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[hengband/hengband.git] / src / player-move.c
1 /*!
2  *  @file cmd1.c
3  *  @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
4  *  @date 2014/01/02
5  *  @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7  *
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.
11  * @note
12  * <pre>
13  * The running algorithm:                       -CJS-
14  *
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'.
18  *
19  * Of course, if the "requested" move was impossible, then you
20  * will of course be blocked, and will stop.
21  *
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.
30  *
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.
35  *
36  * These conditions are kept in static memory:
37  * find_openarea         You are in the open on at least one
38  * side.
39  * find_breakleft        You have a wall on the left, and will
40  * stop if it opens
41  * find_breakright       You have a wall on the right, and will
42  * stop if it opens
43  *
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.
49  *
50  * LL           L
51  * @@x          LxR
52  * RR          @@R
53  *
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.
65  *
66  * \#.\#
67  * \#\#.\#\#
68  * \.\@x..
69  * \#\#.\#\#
70  * \#.\#
71  *
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.
76  *
77  * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
78  * o@@x       1
79  * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
80  * \#2          \#
81  * \#\#\#\#\#\#\#\#\#\#\#\#\#
82  *
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).
88  *
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.
93  *
94  *   ...!              ...
95  *   .o@@!  (normal)    .o.!  (diagonal)
96  *   ...!  (east)      ..@@!  (south east)
97  *                      !!!
98  *
99  * You STOP if any of the new squares are interesting in any way:
100  * for example, if they contain visible monsters or treasure.
101  *
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).
105  *
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
108  * entirely open.
109  *
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.
115  *
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 ?).
120  *
121  * We assign "option" to the straight-on grid, and "option2" to the
122  * diagonal grid, and "check_dir" to the grid marked 's'.
123  *
124  * \#\#s
125  * @@x?
126  * \#.?
127  *
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.)
139  * </pre>
140  */
141
142 #include "angband.h"
143 #include "util.h"
144
145 #include "autopick.h"
146 #include "dungeon.h"
147 #include "floor.h"
148 #include "melee.h"
149 #include "grid.h"
150 #include "trap.h"
151 #include "quest.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"
157 #include "feature.h"
158 #include "warning.h"
159 #include "monster.h"
160 #include "monster-spell.h"
161 #include "monster-status.h"
162 #include "object-hook.h"
163 #include "object-flavor.h"
164 #include "spells.h"
165 #include "cmd-basic.h"
166 #include "view-mainwindow.h"
167 #include "world.h"
168 #include "objectkind.h"
169 #include "autopick.h"
170 #include "targeting.h"
171
172
173 #ifdef TRAVEL
174  /* for travel */
175 travel_type travel;
176 #endif
177
178 /*!
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
183  * @return なし
184  */
185 static void discover_hidden_things(POSITION y, POSITION x)
186 {
187         OBJECT_IDX this_o_idx, next_o_idx = 0;
188         grid_type *g_ptr;
189         g_ptr = &current_floor_ptr->grid_array[y][x];
190
191         /* Invisible trap */
192         if (g_ptr->mimic && is_trap(g_ptr->feat))
193         {
194                 /* Pick a trap */
195                 disclose_grid(y, x);
196
197                 msg_print(_("トラップを発見した。", "You have found a trap."));
198
199                 disturb(FALSE, TRUE);
200         }
201
202         /* Secret door */
203         if (is_hidden_door(g_ptr))
204         {
205                 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
206
207                 /* Disclose */
208                 disclose_grid(y, x);
209
210                 disturb(FALSE, FALSE);
211         }
212
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)
215         {
216                 object_type *o_ptr;
217                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
218                 next_o_idx = o_ptr->next_o_idx;
219
220                 /* Skip non-chests */
221                 if (o_ptr->tval != TV_CHEST) continue;
222
223                 /* Skip non-trapped chests */
224                 if (!chest_traps[o_ptr->pval]) continue;
225
226                 /* Identify once */
227                 if (!object_is_known(o_ptr))
228                 {
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!"));
230
231                         /* Know the trap */
232                         object_known(o_ptr);
233
234                         /* Notice it */
235                         disturb(FALSE, FALSE);
236                 }
237         }
238 }
239
240 /*!
241  * @brief プレイヤーの探索処理判定
242  * @return なし
243  */
244 void search(void)
245 {
246         DIRECTION i;
247         PERCENTAGE chance;
248
249         /* Start with base search ability */
250         chance = p_ptr->skill_srh;
251
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;
255
256         /* Search the nearby grids, which are always in bounds */
257         for (i = 0; i < 9; ++ i)
258         {
259                 /* Sometimes, notice things */
260                 if (randint0(100) < chance)
261                 {
262                         discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
263                 }
264         }
265 }
266
267
268 /*!
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
272  * @return なし
273  * @details
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
276  * だが、違和感が\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
278  * にかえてある。そのための配列。\n
279  * Add the given dungeon object to the character's p_ptr->inventory_list.\n
280  * Delete the object afterwards.\n
281  */
282 void py_pickup_aux(OBJECT_IDX o_idx)
283 {
284         INVENTORY_IDX slot;
285
286 #ifdef JP
287         GAME_TEXT o_name[MAX_NLEN];
288         GAME_TEXT old_name[MAX_NLEN];
289         char kazu_str[80];
290         int hirottakazu;
291 #else
292         GAME_TEXT o_name[MAX_NLEN];
293 #endif
294
295         object_type *o_ptr;
296
297         o_ptr = &current_floor_ptr->o_list[o_idx];
298
299 #ifdef JP
300         object_desc(old_name, o_ptr, OD_NAME_ONLY);
301         object_desc_kosuu(kazu_str, o_ptr);
302         hirottakazu = o_ptr->number;
303 #endif
304         /* Carry the object */
305         slot = inven_carry(o_ptr);
306
307         /* Get the object again */
308         o_ptr = &p_ptr->inventory_list[slot];
309
310         delete_object_idx(o_idx);
311
312         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
313         {
314                 bool old_known = identify_item(o_ptr);
315
316                 /* Auto-inscription/destroy */
317                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
318
319                 /* If it is destroyed, don't pick it up */
320                 if (o_ptr->marked & OM_AUTODESTROY) return;
321         }
322
323         object_desc(o_name, o_ptr, 0);
324
325 #ifdef JP
326         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
327         {
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);
331         }
332         else
333         {
334                 if (plain_pickup)
335                 {
336                         msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
337                 }
338                 else
339                 {
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));
343                         } else {
344                                 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
345                         }
346                 }
347         }
348         strcpy(record_o_name, old_name);
349 #else
350         msg_format("You have %s (%c).", o_name, index_to_label(slot));
351         strcpy(record_o_name, o_name);
352 #endif
353         record_turn = current_world_ptr->game_turn;
354
355
356         check_find_art_quest_completion(o_ptr);
357 }
358
359
360 /*!
