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.)
146 #include "projection.h"
148 #include "artifact.h"
149 #include "player-move.h"
150 #include "player-status.h"
151 #include "spells-floor.h"
157 * @brief 地形やその上のアイテムの隠された要素を明かす /
158 * Search for hidden things
159 * @param y 対象となるマスのY座標
160 * @param x 対象となるマスのX座標
163 static void discover_hidden_things(POSITION y, POSITION x)
165 OBJECT_IDX this_o_idx, next_o_idx = 0;
167 g_ptr = ¤t_floor_ptr->grid_array[y][x];
170 if (g_ptr->mimic && is_trap(g_ptr->feat))
175 msg_print(_("トラップを発見した。", "You have found a trap."));
177 disturb(FALSE, TRUE);
181 if (is_hidden_door(g_ptr))
183 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
188 disturb(FALSE, FALSE);
191 /* Scan all objects in the grid */
192 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
195 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
196 next_o_idx = o_ptr->next_o_idx;
198 /* Skip non-chests */
199 if (o_ptr->tval != TV_CHEST) continue;
201 /* Skip non-trapped chests */
202 if (!chest_traps[o_ptr->pval]) continue;
205 if (!object_is_known(o_ptr))
207 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!"));
213 disturb(FALSE, FALSE);
219 * @brief プレイヤーの探索処理判定
227 /* Start with base search ability */
228 chance = p_ptr->skill_srh;
230 /* Penalize various conditions */
231 if (p_ptr->blind || no_lite()) chance = chance / 10;
232 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
234 /* Search the nearby grids, which are always in bounds */
235 for (i = 0; i < 9; ++ i)
237 /* Sometimes, notice things */
238 if (randint0(100) < chance)
240 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
247 * @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 /
248 * Helper routine for py_pickup() and py_pickup_floor().
249 * @param o_idx 取得したオブジェクトの参照ID
252 * アイテムを拾った際に「2つのケーキを持っている」\n
253 * "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
255 * 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
257 * Add the given dungeon object to the character's inventory.\n
258 * Delete the object afterwards.\n
260 void py_pickup_aux(OBJECT_IDX o_idx)
265 GAME_TEXT o_name[MAX_NLEN];
266 GAME_TEXT old_name[MAX_NLEN];
270 GAME_TEXT o_name[MAX_NLEN];
275 o_ptr = ¤t_floor_ptr->o_list[o_idx];
278 object_desc(old_name, o_ptr, OD_NAME_ONLY);
279 object_desc_kosuu(kazu_str, o_ptr);
280 hirottakazu = o_ptr->number;
282 /* Carry the object */
283 slot = inven_carry(o_ptr);
285 /* Get the object again */
286 o_ptr = &inventory[slot];
288 delete_object_idx(o_idx);
290 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
292 bool old_known = identify_item(o_ptr);
294 /* Auto-inscription/destroy */
295 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
297 /* If it is destroyed, don't pick it up */
298 if (o_ptr->marked & OM_AUTODESTROY) return;
301 object_desc(o_name, o_ptr, 0);
304 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
306 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
307 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
308 msg_format("%sに襲いかかる...", p_ptr->name);
314 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
318 if (o_ptr->number > hirottakazu) {
319 msg_format("%s拾って、%s(%c)を持っている。",
320 kazu_str, o_name, index_to_label(slot));
322 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
326 strcpy(record_o_name, old_name);
328 msg_format("You have %s (%c).", o_name, index_to_label(slot));
329 strcpy(record_o_name, o_name);
331 record_turn = current_world_ptr->game_turn;
334 check_find_art_quest_completion(o_ptr);
339 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
340 * @param pickup 自動拾い処理を行うならばTRUEとする
343 * Player "wants" to pick up an object or gold.
344 * Note that we ONLY handle things that can be picked up.
345 * See "move_player()" for handling of other things.
