2051 * Hack: travel command
2053 #define TRAVEL_UNABLE 9999
2055 static int flow_head = 0;
2056 static int flow_tail = 0;
2057 static POSITION temp2_x[MAX_SHORT];
2058 static POSITION temp2_y[MAX_SHORT];
2061 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2064 void forget_travel_flow(void)
2067 /* Check the entire dungeon / Forget the old data */
2068 for (y = 0; y < current_floor_ptr->height; y++)
2070 for (x = 0; x < current_floor_ptr->width; x++)
2073 travel.cost[y][x] = MAX_SHORT;
2076 travel.y = travel.x = 0;
2080 * @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
2085 static int travel_flow_cost(POSITION y, POSITION x)
2087 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2090 /* Avoid obstacles (ex. trees) */
2091 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2094 if (have_flag(f_ptr->flags, FF_WATER))
2096 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2100 if (have_flag(f_ptr->flags, FF_LAVA))
2103 if (!p_ptr->resist_fire) lava *= 2;
2104 if (!p_ptr->levitation) lava *= 2;
2105 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2110 /* Detected traps and doors */
2111 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2113 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2114 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2121 * @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
2125 * @param wall プレイヤーが壁の中にいるならばTRUE
2128 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2130 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2131 feature_type *f_ptr = &f_info[g_ptr->feat];
2132 int old_head = flow_head;
2134 int base_cost = (n % TRAVEL_UNABLE);
2135 int from_wall = (n / TRAVEL_UNABLE);
2138 /* Ignore out of bounds */
2139 if (!in_bounds(y, x)) return;
2141 /* Ignore unknown grid except in wilderness */
2142 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2144 /* Ignore "walls" and "rubble" (include "secret doors") */
2145 if (have_flag(f_ptr->flags, FF_WALL) ||
2146 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2147 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2148 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2150 if (!wall || !from_wall) return;
2151 add_cost += TRAVEL_UNABLE;
2155 add_cost = travel_flow_cost(y, x);
2158 cost = base_cost + add_cost;
2160 /* Ignore lower cost entries */
2161 if (travel.cost[y][x] <= cost) return;
2163 /* Save the flow cost */
2164 travel.cost[y][x] = cost;
2166 /* Enqueue that entry */
2167 temp2_y[flow_head] = y;
2168 temp2_x[flow_head] = x;
2170 /* Advance the queue */
2171 if (++flow_head == MAX_SHORT) flow_head = 0;
2173 /* Hack -- notice overflow by forgetting new entry */
2174 if (flow_head == flow_tail) flow_head = old_head;
2180 * @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
2181 * @param ty 目標地点のY座標
2182 * @param tx 目標地点のX座標
2185 static void travel_flow(POSITION ty, POSITION tx)
2190 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2192 /* Reset the "queue" */
2193 flow_head = flow_tail = 0;
2195 /* is player in the wall? */
2196 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2198 /* Start at the target grid */
2199 travel_flow_aux(ty, tx, 0, wall);
2201 /* Now process the queue */
2202 while (flow_head != flow_tail)
2204 /* Extract the next entry */
2205 y = temp2_y[flow_tail];
2206 x = temp2_x[flow_tail];
2208 /* Forget that entry */
2209 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2211 /* Ignore too far entries */
2212 //if (distance(ty, tx, y, x) > 100) continue;
2214 /* Add the "children" */
2215 for (d = 0; d < 8; d++)
2217 /* Add that child if "legal" */
2218 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2222 /* Forget the flow info */
2223 flow_head = flow_tail = 0;
2227 * @brief トラベル処理のメインルーチン
2230 void do_cmd_travel(void)
2234 POSITION dx, dy, sx, sy;
2235 feature_type *f_ptr;
2237 if (travel.x != 0 && travel.y != 0 &&
2238 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2243 else if (!tgt_pt(&x, &y)) return;
2245 if ((x == p_ptr->x) && (y == p_ptr->y))
2247 msg_print(_("すでにそこにいます!", "You are already there!!"));
2251 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2253 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2254 (have_flag(f_ptr->flags, FF_WALL) ||
2255 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2256 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2258 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2262 forget_travel_flow();
2268 /* Travel till 255 steps */
2272 /* Decides first direction */
2273 dx = abs(p_ptr->x - x);
2274 dy = abs(p_ptr->y - y);
2275 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2276 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2278 for (i = 1; i <= 9; i++)
2280 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2286 * Something has happened to disturb the player.
2287 * The first arg indicates a major disturbance, which affects search.
2288 * The second arg is currently unused, but could induce output flush.
2289 * All disturbance cancels repeated commands, resting, and running.
2291 void disturb(bool stop_search, bool stop_travel)
2295 stop_travel = stop_travel;
2298 /* Cancel auto-commands */
2299 /* command_new = 0; */
2301 /* Cancel repeated commands */
2307 /* Redraw the state (later) */
2308 p_ptr->redraw |= (PR_STATE);
2311 /* Cancel Resting */
2312 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2315 set_action(ACTION_NONE);
2318 /* Cancel running */
2324 /* Check for new panel if appropriate */
2325 if (center_player && !center_running) verify_panel();
2327 /* Calculate torch radius */
2328 p_ptr->update |= (PU_TORCH);
2330 /* Update monster flow */
2331 p_ptr->update |= (PU_FLOW);
2340 /* Check for new panel if appropriate */
2341 if (center_player && !center_running) verify_panel();
2343 /* Calculate torch radius */
2344 p_ptr->update |= (PU_TORCH);
2348 /* Flush the input if requested */
2349 if (flush_disturb) flush();