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
363  * @return なし
364  * @details
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.
368  */
369 void carry(bool pickup)
370 {
371         grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
372
373         OBJECT_IDX this_o_idx, next_o_idx = 0;
374
375         GAME_TEXT o_name[MAX_NLEN];
376
377         /* Recenter the map around the player */
378         verify_panel();
379
380         p_ptr->update |= (PU_MONSTERS);
381         p_ptr->redraw |= (PR_MAP);
382         p_ptr->window |= (PW_OVERHEAD);
383         handle_stuff();
384
385         /* Automatically pickup/destroy/inscribe items */
386         autopick_pickup_items(g_ptr);
387
388         if (easy_floor)
389         {
390                 py_pickup_floor(pickup);
391                 return;
392         }
393
394         /* Scan the pile of objects */
395         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
396         {
397                 object_type *o_ptr;
398                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
399
400 #ifdef ALLOW_EASY_SENSE /* TNB */
401
402                 /* Option: Make item sensing easy */
403                 if (easy_sense)
404                 {
405                         /* Sense the object */
406                         (void)sense_object(o_ptr);
407                 }
408
409 #endif /* ALLOW_EASY_SENSE -- TNB */
410
411                 object_desc(o_name, o_ptr, 0);
412                 next_o_idx = o_ptr->next_o_idx;
413
414                 disturb(FALSE, FALSE);
415
416                 /* Pick up gold */
417                 if (o_ptr->tval == TV_GOLD)
418                 {
419                         int value = (long)o_ptr->pval;
420
421                         /* Delete the gold */
422                         delete_object_idx(this_o_idx);
423
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);
426
427                         sound(SOUND_SELL);
428
429                         /* Collect the gold */
430                         p_ptr->au += value;
431
432                         /* Redraw gold */
433                         p_ptr->redraw |= (PR_GOLD);
434                         p_ptr->window |= (PW_PLAYER);
435                 }
436
437                 /* Pick up objects */
438                 else
439                 {
440                         /* Hack - some objects were handled in autopick_pickup_items(). */
441                         if (o_ptr->marked & OM_NOMSG)
442                         {
443                                 /* Clear the flag. */
444                                 o_ptr->marked &= ~OM_NOMSG;
445                         }
446                         else if (!pickup)
447                         {
448                                 msg_format(_("%sがある。", "You see %s."), o_name);
449                         }
450
451                         /* Note that the pack is too full */
452                         else if (!inven_carry_okay(o_ptr))
453                         {
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);
455                         }
456
457                         /* Pick up the item (if requested and allowed) */
458                         else
459                         {
460                                 int okay = TRUE;
461
462                                 /* Hack -- query every item */
463                                 if (carry_query_flag)
464                                 {
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);
468                                 }
469
470                                 /* Attempt to pick up an object. */
471                                 if (okay)
472                                 {
473                                         /* Pick up the object */
474                                         py_pickup_aux(this_o_idx);
475                                 }
476                         }
477                 }
478         }
479 }
480
481
482 /*!
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。
489  */
490 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
491 {
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;
497
498         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
499
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;
502
503         if (pattern_type_new == PATTERN_TILE_START)
504         {
505                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
506                 {
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? ")))
509                                 return TRUE;
510                         else
511                                 return FALSE;
512                 }
513                 else
514                         return TRUE;
515         }
516         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
517                  (pattern_type_new == PATTERN_TILE_END) ||
518                  (pattern_type_new == PATTERN_TILE_WRECKED))
519         {
520                 if (is_pattern_tile_cur)
521                 {
522                         return TRUE;
523                 }
524                 else
525                 {
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."));
528
529                         return FALSE;
530                 }
531         }
532         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
533                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
534         {
535                 return TRUE;
536         }
537         else if (pattern_type_cur == PATTERN_TILE_START)
538         {
539                 if (is_pattern_tile_new)
540                         return TRUE;
541                 else
542                 {
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."));
544                         return FALSE;
545                 }
546         }
547         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
548                  (pattern_type_cur == PATTERN_TILE_END) ||
549                  (pattern_type_cur == PATTERN_TILE_WRECKED))
550         {
551                 if (!is_pattern_tile_new)
552                 {
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."));
554                         return FALSE;
555                 }
556                 else
557                 {
558                         return TRUE;
559                 }
560         }
561         else
562         {
563                 if (!is_pattern_tile_cur)
564                 {
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."));
567
568                         return FALSE;
569                 }
570                 else
571                 {
572                         byte ok_move = PATTERN_TILE_START;
573                         switch (pattern_type_cur)
574                         {
575                                 case PATTERN_TILE_1:
576                                         ok_move = PATTERN_TILE_2;
577                                         break;
578                                 case PATTERN_TILE_2:
579                                         ok_move = PATTERN_TILE_3;
580                                         break;
581                                 case PATTERN_TILE_3:
582                                         ok_move = PATTERN_TILE_4;
583                                         break;
584                                 case PATTERN_TILE_4:
585                                         ok_move = PATTERN_TILE_1;
586                                         break;
587                                 default:
588                                         if (p_ptr->wizard)
589                                                 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
590
591                                         return TRUE; /* Goof-up */
592                         }
593
594                         if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
595                                 return TRUE;
596                         else
597                         {
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."));
600                                 else
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."));
602
603                                 return FALSE;
604                         }
605                 }
606         }
607 }
608
609 /*!