347 void carry(bool pickup)
349 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
351 OBJECT_IDX this_o_idx, next_o_idx = 0;
353 GAME_TEXT o_name[MAX_NLEN];
355 /* Recenter the map around the player */
358 p_ptr->update |= (PU_MONSTERS);
359 p_ptr->redraw |= (PR_MAP);
360 p_ptr->window |= (PW_OVERHEAD);
363 /* Automatically pickup/destroy/inscribe items */
364 autopick_pickup_items(g_ptr);
368 py_pickup_floor(pickup);
372 /* Scan the pile of objects */
373 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
376 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
378 #ifdef ALLOW_EASY_SENSE /* TNB */
380 /* Option: Make item sensing easy */
383 /* Sense the object */
384 (void)sense_object(o_ptr);
387 #endif /* ALLOW_EASY_SENSE -- TNB */
389 object_desc(o_name, o_ptr, 0);
390 next_o_idx = o_ptr->next_o_idx;
392 disturb(FALSE, FALSE);
395 if (o_ptr->tval == TV_GOLD)
397 int value = (long)o_ptr->pval;
399 /* Delete the gold */
400 delete_object_idx(this_o_idx);
402 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
403 (long)value, o_name);
407 /* Collect the gold */
411 p_ptr->redraw |= (PR_GOLD);
412 p_ptr->window |= (PW_PLAYER);
415 /* Pick up objects */
418 /* Hack - some objects were handled in autopick_pickup_items(). */
419 if (o_ptr->marked & OM_NOMSG)
421 /* Clear the flag. */
422 o_ptr->marked &= ~OM_NOMSG;
426 msg_format(_("%sがある。", "You see %s."), o_name);
429 /* Note that the pack is too full */
430 else if (!inven_carry_okay(o_ptr))
432 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);
435 /* Pick up the item (if requested and allowed) */
440 /* Hack -- query every item */
441 if (carry_query_flag)
443 char out_val[MAX_NLEN+20];
444 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
445 okay = get_check(out_val);
448 /* Attempt to pick up an object. */
451 /* Pick up the object */
452 py_pickup_aux(this_o_idx);
461 * @brief パターンによる移動制限処理
462 * @param c_y プレイヤーの移動元Y座標
463 * @param c_x プレイヤーの移動元X座標
464 * @param n_y プレイヤーの移動先Y座標
465 * @param n_x プレイヤーの移動先X座標
466 * @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。
468 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
470 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
471 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
472 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
473 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
474 int pattern_type_cur, pattern_type_new;
476 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
478 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
479 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
481 if (pattern_type_new == PATTERN_TILE_START)
483 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
485 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?",
486 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
494 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
495 (pattern_type_new == PATTERN_TILE_END) ||
496 (pattern_type_new == PATTERN_TILE_WRECKED))
498 if (is_pattern_tile_cur)
504 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。",
505 "You must start walking the Pattern from the startpoint."));
510 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
511 (pattern_type_cur == PATTERN_TILE_TELEPORT))
515 else if (pattern_type_cur == PATTERN_TILE_START)
517 if (is_pattern_tile_new)
521 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."));
525 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
526 (pattern_type_cur == PATTERN_TILE_END) ||
527 (pattern_type_cur == PATTERN_TILE_WRECKED))
529 if (!is_pattern_tile_new)
531 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."));
541 if (!is_pattern_tile_cur)
543 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。",
544 "You must start walking the Pattern from the startpoint."));
550 byte ok_move = PATTERN_TILE_START;
551 switch (pattern_type_cur)
554 ok_move = PATTERN_TILE_2;
557 ok_move = PATTERN_TILE_3;
560 ok_move = PATTERN_TILE_4;
563 ok_move = PATTERN_TILE_1;
567 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
569 return TRUE; /* Goof-up */
572 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
576 if (!is_pattern_tile_new)
577 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."));
579 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."));
589 * @brief プレイヤーが地形踏破可能かを返す
590 * @param feature 判定したい地形ID
591 * @param mode 移動に関するオプションフラグ
592 * @return 移動可能ならばTRUEを返す
594 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
596 feature_type *f_ptr = &f_info[feature];
598 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
600 if (have_flag(f_ptr->flags, FF_PATTERN))
602 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
605 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
606 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
607 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
609 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
616 * @brief 移動に伴うプレイヤーのステータス変化処理
619 * @param mpe_mode 移動オプションフラグ
620 * @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。
622 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
624 POSITION oy = p_ptr->y;