610  * @brief 移動に伴うプレイヤーのステータス変化処理
611  * @param ny 移動先Y座標
612  * @param nx 移動先X座標
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。
615  */
616 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
617 {
618         POSITION oy = p_ptr->y;
619         POSITION ox = p_ptr->x;
620         grid_type *g_ptr = &current_floor_ptr->grid_array[ny][nx];
621         grid_type *oc_ptr = &current_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];
624
625         if (!(mpe_mode & MPE_STAYING))
626         {
627                 MONSTER_IDX om_idx = oc_ptr->m_idx;
628                 MONSTER_IDX nm_idx = g_ptr->m_idx;
629
630                 p_ptr->y = ny;
631                 p_ptr->x = nx;
632
633                 /* Hack -- For moving monster or riding player's moving */
634                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
635                 {
636                         /* Swap two monsters */
637                         g_ptr->m_idx = om_idx;
638                         oc_ptr->m_idx = nm_idx;
639
640                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
641                         {
642                                 monster_type *om_ptr = &current_floor_ptr->m_list[om_idx];
643                                 om_ptr->fy = ny;
644                                 om_ptr->fx = nx;
645                                 update_monster(om_idx, TRUE);
646                         }
647
648                         if (nm_idx > 0) /* Monster on new spot */
649                         {
650                                 monster_type *nm_ptr = &current_floor_ptr->m_list[nm_idx];
651                                 nm_ptr->fy = oy;
652                                 nm_ptr->fx = ox;
653                                 update_monster(nm_idx, TRUE);
654                         }
655                 }
656
657                 lite_spot(oy, ox);
658                 lite_spot(ny, nx);
659
660                 /* Check for new panel (redraw map) */
661                 verify_panel();
662
663                 if (mpe_mode & MPE_FORGET_FLOW)
664                 {
665                         forget_flow();
666
667                         p_ptr->update |= (PU_UN_VIEW);
668                         p_ptr->redraw |= (PR_MAP);
669                 }
670
671                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
672                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
673
674                 /* Remove "unsafe" flag */
675                 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
676
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();
680
681                 if (p_ptr->pclass == CLASS_NINJA)
682                 {
683                         if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
684                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
685                 }
686
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))))
690                 {
691                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
692                         set_action(ACTION_NONE);
693                 }
694                 if (p_ptr->prace == RACE_MERFOLK)
695                 {
696                         if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
697                         {
698                                 p_ptr->update |= PU_BONUS;
699                                 update_creature(p_ptr);
700                         }
701                 }
702         }
703
704         if (mpe_mode & MPE_ENERGY_USE)
705         {
706                 if (music_singing(MUSIC_WALL))
707                 {
708                         (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
709                                 PROJECT_KILL | PROJECT_ITEM, -1);
710
711                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
712                 }
713
714                 /* Spontaneous Searching */
715                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
716                 {
717                         search();
718                 }
719
720                 /* Continuous Searching */
721                 if (p_ptr->action == ACTION_SEARCH)
722                 {
723                         search();
724                 }
725         }
726
727         /* Handle "objects" */
728         if (!(mpe_mode & MPE_DONT_PICKUP))
729         {
730                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
731         }
732
733         /* Handle "store doors" */
734         if (have_flag(f_ptr->flags, FF_STORE))
735         {
736                 disturb(FALSE, TRUE);
737
738                 free_turn(p_ptr);
739                 /* Hack -- Enter store */
740                 command_new = SPECIAL_KEY_STORE;
741         }
742
743         /* Handle "building doors" -KMW- */
744         else if (have_flag(f_ptr->flags, FF_BLDG))
745         {
746                 disturb(FALSE, TRUE);
747
748                 free_turn(p_ptr);
749                 /* Hack -- Enter building */
750                 command_new = SPECIAL_KEY_BUILDING;
751         }
752
753         /* Handle quest areas -KMW- */
754         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
755         {
756                 disturb(FALSE, TRUE);
757
758                 free_turn(p_ptr);
759                 /* Hack -- Enter quest level */
760                 command_new = SPECIAL_KEY_QUEST;
761         }
762
763         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
764         {
765                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
766                 {
767                         complete_quest(p_ptr->inside_quest);
768                 }
769
770                 leave_quest_check();
771
772                 p_ptr->inside_quest = g_ptr->special;
773                 current_floor_ptr->dun_level = 0;
774                 p_ptr->oldpx = 0;
775                 p_ptr->oldpy = 0;
776
777                 p_ptr->leaving = TRUE;
778         }
779
780         /* Set off a trap */
781         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
782         {
783                 disturb(FALSE, TRUE);
784
785                 /* Hidden trap */
786                 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
787                 {
788                         msg_print(_("トラップだ!", "You found a trap!"));
789
790                         /* Pick a trap */
791                         disclose_grid(p_ptr->y, p_ptr->x);
792                 }
793
794                 /* Hit the trap */
795                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
796
797                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
798         }
799
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))
803         {
804                 /* No duplicate warning */
805                 p_ptr->dtrap = FALSE;
806
807                 /* You are just on the edge */
808                 if (!(g_ptr->info & CAVE_UNSAFE))
809                 {
810                         if (alert_trap_detect)
811                         {
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!*"));
813                         }
814
815                         if (disturb_trap_detect) disturb(FALSE, TRUE);
816                 }
817         }
818
819         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
820 }
821
822 /*!
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
824  * @param feat 地形ID
825  * @return トラップが自動的に無効ならばTRUEを返す
826  */
827 bool trap_can_be_ignored(FEAT_IDX feat)
828 {
829         feature_type *f_ptr = &f_info[feat];
830
831         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
832
833         switch (f_ptr->subtype)
834         {
835         case TRAP_TRAPDOOR:
836         case TRAP_PIT:
837         case TRAP_SPIKED_PIT:
838         case TRAP_POISON_PIT:
839                 if (p_ptr->levitation) return TRUE;
840                 break;
841         case TRAP_TELEPORT:
842                 if (p_ptr->anti_tele) return TRUE;
843                 break;
844         case TRAP_FIRE:
845                 if (p_ptr->immune_fire) return TRUE;
846                 break;
847         case TRAP_ACID:
848                 if (p_ptr->immune_acid) return TRUE;
849                 break;
850         case TRAP_BLIND:
851                 if (p_ptr->resist_blind) return TRUE;
852                 break;
853         case TRAP_CONFUSE:
854                 if (p_ptr->resist_conf) return TRUE;
855                 break;
856         case TRAP_POISON:
857                 if (p_ptr->resist_pois) return TRUE;
858                 break;
859         case TRAP_SLEEP:
860                 if (p_ptr->free_act) return TRUE;
861                 break;
862         }
863
864         return FALSE;
865 }
866
867
868 /*
869  * Determine if a "boundary" grid is "floor mimic"
870  */
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))
876
877
878 /*!
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.
881  * @param dir 移動方向ID
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。
885  * @note
886  * This routine should (probably) always induce energy expenditure.\n
887  * @details
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
891  */
892 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
893 {
894         /* Find the result of moving */
895         POSITION y = p_ptr->y + ddy[dir];
896         POSITION x = p_ptr->x + ddx[dir];
897
898         /* Examine the destination */
899         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
900
901         feature_type *f_ptr = &f_info[g_ptr->feat];
902
903         monster_type *m_ptr;
904
905         monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
906         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0];
907
908         GAME_TEXT m_name[MAX_NLEN];
909
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;
913
914         bool oktomove = TRUE;
915         bool do_past = FALSE;
916
917         /* Exit the area */
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)))
921         {
922                 /* Can the player enter the grid? */
923                 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
924                 {
925                         /* Hack: move to new area */
926                         if ((y == 0) && (x == 0))
927                         {
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;
933                         }
934
935                         else if ((y == 0) && (x == MAX_WID - 1))
936                         {
937                                 p_ptr->wilderness_y--;
938                                 p_ptr->wilderness_x++;
939                                 p_ptr->oldpy = current_floor_ptr->height - 2;
940                                 p_ptr->oldpx = 1;
941                                 p_ptr->ambush_flag = FALSE;
942                         }
943
944                         else if ((y == MAX_HGT - 1) && (x == 0))
945                         {
946                                 p_ptr->wilderness_y++;
947                                 p_ptr->wilderness_x--;
948                                 p_ptr->oldpy = 1;
949                                 p_ptr->oldpx = current_floor_ptr->width - 2;
950                                 p_ptr->ambush_flag = FALSE;
951                         }
952
953                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
954                         {
955                                 p_ptr->wilderness_y++;
956                                 p_ptr->wilderness_x++;
957                                 p_ptr->oldpy = 1;
958                                 p_ptr->oldpx = 1;
959                                 p_ptr->ambush_flag = FALSE;
960                         }
961
962                         else if (y == 0)
963                         {
964                                 p_ptr->wilderness_y--;
965                                 p_ptr->oldpy = current_floor_ptr->height - 2;
966                                 p_ptr->oldpx = x;
967                                 p_ptr->ambush_flag = FALSE;
968                         }
969
970                         else if (y == MAX_HGT - 1)
971                         {
972                                 p_ptr->wilderness_y++;
973                                 p_ptr->oldpy = 1;
974                                 p_ptr->oldpx = x;
975                                 p_ptr->ambush_flag = FALSE;
976                         }
977
978                         else if (x == 0)
979                         {
980                                 p_ptr->wilderness_x--;
981                                 p_ptr->oldpx = current_floor_ptr->width - 2;
982                                 p_ptr->oldpy = y;
983                                 p_ptr->ambush_flag = FALSE;
984                         }
985
986                         else if (x == MAX_WID - 1)
987                         {
988                                 p_ptr->wilderness_x++;
989                                 p_ptr->oldpx = 1;
990                                 p_ptr->oldpy = y;
991                                 p_ptr->ambush_flag = FALSE;
992                         }
993
994                         p_ptr->leaving = TRUE;
995                         take_turn(p_ptr, 100);
996
997                         return;
998                 }
999
1000                 /* "Blocked" message appears later */
1001                 /* oktomove = FALSE; */
1002                 p_can_enter = FALSE;
1003         }
1004
1005         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
1006
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;
1009
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);
1015
1016         /* Hack -- attack monsters */
1017         if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1018         {
1019                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1020
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))
1026                 {
1027                         /* Disturb the monster */
1028                         (void)set_monster_csleep(g_ptr->m_idx, 0);
1029
1030                         /* Extract monster name (or "it") */
1031                         monster_desc(m_name, m_ptr, 0);
1032
1033                         if (m_ptr->ml)
1034                         {
1035                                 /* Auto-Recall if possible and visible */
1036                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1037
1038                                 /* Track a new monster */
1039                                 health_track(g_ptr->m_idx);
1040                         }
1041
1042                         /* displace? */
1043                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1044                         {
1045                                 py_attack(y, x, 0);
1046                                 oktomove = FALSE;
1047                         }
1048                         else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1049                         {
1050                                 do_past = TRUE;
1051                         }
1052                         else
1053                         {
1054                                 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1055                                 free_turn(p_ptr);
1056                                 oktomove = FALSE;
1057                         }
1058
1059                         /* now continue on to 'movement' */
1060                 }
1061                 else
1062                 {
1063                         py_attack(y, x, 0);
1064                         oktomove = FALSE;
1065                 }
1066         }
1067
1068         if (oktomove && p_ptr->riding)
1069         {
1070                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1071                 {
1072                         msg_print(_("動けない!", "Can't move!"));
1073                         free_turn(p_ptr);
1074                         oktomove = FALSE;
1075                         disturb(FALSE, TRUE);
1076                 }
1077                 else if (MON_MONFEAR(riding_m_ptr))
1078                 {
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);
1082                         oktomove = FALSE;
1083                         disturb(FALSE, TRUE);
1084                 }
1085                 else if (p_ptr->riding_ryoute)
1086                 {
1087                         oktomove = FALSE;
1088                         disturb(FALSE, TRUE);
1089                 }
1090                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1091                 {
1092                         /* Allow moving */
1093                 }
1094                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1095                 {
1096                         /* Allow moving */
1097                 }
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)))
1101                 {
1102                         msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1103                         free_turn(p_ptr);
1104                         oktomove = FALSE;
1105                         disturb(FALSE, TRUE);
1106                 }
1107                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1108                 {
1109                         msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name);
1110                         free_turn(p_ptr);
1111                         oktomove = FALSE;
1112                         disturb(FALSE, TRUE);
1113                 }
1114                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1115                 {
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);
1117                         free_turn(p_ptr);
1118                         oktomove = FALSE;
1119                         disturb(FALSE, TRUE);
1120                 }
1121
1122                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1123                 {
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);
1127                         oktomove = FALSE;
1128                         disturb(FALSE, TRUE);
1129                 }
1130         }
1131
1132         if (!oktomove)
1133         {
1134         }
1135
1136         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1137         {
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);
1139                 free_turn(p_ptr);
1140                 p_ptr->running = 0;
1141                 oktomove = FALSE;
1142         }
1143
1144         /*
1145          * Player can move through trees and
1146          * has effective -10 speed
1147          * Rangers can move without penality
1148          */
1149         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1150         {
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;
1152         }
1153
1154
1155         /* Disarm a visible trap */
1156         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1157         {
1158                 if (!trap_can_be_ignored(g_ptr->feat))
1159                 {
1160                         (void)do_cmd_disarm_aux(y, x, dir);
1161                         return;
1162                 }
1163         }
1164
1165
1166         /* Player can not walk through "walls" unless in wraith form...*/
1167         else if (!p_can_enter && !p_can_kill_walls)
1168         {
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;
1173
1174                 oktomove = FALSE;
1175
1176                 /* Notice things in the dark */
1177                 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1178                 {
1179                         /* Boundary floor mimic */
1180                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1181                         {
1182                                 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1183                         }
1184
1185                         /* Wall (or secret door) */
1186                         else
1187                         {
1188 #ifdef JP
1189                                 msg_format("%sが行く手をはばんでいるようだ。", name);
1190 #else
1191                                 msg_format("You feel %s %s blocking your way.",
1192                                         is_a_vowel(name[0]) ? "an" : "a", name);
1193 #endif
1194
1195                                 g_ptr->info |= (CAVE_MARK);
1196                                 lite_spot(y, x);
1197                         }
1198                 }
1199
1200                 /* Notice things */
1201                 else
1202                 {
1203                         /* Boundary floor mimic */
1204                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1205                         {
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))
1208                                         free_turn(p_ptr);
1209                         }
1210
1211                         /* Wall (or secret door) */
1212                         else
1213                         {
1214                                 /* Closed doors */
1215                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1216
1217 #ifdef JP
1218                                 msg_format("%sが行く手をはばんでいる。", name);
1219 #else
1220                                 msg_format("There is %s %s blocking your way.",
1221                                         is_a_vowel(name[0]) ? "an" : "a", name);
1222 #endif
1223
1224                                 /*
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...