625 POSITION ox = p_ptr->x;
626 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
627 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
628 feature_type *f_ptr = &f_info[g_ptr->feat];
629 feature_type *of_ptr = &f_info[oc_ptr->feat];
631 if (!(mpe_mode & MPE_STAYING))
633 MONSTER_IDX om_idx = oc_ptr->m_idx;
634 MONSTER_IDX nm_idx = g_ptr->m_idx;
639 /* Hack -- For moving monster or riding player's moving */
640 if (!(mpe_mode & MPE_DONT_SWAP_MON))
642 /* Swap two monsters */
643 g_ptr->m_idx = om_idx;
644 oc_ptr->m_idx = nm_idx;
646 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
648 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
651 update_monster(om_idx, TRUE);
654 if (nm_idx > 0) /* Monster on new spot */
656 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
659 update_monster(nm_idx, TRUE);
666 /* Check for new panel (redraw map) */
669 if (mpe_mode & MPE_FORGET_FLOW)
673 p_ptr->update |= (PU_UN_VIEW);
674 p_ptr->redraw |= (PR_MAP);
677 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
678 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
680 /* Remove "unsafe" flag */
681 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
683 /* For get everything when requested hehe I'm *NASTY* */
684 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
685 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
687 if (p_ptr->pclass == CLASS_NINJA)
689 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
690 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
693 if ((p_ptr->action == ACTION_HAYAGAKE) &&
694 (!have_flag(f_ptr->flags, FF_PROJECT) ||
695 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
697 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
698 set_action(ACTION_NONE);
700 if (p_ptr->prace == RACE_MERFOLK)
702 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
704 p_ptr->update |= PU_BONUS;
705 update_creature(p_ptr);
710 if (mpe_mode & MPE_ENERGY_USE)
712 if (music_singing(MUSIC_WALL))
714 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
715 PROJECT_KILL | PROJECT_ITEM, -1);
717 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
720 /* Spontaneous Searching */
721 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
726 /* Continuous Searching */
727 if (p_ptr->action == ACTION_SEARCH)
733 /* Handle "objects" */
734 if (!(mpe_mode & MPE_DONT_PICKUP))
736 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
739 /* Handle "store doors" */
740 if (have_flag(f_ptr->flags, FF_STORE))
742 disturb(FALSE, TRUE);
745 /* Hack -- Enter store */
746 command_new = SPECIAL_KEY_STORE;
749 /* Handle "building doors" -KMW- */
750 else if (have_flag(f_ptr->flags, FF_BLDG))
752 disturb(FALSE, TRUE);
755 /* Hack -- Enter building */
756 command_new = SPECIAL_KEY_BUILDING;
759 /* Handle quest areas -KMW- */
760 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
762 disturb(FALSE, TRUE);
765 /* Hack -- Enter quest level */
766 command_new = SPECIAL_KEY_QUEST;
769 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
771 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
773 complete_quest(p_ptr->inside_quest);
778 p_ptr->inside_quest = g_ptr->special;
779 current_floor_ptr->dun_level = 0;
783 p_ptr->leaving = TRUE;
787 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
789 disturb(FALSE, TRUE);
792 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
794 msg_print(_("トラップだ!", "You found a trap!"));
797 disclose_grid(p_ptr->y, p_ptr->x);
801 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
803 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
806 /* Warn when leaving trap detected region */
807 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
808 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
810 /* No duplicate warning */
811 p_ptr->dtrap = FALSE;
813 /* You are just on the edge */
814 if (!(g_ptr->info & CAVE_UNSAFE))
816 if (alert_trap_detect)
818 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
821 if (disturb_trap_detect) disturb(FALSE, TRUE);
825 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
829 * @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
831 * @return トラップが自動的に無効ならばTRUEを返す
833 bool trap_can_be_ignored(FEAT_IDX feat)
835 feature_type *f_ptr = &f_info[feat];
837 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
839 switch (f_ptr->subtype)
843 case TRAP_SPIKED_PIT:
844 case TRAP_POISON_PIT:
845 if (p_ptr->levitation) return TRUE;
848 if (p_ptr->anti_tele) return TRUE;
851 if (p_ptr->immune_fire) return TRUE;
854 if (p_ptr->immune_acid) return TRUE;
857 if (p_ptr->resist_blind) return TRUE;
860 if (p_ptr->resist_conf) return TRUE;
863 if (p_ptr->resist_pois) return TRUE;
866 if (p_ptr->free_act) return TRUE;
875 * Determine if a "boundary" grid is "floor mimic"
877 #define boundary_floor(C, F, MF) \
878 ((C)->mimic && permanent_wall(F) && \
879 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
880 have_flag((MF)->flags, FF_PROJECT) && \
881 !have_flag((MF)->flags, FF_OPEN))
885 * @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 /
886 * Move player in the given direction, with the given "pickup" flag.