1228                                  */
1229                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1230                                         free_turn(p_ptr);
1231                         }
1232                 }
1233
1234                 disturb(FALSE, TRUE);
1235
1236                 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1237         }
1238
1239         /* Normal movement */
1240         if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1241         {
1242                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1243                 {
1244                         free_turn(p_ptr);
1245                 }
1246
1247                 /* To avoid a loop with running */
1248                 disturb(FALSE, TRUE);
1249
1250                 oktomove = FALSE;
1251         }
1252
1253         /* Normal movement */
1254         if (oktomove)
1255         {
1256                 u32b mpe_mode = MPE_ENERGY_USE;
1257
1258                 if (p_ptr->warning)
1259                 {
1260                         if (!process_warning(x, y))
1261                         {
1262                                 p_ptr->energy_use = 25;
1263                                 return;
1264                         }
1265                 }
1266
1267                 if (do_past)
1268                 {
1269                         msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1270                 }
1271
1272                 /* Change oldpx and oldpy to place the player well when going back to big mode */
1273                 if (p_ptr->wild_mode)
1274                 {
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;
1281                 }
1282
1283                 if (p_can_kill_walls)
1284                 {
1285                         cave_alter_feat(y, x, FF_HURT_DISI);
1286
1287                         /* Update some things -- similar to GF_KILL_WALL */
1288                         p_ptr->update |= (PU_FLOW);
1289                 }
1290
1291                 /* sound(SOUND_WALK); */
1292
1293                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1294                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1295
1296                 (void)move_player_effect(y, x, mpe_mode);
1297         }
1298 }
1299
1300
1301 static bool ignore_avoid_run;
1302
1303 /*!
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
1307  * @param y 移動元のY座標
1308  * @param x 移動元のX座標
1309  * @return 移動先が既知の壁ならばTRUE
1310  */
1311 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1312 {
1313         grid_type *g_ptr;
1314
1315         /* Get the new location */
1316         y += ddy[dir];
1317         x += ddx[dir];
1318
1319         /* Illegal grids are not known walls */
1320         if (!in_bounds2(y, x)) return (FALSE);
1321
1322         /* Access grid */
1323         g_ptr = &current_floor_ptr->grid_array[y][x];
1324
1325         /* Must be known to the player */
1326         if (g_ptr->info & (CAVE_MARK))
1327         {
1328                 /* Feature code (applying "mimic" field) */
1329                 s16b         feat = get_feat_mimic(g_ptr);
1330                 feature_type *f_ptr = &f_info[feat];
1331
1332                 /* Wall grids are known walls */
1333                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1334
1335                 /* Don't run on a tree unless explicitly requested */
1336                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1337                         return TRUE;
1338
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);
1342         }
1343
1344         return FALSE;
1345 }
1346
1347
1348 /*!
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
1352  * @param y 移動元のY座標
1353  * @param x 移動元のX座標
1354  * @return 移動先が未知の地形ならばTRUE
1355  */
1356 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1357 {
1358         /* Get the new location */
1359         y += ddy[dir];
1360         x += ddx[dir];
1361
1362         /* Illegal grids are unknown */
1363         if (!in_bounds2(y, x)) return (TRUE);
1364
1365         /* Memorized grids are always known */
1366         if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1367
1368         /* Viewable door/wall grids are known */
1369         if (player_can_see_bold(y, x)) return (FALSE);
1370
1371         /* Default */
1372         return (TRUE);
1373 }
1374
1375
1376 /*
1377  * Hack -- allow quick "cycling" through the legal directions
1378  */
1379 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1380
1381 /*
1382  * Hack -- map each direction into the "middle" of the "cycle[]" array
1383  */
1384 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1385
1386 /*
1387  * The direction we are running
1388  */
1389 static DIRECTION find_current;
1390
1391 /*
1392  * The direction we came from
1393  */
1394 static DIRECTION find_prevdir;
1395
1396 /*
1397  * We are looking for open area
1398  */
1399 static bool find_openarea;
1400
1401 /*
1402  * We are looking for a break
1403  */
1404 static bool find_breakright;
1405 static bool find_breakleft;
1406
1407 /*!
1408  * @brief ダッシュ処理の導入 /
1409  * Initialize the running algorithm for a new direction.
1410  * @param dir 導入の移動先
1411  * @details
1412  * Diagonal Corridor -- allow diaginal entry into corridors.\n
1413  *\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
1417  *\n
1418  * Diagonal Corridor    Blunt Corridor (?)\n
1419  *       \# \#                  \#\n
1420  *       \#x\#                  \@x\#\n
1421  *       \@\@p.                  p\n
1422  */
1423 static void run_init(DIRECTION dir)
1424 {
1425         int row, col, deepleft, deepright;
1426         int i, shortleft, shortright;
1427
1428         /* Save the direction */
1429         find_current = dir;
1430
1431         /* Assume running straight */
1432         find_prevdir = dir;
1433
1434         /* Assume looking for open area */
1435         find_openarea = TRUE;
1436
1437         /* Assume not looking for breaks */
1438         find_breakright = find_breakleft = FALSE;
1439
1440         /* Assume no nearby walls */
1441         deepleft = deepright = FALSE;
1442         shortright = shortleft = FALSE;
1443
1444         p_ptr->run_py = p_ptr->y;
1445         p_ptr->run_px = p_ptr->x;
1446
1447         /* Find the destination grid */
1448         row = p_ptr->y + ddy[dir];
1449         col = p_ptr->x + ddx[dir];
1450
1451         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1452
1453         /* Extract cycle index */
1454         i = chome[dir];
1455
1456         /* Check for walls */
1457         if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1458         {
1459                 find_breakleft = TRUE;
1460                 shortleft = TRUE;
1461         }
1462         else if (see_wall(cycle[i+1], row, col))
1463         {
1464                 find_breakleft = TRUE;
1465                 deepleft = TRUE;
1466         }
1467
1468         /* Check for walls */
1469         if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1470         {
1471                 find_breakright = TRUE;
1472                 shortright = TRUE;
1473         }
1474         else if (see_wall(cycle[i-1], row, col))
1475         {
1476                 find_breakright = TRUE;
1477                 deepright = TRUE;
1478         }
1479
1480         /* Looking for a break */
1481         if (find_breakleft && find_breakright)
1482         {
1483                 /* Not looking for open area */
1484                 find_openarea = FALSE;
1485
1486                 /* Hack -- allow angled corridor entry */
1487                 if (dir & 0x01)
1488                 {
1489                         if (deepleft && !deepright)
1490                         {
1491                                 find_prevdir = cycle[i - 1];
1492                         }
1493                         else if (deepright && !deepleft)
1494                         {
1495                                 find_prevdir = cycle[i + 1];
1496                         }
1497                 }
1498
1499                 /* Hack -- allow blunt corridor entry */
1500                 else if (see_wall(cycle[i], row, col))
1501                 {
1502                         if (shortleft && !shortright)
1503                         {
1504                                 find_prevdir = cycle[i - 2];
1505                         }
1506                         else if (shortright && !shortleft)
1507                         {
1508                                 find_prevdir = cycle[i + 2];
1509                         }
1510                 }
1511         }
1512 }
1513
1514
1515 /*!
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
1518  * @return
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
1521  */
1522 static bool run_test(void)
1523 {
1524         DIRECTION prev_dir, new_dir, check_dir = 0;
1525         int row, col;
1526         int i, max, inv;
1527         int option = 0, option2 = 0;
1528         grid_type *g_ptr;
1529         FEAT_IDX feat;
1530         feature_type *f_ptr;
1531
1532         /* Where we came from */
1533         prev_dir = find_prevdir;
1534
1535
1536         /* Range of newly adjacent grids */
1537         max = (prev_dir & 0x01) + 1;
1538
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))
1542         {
1543                 /* No duplicate warning */
1544                 p_ptr->dtrap = FALSE;
1545
1546                 /* You are just on the edge */
1547                 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1548                 {
1549                         if (alert_trap_detect)
1550                         {
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!*"));
1552                         }
1553
1554                         if (disturb_trap_detect)
1555                         {
1556                                 /* Break Run */
1557                                 return(TRUE);
1558                         }
1559                 }
1560         }
1561
1562         /* Look at every newly adjacent square. */
1563         for (i = -max; i <= max; i++)
1564         {
1565                 OBJECT_IDX this_o_idx, next_o_idx = 0;
1566
1567                 /* New direction */
1568                 new_dir = cycle[chome[prev_dir] + i];
1569
1570                 /* New location */
1571                 row = p_ptr->y + ddy[new_dir];
1572                 col = p_ptr->x + ddx[new_dir];
1573
1574                 /* Access grid */
1575                 g_ptr = &current_floor_ptr->grid_array[row][col];
1576
1577                 /* Feature code (applying "mimic" field) */
1578                 feat = get_feat_mimic(g_ptr);
1579                 f_ptr = &f_info[feat];
1580
1581                 /* Visible monsters abort running */
1582                 if (g_ptr->m_idx)
1583                 {
1584                         monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
1585
1586                         /* Visible monster */
1587                         if (m_ptr->ml) return (TRUE);
1588                 }
1589
1590                 /* Visible objects abort running */
1591                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1592                 {
1593                         object_type *o_ptr;
1594                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
1595                         next_o_idx = o_ptr->next_o_idx;
1596
1597                         /* Visible object */
1598                         if (o_ptr->marked & OM_FOUND) return (TRUE);
1599                 }
1600
1601                 /* Assume unknown */
1602                 inv = TRUE;
1603
1604                 /* Check memorized grids */
1605                 if (g_ptr->info & (CAVE_MARK))
1606                 {
1607                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1608
1609                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
1610                         {
1611                                 /* Open doors */
1612                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1613                                 {
1614                                         /* Option -- ignore */
1615                                         notice = FALSE;
1616                                 }
1617
1618                                 /* Stairs */
1619                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1620                                 {
1621                                         /* Option -- ignore */
1622                                         notice = FALSE;
1623                                 }
1624
1625                                 /* Lava */
1626                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1627                                 {
1628                                         /* Ignore */
1629                                         notice = FALSE;
1630                                 }
1631
1632                                 /* Deep water */
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())))
1635                                 {
1636                                         /* Ignore */
1637                                         notice = FALSE;
1638                                 }
1639                         }
1640
1641                         /* Interesting feature */
1642                         if (notice) return (TRUE);
1643
1644                         /* The grid is "visible" */
1645                         inv = FALSE;
1646                 }
1647
1648                 /* Analyze unknown grids and floors considering mimic */
1649                 if (inv || !see_wall(0, row, col))
1650                 {
1651                         /* Looking for open area */
1652                         if (find_openarea)
1653                         {
1654                                 /* Nothing */
1655                         }
1656
1657                         /* The first new direction. */
1658                         else if (!option)
1659                         {
1660                                 option = new_dir;
1661                         }
1662
1663                         /* Three new directions. Stop running. */
1664                         else if (option2)
1665                         {
1666                                 return (TRUE);
1667                         }
1668
1669                         /* Two non-adjacent new directions.  Stop running. */
1670                         else if (option != cycle[chome[prev_dir] + i - 1])
1671                         {
1672                                 return (TRUE);
1673                         }
1674
1675                         /* Two new (adjacent) directions (case 1) */
1676                         else if (new_dir & 0x01)
1677                         {
1678                                 check_dir = cycle[chome[prev_dir] + i - 2];
1679                                 option2 = new_dir;
1680                         }
1681
1682                         /* Two new (adjacent) directions (case 2) */
1683                         else
1684                         {
1685                                 check_dir = cycle[chome[prev_dir] + i + 1];
1686                                 option2 = option;
1687                                 option = new_dir;
1688                         }
1689                 }
1690
1691                 /* Obstacle, while looking for open area */
1692                 else
1693                 {
1694                         if (find_openarea)
1695                         {
1696                                 if (i < 0)
1697                                 {
1698                                         /* Break to the right */
1699                                         find_breakright = TRUE;
1700                                 }
1701
1702                                 else if (i > 0)
1703                                 {
1704                                         /* Break to the left */
1705                                         find_breakleft = TRUE;
1706                                 }
1707                         }
1708                 }
1709         }
1710
1711         /* Looking for open area */
1712         if (find_openarea)
1713         {
1714                 /* Hack -- look again */
1715                 for (i = -max; i < 0; i++)
1716                 {
1717                         /* Unknown grid or non-wall */
1718                         if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1719                         {
1720                                 /* Looking to break right */
1721                                 if (find_breakright)
1722                                 {
1723                                         return (TRUE);
1724                                 }
1725                         }
1726
1727                         /* Obstacle */
1728                         else
1729                         {
1730                                 /* Looking to break left */
1731                                 if (find_breakleft)
1732                                 {
1733                                         return (TRUE);
1734                                 }
1735                         }
1736                 }
1737
1738                 /* Hack -- look again */
1739                 for (i = max; i > 0; i--)
1740                 {
1741                         /* Unknown grid or non-wall */
1742                         if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1743                         {
1744                                 /* Looking to break left */
1745                                 if (find_breakleft)
1746                                 {
1747                                         return (TRUE);
1748                                 }
1749                         }
1750
1751                         /* Obstacle */
1752                         else
1753                         {
1754                                 /* Looking to break right */
1755                                 if (find_breakright)
1756                                 {
1757                                         return (TRUE);
1758                                 }
1759                         }
1760                 }
1761         }
1762
1763         /* Not looking for open area */
1764         else
1765         {
1766                 /* No options */
1767                 if (!option)
1768                 {
1769                         return (TRUE);
1770                 }
1771
1772                 /* One option */
1773                 else if (!option2)
1774                 {
1775                         /* Primary option */
1776                         find_current = option;
1777
1778                         /* No other options */
1779                         find_prevdir = option;
1780                 }
1781
1782                 /* Two options, examining corners */
1783                 else if (!find_cut)
1784                 {
1785                         /* Primary option */
1786                         find_current = option;
1787
1788                         /* Hack -- allow curving */
1789                         find_prevdir = option2;
1790                 }
1791
1792                 /* Two options, pick one */
1793                 else
1794                 {
1795                         /* Get next location */
1796                         row = p_ptr->y + ddy[option];
1797                         col = p_ptr->x + ddx[option];
1798
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))
1803                         {
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))
1808                                 {
1809                                         find_current = option;
1810                                         find_prevdir = option2;
1811                                 }
1812
1813                                 /* STOP: we are next to an intersection or a room */
1814                                 else
1815                                 {
1816                                         return (TRUE);
1817                                 }
1818                         }
1819
1820                         /* This corner is seen to be enclosed; we cut the corner. */
1821                         else if (find_cut)
1822                         {
1823                                 find_current = option2;
1824                                 find_prevdir = option2;
1825                         }
1826
1827                         /* This corner is seen to be enclosed, and we */
1828                         /* deliberately go the long way. */
1829                         else
1830                         {
1831                                 find_current = option;
1832                                 find_prevdir = option2;
1833                         }
1834                 }
1835         }
1836
1837         /* About to hit a known wall, stop */
1838         if (see_wall(find_current, p_ptr->y, p_ptr->x))
1839         {
1840                 return (TRUE);
1841         }
1842
1843         /* Failure */
1844         return (FALSE);
1845 }
1846
1847
1848
1849 /*!