888 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
889 * @param break_trap トラップ粉砕処理を行うならばTRUE
890 * @return 実際に移動が行われたならばTRUEを返す。
892 * This routine should (probably) always induce energy expenditure.\n
894 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
895 * any monster which might be in the destination grid. Previously,\n
896 * moving into walls was "free" and did NOT hit invisible monsters.\n
898 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
900 /* Find the result of moving */
901 POSITION y = p_ptr->y + ddy[dir];
902 POSITION x = p_ptr->x + ddx[dir];
904 /* Examine the destination */
905 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
907 feature_type *f_ptr = &f_info[g_ptr->feat];
911 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
912 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
914 GAME_TEXT m_name[MAX_NLEN];
916 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
917 bool p_can_kill_walls = FALSE;
918 bool stormbringer = FALSE;
920 bool oktomove = TRUE;
921 bool do_past = FALSE;
924 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
925 ((x == 0) || (x == MAX_WID - 1) ||
926 (y == 0) || (y == MAX_HGT - 1)))
928 /* Can the player enter the grid? */
929 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
931 /* Hack: move to new area */
932 if ((y == 0) && (x == 0))
934 p_ptr->wilderness_y--;
935 p_ptr->wilderness_x--;
936 p_ptr->oldpy = current_floor_ptr->height - 2;
937 p_ptr->oldpx = current_floor_ptr->width - 2;
941 else if ((y == 0) && (x == MAX_WID - 1))
943 p_ptr->wilderness_y--;
944 p_ptr->wilderness_x++;
945 p_ptr->oldpy = current_floor_ptr->height - 2;
950 else if ((y == MAX_HGT - 1) && (x == 0))
952 p_ptr->wilderness_y++;
953 p_ptr->wilderness_x--;
955 p_ptr->oldpx = current_floor_ptr->width - 2;
959 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
961 p_ptr->wilderness_y++;
962 p_ptr->wilderness_x++;
970 p_ptr->wilderness_y--;
971 p_ptr->oldpy = current_floor_ptr->height - 2;
976 else if (y == MAX_HGT - 1)
978 p_ptr->wilderness_y++;
986 p_ptr->wilderness_x--;
987 p_ptr->oldpx = current_floor_ptr->width - 2;
992 else if (x == MAX_WID - 1)
994 p_ptr->wilderness_x++;
1000 p_ptr->leaving = TRUE;
1001 take_turn(p_ptr, 100);
1006 /* "Blocked" message appears later */
1007 /* oktomove = FALSE; */
1008 p_can_enter = FALSE;
1011 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1013 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1014 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1016 /* Player can not walk through "walls"... */
1017 /* unless in Shadow Form */
1018 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1019 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1020 !have_flag(f_ptr->flags, FF_PERMANENT);
1022 /* Hack -- attack monsters */
1023 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1025 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1027 /* Attack -- only if we can see it OR it is not in a wall */
1028 if (!is_hostile(m_ptr) &&
1029 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1030 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1031 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1033 /* Disturb the monster */
1034 (void)set_monster_csleep(g_ptr->m_idx, 0);
1036 /* Extract monster name (or "it") */
1037 monster_desc(m_name, m_ptr, 0);
1041 /* Auto-Recall if possible and visible */
1042 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1044 /* Track a new monster */
1045 health_track(g_ptr->m_idx);
1049 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1054 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1060 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1065 /* now continue on to 'movement' */
1074 if (oktomove && p_ptr->riding)
1076 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1078 msg_print(_("動けない!", "Can't move!"));
1081 disturb(FALSE, TRUE);
1083 else if (MON_MONFEAR(riding_m_ptr))
1085 GAME_TEXT steed_name[MAX_NLEN];
1086 monster_desc(steed_name, riding_m_ptr, 0);
1087 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1089 disturb(FALSE, TRUE);
1091 else if (p_ptr->riding_ryoute)
1094 disturb(FALSE, TRUE);
1096 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1100 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1104 else if (have_flag(f_ptr->flags, FF_WATER) &&
1105 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1106 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1108 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1111 disturb(FALSE, TRUE);
1113 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1115 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);
1118 disturb(FALSE, TRUE);
1120 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1122 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);
1125 disturb(FALSE, TRUE);
1128 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1130 GAME_TEXT steed_name[MAX_NLEN];
1131 monster_desc(steed_name, riding_m_ptr, 0);
1132 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);
1134 disturb(FALSE, TRUE);
1142 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1144 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);
1151 * Player can move through trees and
1152 * has effective -10 speed
1153 * Rangers can move without penality
1155 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1157 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1161 /* Disarm a visible trap */
1162 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1164 if (!trap_can_be_ignored(g_ptr->feat))
1166 (void)do_cmd_disarm_aux(y, x, dir);
1172 /* Player can not walk through "walls" unless in wraith form...*/
1173 else if (!p_can_enter && !p_can_kill_walls)
1175 /* Feature code (applying "mimic" field) */
1176 FEAT_IDX feat = get_feat_mimic(g_ptr);
1177 feature_type *mimic_f_ptr = &f_info[feat];
1178 concptr name = f_name + mimic_f_ptr->name;
1182 /* Notice things in the dark */
1183 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1185 /* Boundary floor mimic */
1186 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1188 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1191 /* Wall (or secret door) */
1195 msg_format("%sが行く手をはばんでいるようだ。", name);
1197 msg_format("You feel %s %s blocking your way.",
1198 is_a_vowel(name[0]) ? "an" : "a", name);
1201 g_ptr->info |= (CAVE_MARK);
1209 /* Boundary floor mimic */
1210 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1212 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1213 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1217 /* Wall (or secret door) */
1221 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1224 msg_format("%sが行く手をはばんでいる。", name);
1226 msg_format("There is %s %s blocking your way.",
1227 is_a_vowel(name[0]) ? "an" : "a", name);
1231 * Well, it makes sense that you lose time bumping into
1232 * a wall _if_ you are confused, stunned or blind; but
1233 * typing mistakes should not cost you a current_world_ptr->game_turn...
1235 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1240 disturb(FALSE, TRUE);
1242 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1245 /* Normal movement */
1246 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1248 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1253 /* To avoid a loop with running */
1254 disturb(FALSE, TRUE);
1259 /* Normal movement */
1262 u32b mpe_mode = MPE_ENERGY_USE;
1266 if (!process_warning(x, y))
1268 p_ptr->energy_use = 25;
1275 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1278 /* Change oldpx and oldpy to place the player well when going back to big mode */
1279 if (p_ptr->wild_mode)
1281 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1282 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1283 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1284 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1285 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1286 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1289 if (p_can_kill_walls)
1291 cave_alter_feat(y, x, FF_HURT_DISI);
1293 /* Update some things -- similar to GF_KILL_WALL */
1294 p_ptr->update |= (PU_FLOW);
1297 /* sound(SOUND_WALK); */
1299 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1300 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1302 (void)move_player_effect(y, x, mpe_mode);
1307 static bool ignore_avoid_run;
1310 * @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 /
1311 * Hack -- Check for a "known wall" (see below)
1312 * @param dir 想定する移動方向ID
1315 * @return 移動先が既知の壁ならばTRUE
1317 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1321 /* Get the new location */
1325 /* Illegal grids are not known walls */
1326 if (!in_bounds2(y, x)) return (FALSE);
1329 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1331 /* Must be known to the player */
1332 if (g_ptr->info & (CAVE_MARK))
1334 /* Feature code (applying "mimic" field) */
1335 s16b feat = get_feat_mimic(g_ptr);
1336 feature_type *f_ptr = &f_info[feat];
1338 /* Wall grids are known walls */
1339 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1341 /* Don't run on a tree unless explicitly requested */
1342 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1345 /* Don't run in a wall */
1346 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1347 return !have_flag(f_ptr->flags, FF_DOOR);
1355 * @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 /
1356 * Hack -- Check for an "unknown corner" (see below)
1357 * @param dir 想定する移動方向ID
1360 * @return 移動先が未知の地形ならばTRUE
1362 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1364 /* Get the new location */
1368 /* Illegal grids are unknown */
1369 if (!in_bounds2(y, x)) return (TRUE);
1371 /* Memorized grids are always known */
1372 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1374 /* Viewable door/wall grids are known */
1375 if (player_can_see_bold(y, x)) return (FALSE);
1383 * Hack -- allow quick "cycling" through the legal directions
1385 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1388 * Hack -- map each direction into the "middle" of the "cycle[]" array
1390 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1393 * The direction we are running
1395 static DIRECTION find_current;
1398 * The direction we came from
1400 static DIRECTION find_prevdir;
1403 * We are looking for open area
1405 static bool find_openarea;
1408 * We are looking for a break
1410 static bool find_breakright;
1411 static bool find_breakleft;
1414 * @brief ダッシュ処理の導入 /
1415 * Initialize the running algorithm for a new direction.
1418 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1420 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1421 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1422 * corridor, must be moving straight into a corridor here. ???\n
1424 * Diagonal Corridor Blunt Corridor (?)\n
1429 static void run_init(DIRECTION dir)
1431 int row, col, deepleft, deepright;
1432 int i, shortleft, shortright;
1434 /* Save the direction */
1437 /* Assume running straight */
1440 /* Assume looking for open area */
1441 find_openarea = TRUE;
1443 /* Assume not looking for breaks */
1444 find_breakright = find_breakleft = FALSE;
1446 /* Assume no nearby walls */
1447 deepleft = deepright = FALSE;
1448 shortright = shortleft = FALSE;
1450 p_ptr->run_py = p_ptr->y;
1451 p_ptr->run_px = p_ptr->x;
1453 /* Find the destination grid */
1454 row = p_ptr->y + ddy[dir];
1455 col = p_ptr->x + ddx[dir];
1457 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1459 /* Extract cycle index */
1462 /* Check for walls */
1463 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1465 find_breakleft = TRUE;
1468 else if (see_wall(cycle[i+1], row, col))
1470 find_breakleft = TRUE;
1474 /* Check for walls */
1475 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1477 find_breakright = TRUE;