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
1853  * @return なし
1854  */
1855 void run_step(DIRECTION dir)
1856 {
1857         /* Start running */
1858         if (dir)
1859         {
1860                 /* Ignore AVOID_RUN on a first step */
1861                 ignore_avoid_run = TRUE;
1862
1863                 /* Hack -- do not start silly run */
1864                 if (see_wall(dir, p_ptr->y, p_ptr->x))
1865                 {
1866                         sound(SOUND_HITWALL);
1867
1868                         msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1869
1870                         disturb(FALSE, FALSE);
1871
1872                         return;
1873                 }
1874
1875                 run_init(dir);
1876         }
1877
1878         /* Keep running */
1879         else
1880         {
1881                 /* Update run */
1882                 if (run_test())
1883                 {
1884                         disturb(FALSE, FALSE);
1885
1886                         return;
1887                 }
1888         }
1889
1890         /* Decrease the run counter */
1891         if (--p_ptr->running <= 0) return;
1892
1893         /* Take time */
1894         take_turn(p_ptr, 100);
1895
1896         /* Move the player, using the "pickup" flag */
1897         move_player(find_current, FALSE, FALSE);
1898
1899         if (player_bold(p_ptr->run_py, p_ptr->run_px))
1900         {
1901                 p_ptr->run_py = 0;
1902                 p_ptr->run_px = 0;
1903                 disturb(FALSE, FALSE);
1904         }
1905 }
1906
1907
1908 #ifdef TRAVEL
1909
1910 /*!
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
1914  * @return 次の方向
1915  */
1916 static DIRECTION travel_test(DIRECTION prev_dir)
1917 {
1918         DIRECTION new_dir = 0;
1919         int i, max;
1920         const grid_type *g_ptr;
1921         int cost;
1922
1923         /* Cannot travel when blind */
1924         if (p_ptr->blind || no_lite())
1925         {
1926                 msg_print(_("目が見えない!", "You cannot see!"));
1927                 return (0);
1928         }
1929
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))
1933         {
1934                 /* No duplicate warning */
1935                 p_ptr->dtrap = FALSE;
1936
1937                 /* You are just on the edge */
1938                 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1939                 {
1940                         if (alert_trap_detect)
1941                         {
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!*"));
1943                         }
1944
1945                         if (disturb_trap_detect)
1946                         {
1947                                 /* Break Run */
1948                                 return (0);
1949                         }
1950                 }
1951         }
1952
1953         /* Range of newly adjacent grids */
1954         max = (prev_dir & 0x01) + 1;
1955
1956         /* Look at every newly adjacent square. */
1957         for (i = -max; i <= max; i++)
1958         {
1959                 /* New direction */
1960                 DIRECTION dir = cycle[chome[prev_dir] + i];
1961
1962                 /* New location */
1963                 POSITION row = p_ptr->y + ddy[dir];
1964                 POSITION col = p_ptr->x + ddx[dir];
1965
1966                 /* Access grid */
1967                 g_ptr = &current_floor_ptr->grid_array[row][col];
1968
1969                 /* Visible monsters abort running */
1970                 if (g_ptr->m_idx)
1971                 {
1972                         monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
1973
1974                         /* Visible monster */
1975                         if (m_ptr->ml) return (0);
1976                 }
1977
1978         }
1979
1980         /* Travel cost of current grid */
1981         cost = travel.cost[p_ptr->y][p_ptr->x];
1982
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]];
1986
1987                 if (dir_cost < cost)
1988                 {
1989                         new_dir = ddd[i];
1990                         cost = dir_cost;
1991                 }
1992         }
1993
1994         if (!new_dir) return (0);
1995
1996         /* Access newly move grid */
1997         g_ptr = &current_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
1998
1999         /* Close door abort traveling */
2000         if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2001
2002         /* Visible and unignorable trap abort tarveling */
2003         if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2004
2005         /* Move new grid */
2006         return (new_dir);
2007 }
2008
2009
2010 /*!
2011  * @brief トラベル機能の実装 /
2012  * Travel command
2013  * @return なし
2014  */
2015 void travel_step(void)
2016 {
2017         /* Get travel direction */
2018         travel.dir = travel_test(travel.dir);
2019
2020         if (!travel.dir)
2021         {
2022                 if (travel.run == 255)
2023                 {
2024                         msg_print(_("道筋が見つかりません!", "No route is found!"));
2025                         travel.y = travel.x = 0;
2026                 }
2027                 disturb(FALSE, TRUE);
2028                 return;
2029         }
2030
2031         take_turn(p_ptr, 100);
2032
2033         move_player(travel.dir, always_pickup, FALSE);
2034
2035         if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2036         {
2037                 travel.run = 0;
2038                 travel.y = travel.x = 0;
2039         }
2040         else if (travel.run > 0)
2041                 travel.run--;
2042
2043         /* Travel Delay */
2044         Term_xtra(TERM_XTRA_DELAY, delay_factor);
2045 }
2046 #endif
2047
2048
2049 #ifdef TRAVEL
2050 /*
2051  * Hack: travel command
2052  */
2053 #define TRAVEL_UNABLE 9999
2054
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];
2059
2060 /*!
2061  * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2062  * @return なし
2063  */
2064 void forget_travel_flow(void)
2065 {
2066         POSITION x, y;
2067         /* Check the entire dungeon / Forget the old data */
2068         for (y = 0; y < current_floor_ptr->height; y++)
2069         {
2070                 for (x = 0; x < current_floor_ptr->width; x++)
2071                 {
2072
2073                         travel.cost[y][x] = MAX_SHORT;
2074                 }
2075         }
2076         travel.y = travel.x = 0;
2077 }
2078
2079 /*!
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
2081  * @param y 該当地点のY座標
2082  * @param x 該当地点のX座標
2083  * @return コスト値
2084  */
2085 static int travel_flow_cost(POSITION y, POSITION x)
2086 {
2087         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2088         int cost = 1;
2089
2090         /* Avoid obstacles (ex. trees) */
2091         if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2092
2093         /* Water */
2094         if (have_flag(f_ptr->flags, FF_WATER))
2095         {
2096                 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2097         }
2098
2099         /* Lava */
2100         if (have_flag(f_ptr->flags, FF_LAVA))
2101         {
2102                 int lava = 2;
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;
2106
2107                 cost += lava;
2108         }
2109
2110         /* Detected traps and doors */
2111         if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2112         {
2113                 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2114                 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2115         }
2116
2117         return (cost);
2118 }
2119
2120 /*!
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
2122  * @param y 目標地点のY座標
2123  * @param x 目標地点のX座標
2124  * @param n 現在のコスト
2125  * @param wall プレイヤーが壁の中にいるならばTRUE
2126  * @return なし
2127  */
2128 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2129 {
2130         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
2131         feature_type *f_ptr = &f_info[g_ptr->feat];
2132         int old_head = flow_head;
2133         int add_cost = 1;
2134         int base_cost = (n % TRAVEL_UNABLE);
2135         int from_wall = (n / TRAVEL_UNABLE);
2136         int cost;
2137
2138         /* Ignore out of bounds */
2139         if (!in_bounds(y, x)) return;
2140
2141         /* Ignore unknown grid except in wilderness */
2142         if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2143
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))
2149         {
2150                 if (!wall || !from_wall) return;
2151                 add_cost += TRAVEL_UNABLE;
2152         }
2153         else
2154         {
2155                 add_cost = travel_flow_cost(y, x);
2156         }
2157
2158         cost = base_cost + add_cost;
2159
2160         /* Ignore lower cost entries */
2161         if (travel.cost[y][x] <= cost) return;
2162
2163         /* Save the flow cost */
2164         travel.cost[y][x] = cost;
2165
2166         /* Enqueue that entry */
2167         temp2_y[flow_head] = y;
2168         temp2_x[flow_head] = x;
2169
2170         /* Advance the queue */
2171         if (++flow_head == MAX_SHORT) flow_head = 0;
2172
2173         /* Hack -- notice overflow by forgetting new entry */
2174         if (flow_head == flow_tail) flow_head = old_head;
2175
2176         return;
2177 }
2178
2179 /*!
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
2183  * @return なし
2184  */
2185 static void travel_flow(POSITION ty, POSITION tx)
2186 {
2187         POSITION x, y;
2188         DIRECTION d;
2189         bool wall = FALSE;
2190         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2191
2192         /* Reset the "queue" */
2193         flow_head = flow_tail = 0;
2194
2195         /* is player in the wall? */
2196         if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2197
2198         /* Start at the target grid */
2199         travel_flow_aux(ty, tx, 0, wall);
2200
2201         /* Now process the queue */
2202         while (flow_head != flow_tail)
2203         {
2204                 /* Extract the next entry */
2205                 y = temp2_y[flow_tail];
2206                 x = temp2_x[flow_tail];
2207
2208                 /* Forget that entry */
2209                 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2210
2211                 /* Ignore too far entries */
2212                 //if (distance(ty, tx, y, x) > 100) continue;
2213
2214                 /* Add the "children" */
2215                 for (d = 0; d < 8; d++)
2216                 {
2217                         /* Add that child if "legal" */
2218                         travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2219                 }
2220         }
2221
2222         /* Forget the flow info */
2223         flow_head = flow_tail = 0;
2224 }
2225
2226 /*!
2227  * @brief トラベル処理のメインルーチン
2228  * @return なし
2229  */
2230 void do_cmd_travel(void)
2231 {
2232         POSITION x, y;
2233         int i;
2234         POSITION dx, dy, sx, sy;
2235         feature_type *f_ptr;
2236
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?")))
2239         {
2240                 y = travel.y;
2241                 x = travel.x;
2242         }
2243         else if (!tgt_pt(&x, &y)) return;
2244
2245         if ((x == p_ptr->x) && (y == p_ptr->y))
2246         {
2247                 msg_print(_("すでにそこにいます!", "You are already there!!"));
2248                 return;
2249         }
2250
2251         f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2252
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)))
2257         {
2258                 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2259                 return;
2260         }
2261
2262         forget_travel_flow();
2263         travel_flow(y, x);
2264
2265         travel.x = x;
2266         travel.y = y;
2267
2268         /* Travel till 255 steps */
2269         travel.run = 255;
2270         travel.dir = 0;
2271
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);
2277
2278         for (i = 1; i <= 9; i++)
2279         {
2280                 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2281         }
2282 }
2283 #endif
2284
2285 /*
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.
2290  */
2291 void disturb(bool stop_search, bool stop_travel)
2292 {
2293 #ifndef TRAVEL
2294         /* Unused */
2295         stop_travel = stop_travel;
2296 #endif
2297
2298         /* Cancel auto-commands */
2299         /* command_new = 0; */
2300
2301         /* Cancel repeated commands */
2302         if (command_rep)
2303         {
2304                 /* Cancel */
2305                 command_rep = 0;
2306
2307                 /* Redraw the state (later) */
2308                 p_ptr->redraw |= (PR_STATE);
2309         }
2310
2311         /* Cancel Resting */
2312         if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2313         {
2314                 /* Cancel */
2315                 set_action(ACTION_NONE);
2316         }
2317
2318         /* Cancel running */
2319         if (p_ptr->running)
2320         {
2321                 /* Cancel */
2322                 p_ptr->running = 0;
2323
2324                 /* Check for new panel if appropriate */
2325                 if (center_player && !center_running) verify_panel();
2326
2327                 /* Calculate torch radius */
2328                 p_ptr->update |= (PU_TORCH);
2329
2330                 /* Update monster flow */
2331                 p_ptr->update |= (PU_FLOW);
2332         }
2333
2334 #ifdef TRAVEL
2335         if (stop_travel)
2336         {
2337                 /* Cancel */
2338                 travel.run = 0;
2339
2340                 /* Check for new panel if appropriate */
2341                 if (center_player && !center_running) verify_panel();
2342
2343                 /* Calculate torch radius */
2344                 p_ptr->update |= (PU_TORCH);
2345         }
2346 #endif
2347
2348         /* Flush the input if requested */
2349         if (flush_disturb) flush();
2350 }