1480 else if (see_wall(cycle[i-1], row, col))
1482 find_breakright = TRUE;
1486 /* Looking for a break */
1487 if (find_breakleft && find_breakright)
1489 /* Not looking for open area */
1490 find_openarea = FALSE;
1492 /* Hack -- allow angled corridor entry */
1495 if (deepleft && !deepright)
1497 find_prevdir = cycle[i - 1];
1499 else if (deepright && !deepleft)
1501 find_prevdir = cycle[i + 1];
1505 /* Hack -- allow blunt corridor entry */
1506 else if (see_wall(cycle[i], row, col))
1508 if (shortleft && !shortright)
1510 find_prevdir = cycle[i - 2];
1512 else if (shortright && !shortleft)
1514 find_prevdir = cycle[i + 2];
1522 * @brief ダッシュ移動が継続できるかどうかの判定 /
1523 * Update the current "run" path
1525 * ダッシュ移動が継続できるならばTRUEを返す。
1526 * Return TRUE if the running should be stopped
1528 static bool run_test(void)
1530 DIRECTION prev_dir, new_dir, check_dir = 0;
1533 int option = 0, option2 = 0;
1536 feature_type *f_ptr;
1538 /* Where we came from */
1539 prev_dir = find_prevdir;
1542 /* Range of newly adjacent grids */
1543 max = (prev_dir & 0x01) + 1;
1545 /* break run when leaving trap detected region */
1546 if ((disturb_trap_detect || alert_trap_detect)
1547 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1549 /* No duplicate warning */
1550 p_ptr->dtrap = FALSE;
1552 /* You are just on the edge */
1553 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1555 if (alert_trap_detect)
1557 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1560 if (disturb_trap_detect)
1568 /* Look at every newly adjacent square. */
1569 for (i = -max; i <= max; i++)
1571 OBJECT_IDX this_o_idx, next_o_idx = 0;
1574 new_dir = cycle[chome[prev_dir] + i];
1577 row = p_ptr->y + ddy[new_dir];
1578 col = p_ptr->x + ddx[new_dir];
1581 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1583 /* Feature code (applying "mimic" field) */
1584 feat = get_feat_mimic(g_ptr);
1585 f_ptr = &f_info[feat];
1587 /* Visible monsters abort running */
1590 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1592 /* Visible monster */
1593 if (m_ptr->ml) return (TRUE);
1596 /* Visible objects abort running */
1597 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1600 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1601 next_o_idx = o_ptr->next_o_idx;
1603 /* Visible object */
1604 if (o_ptr->marked & OM_FOUND) return (TRUE);
1607 /* Assume unknown */
1610 /* Check memorized grids */
1611 if (g_ptr->info & (CAVE_MARK))
1613 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1615 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1618 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1620 /* Option -- ignore */
1625 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1627 /* Option -- ignore */
1632 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1639 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1640 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1647 /* Interesting feature */
1648 if (notice) return (TRUE);
1650 /* The grid is "visible" */
1654 /* Analyze unknown grids and floors considering mimic */
1655 if (inv || !see_wall(0, row, col))
1657 /* Looking for open area */
1663 /* The first new direction. */
1669 /* Three new directions. Stop running. */
1675 /* Two non-adjacent new directions. Stop running. */
1676 else if (option != cycle[chome[prev_dir] + i - 1])
1681 /* Two new (adjacent) directions (case 1) */
1682 else if (new_dir & 0x01)
1684 check_dir = cycle[chome[prev_dir] + i - 2];
1688 /* Two new (adjacent) directions (case 2) */
1691 check_dir = cycle[chome[prev_dir] + i + 1];
1697 /* Obstacle, while looking for open area */
1704 /* Break to the right */
1705 find_breakright = TRUE;
1710 /* Break to the left */
1711 find_breakleft = TRUE;
1717 /* Looking for open area */
1720 /* Hack -- look again */
1721 for (i = -max; i < 0; i++)
1723 /* Unknown grid or non-wall */
1724 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1726 /* Looking to break right */
1727 if (find_breakright)
1736 /* Looking to break left */
1744 /* Hack -- look again */
1745 for (i = max; i > 0; i--)
1747 /* Unknown grid or non-wall */
1748 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1750 /* Looking to break left */
1760 /* Looking to break right */
1761 if (find_breakright)
1769 /* Not looking for open area */
1781 /* Primary option */
1782 find_current = option;
1784 /* No other options */
1785 find_prevdir = option;
1788 /* Two options, examining corners */
1791 /* Primary option */
1792 find_current = option;
1794 /* Hack -- allow curving */
1795 find_prevdir = option2;
1798 /* Two options, pick one */
1801 /* Get next location */
1802 row = p_ptr->y + ddy[option];
1803 col = p_ptr->x + ddx[option];
1805 /* Don't see that it is closed off. */
1806 /* This could be a potential corner or an intersection. */
1807 if (!see_wall(option, row, col) ||
1808 !see_wall(check_dir, row, col))
1810 /* Can not see anything ahead and in the direction we */
1811 /* are turning, assume that it is a potential corner. */
1812 if (see_nothing(option, row, col) &&
1813 see_nothing(option2, row, col))
1815 find_current = option;
1816 find_prevdir = option2;
1819 /* STOP: we are next to an intersection or a room */
1826 /* This corner is seen to be enclosed; we cut the corner. */
1829 find_current = option2;
1830 find_prevdir = option2;
1833 /* This corner is seen to be enclosed, and we */
1834 /* deliberately go the long way. */
1837 find_current = option;
1838 find_prevdir = option2;
1843 /* About to hit a known wall, stop */
1844 if (see_wall(find_current, p_ptr->y, p_ptr->x))
1856 * @brief 継続的なダッシュ処理 /
1857 * Take one step along the current "run" path
1858 * @param dir 移動を試みる方向ID
1861 void run_step(DIRECTION dir)
1866 /* Ignore AVOID_RUN on a first step */
1867 ignore_avoid_run = TRUE;
1869 /* Hack -- do not start silly run */
1870 if (see_wall(dir, p_ptr->y, p_ptr->x))
1872 sound(SOUND_HITWALL);
1874 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1876 disturb(FALSE, FALSE);
1890 disturb(FALSE, FALSE);
1896 /* Decrease the run counter */
1897 if (--running <= 0) return;
1900 take_turn(p_ptr, 100);
1902 /* Move the player, using the "pickup" flag */
1903 move_player(find_current, FALSE, FALSE);
1905 if (player_bold(p_ptr->run_py, p_ptr->run_px))
1909 disturb(FALSE, FALSE);
1917 * @brief トラベル機能の判定処理 /
1918 * Test for traveling
1919 * @param prev_dir 前回移動を行った元の方角ID
1922 static DIRECTION travel_test(DIRECTION prev_dir)
1924 DIRECTION new_dir = 0;
1926 const grid_type *g_ptr;
1929 /* Cannot travel when blind */
1930 if (p_ptr->blind || no_lite())
1932 msg_print(_("目が見えない!", "You cannot see!"));
1936 /* break run when leaving trap detected region */
1937 if ((disturb_trap_detect || alert_trap_detect)
1938 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1940 /* No duplicate warning */
1941 p_ptr->dtrap = FALSE;
1943 /* You are just on the edge */
1944 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1946 if (alert_trap_detect)
1948 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1951 if (disturb_trap_detect)
1959 /* Range of newly adjacent grids */
1960 max = (prev_dir & 0x01) + 1;
1962 /* Look at every newly adjacent square. */
1963 for (i = -max; i <= max; i++)
1966 DIRECTION dir = cycle[chome[prev_dir] + i];
1969 POSITION row = p_ptr->y + ddy[dir];
1970 POSITION col = p_ptr->x + ddx[dir];
1973 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1975 /* Visible monsters abort running */
1978 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1980 /* Visible monster */
1981 if (m_ptr->ml) return (0);
1986 /* Travel cost of current grid */
1987 cost = travel.cost[p_ptr->y][p_ptr->x];
1989 /* Determine travel direction */
1990 for (i = 0; i < 8; ++ i) {
1991 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
1993 if (dir_cost < cost)
2000 if (!new_dir) return (0);
2002 /* Access newly move grid */
2003 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2005 /* Close door abort traveling */
2006 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2008 /* Visible and unignorable trap abort tarveling */
2009 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2017 * @brief トラベル機能の実装 /
2021 void travel_step(void)
2023 /* Get travel direction */
2024 travel.dir = travel_test(travel.dir);
2028 if (travel.run == 255)
2030 msg_print(_("道筋が見つかりません!", "No route is found!"));
2031 travel.y = travel.x = 0;
2033 disturb(FALSE, TRUE);
2037 take_turn(p_ptr, 100);
2039 move_player(travel.dir, always_pickup, FALSE);
2041 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2044 travel.y = travel.x = 0;
2046 else if (travel.run > 0)
2050 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2057 * Hack: travel command
2059 #define TRAVEL_UNABLE 9999
2061 static int flow_head = 0;
2062 static int flow_tail = 0;
2063 static POSITION temp2_x[MAX_SHORT];
2064 static POSITION temp2_y[MAX_SHORT];
2067 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2070 void forget_travel_flow(void)
2073 /* Check the entire dungeon / Forget the old data */
2074 for (y = 0; y < current_floor_ptr->height; y++)
2076 for (x = 0; x < current_floor_ptr->width; x++)
2079 travel.cost[y][x] = MAX_SHORT;
2082 travel.y = travel.x = 0;
2086 * @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
2091 static int travel_flow_cost(POSITION y, POSITION x)
2093 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2096 /* Avoid obstacles (ex. trees) */
2097 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2100 if (have_flag(f_ptr->flags, FF_WATER))
2102 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2106 if (have_flag(f_ptr->flags, FF_LAVA))
2109 if (!p_ptr->resist_fire) lava *= 2;
2110 if (!p_ptr->levitation) lava *= 2;
2111 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2116 /* Detected traps and doors */
2117 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2119 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2120 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2127 * @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
2131 * @param wall プレイヤーが壁の中にいるならばTRUE
2134 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2136 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2137 feature_type *f_ptr = &f_info[g_ptr->feat];
2138 int old_head = flow_head;
2140 int base_cost = (n % TRAVEL_UNABLE);
2141 int from_wall = (n / TRAVEL_UNABLE);
2144 /* Ignore out of bounds */
2145 if (!in_bounds(y, x)) return;
2147 /* Ignore unknown grid except in wilderness */
2148 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2150 /* Ignore "walls" and "rubble" (include "secret doors") */
2151 if (have_flag(f_ptr->flags, FF_WALL) ||
2152 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2153 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2154 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2156 if (!wall || !from_wall) return;
2157 add_cost += TRAVEL_UNABLE;
2161 add_cost = travel_flow_cost(y, x);
2164 cost = base_cost + add_cost;
2166 /* Ignore lower cost entries */
2167 if (travel.cost[y][x] <= cost) return;
2169 /* Save the flow cost */
2170 travel.cost[y][x] = cost;
2172 /* Enqueue that entry */
2173 temp2_y[flow_head] = y;
2174 temp2_x[flow_head] = x;
2176 /* Advance the queue */
2177 if (++flow_head == MAX_SHORT) flow_head = 0;
2179 /* Hack -- notice overflow by forgetting new entry */
2180 if (flow_head == flow_tail) flow_head = old_head;
2186 * @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
2187 * @param ty 目標地点のY座標
2188 * @param tx 目標地点のX座標
2191 static void travel_flow(POSITION ty, POSITION tx)
2196 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2198 /* Reset the "queue" */
2199 flow_head = flow_tail = 0;
2201 /* is player in the wall? */
2202 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2204 /* Start at the target grid */
2205 travel_flow_aux(ty, tx, 0, wall);
2207 /* Now process the queue */
2208 while (flow_head != flow_tail)
2210 /* Extract the next entry */
2211 y = temp2_y[flow_tail];
2212 x = temp2_x[flow_tail];
2214 /* Forget that entry */
2215 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2217 /* Ignore too far entries */
2218 //if (distance(ty, tx, y, x) > 100) continue;
2220 /* Add the "children" */
2221 for (d = 0; d < 8; d++)
2223 /* Add that child if "legal" */
2224 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2228 /* Forget the flow info */
2229 flow_head = flow_tail = 0;
2233 * @brief トラベル処理のメインルーチン
2236 void do_cmd_travel(void)
2240 POSITION dx, dy, sx, sy;
2241 feature_type *f_ptr;
2243 if (travel.x != 0 && travel.y != 0 &&
2244 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2249 else if (!tgt_pt(&x, &y)) return;
2251 if ((x == p_ptr->x) && (y == p_ptr->y))
2253 msg_print(_("すでにそこにいます!", "You are already there!!"));
2257 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2259 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2260 (have_flag(f_ptr->flags, FF_WALL) ||
2261 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2262 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2264 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2268 forget_travel_flow();
2274 /* Travel till 255 steps */
2280 /* Decides first direction */
2281 dx = abs(p_ptr->x - x);
2282 dy = abs(p_ptr->y - y);
2283 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2284 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2286 for (i = 1; i <= 9; i++)
2288 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2294 * Something has happened to disturb the player.
2295 * The first arg indicates a major disturbance, which affects search.
2296 * The second arg is currently unused, but could induce output flush.
2297 * All disturbance cancels repeated commands, resting, and running.
2299 void disturb(bool stop_search, bool stop_travel)
2303 stop_travel = stop_travel;
2306 /* Cancel auto-commands */
2307 /* command_new = 0; */
2309 /* Cancel repeated commands */
2315 /* Redraw the state (later) */
2316 p_ptr->redraw |= (PR_STATE);
2319 /* Cancel Resting */
2320 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
2323 set_action(ACTION_NONE);
2326 /* Cancel running */
2332 /* Check for new panel if appropriate */
2333 if (center_player && !center_running) verify_panel();
2335 /* Calculate torch radius */
2336 p_ptr->update |= (PU_TORCH);
2338 /* Update monster flow */
2339 p_ptr->update |= (PU_FLOW);
2348 /* Check for new panel if appropriate */
2349 if (center_player && !center_running) verify_panel();
2351 /* Calculate torch radius */
2352 p_ptr->update |= (PU_TORCH);
2356 /* Flush the input if requested */
2357 if (flush_disturb) flush();