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-status.h"
150 #include "spells-floor.h"
156 * @brief プレイヤー攻撃の種族スレイング倍率計算
157 * @param mult 算出前の基本倍率(/10倍)
158 * @param flgs スレイフラグ配列
159 * @param m_ptr 目標モンスターの構造体参照ポインタ
160 * @return スレイング加味後の倍率(/10倍)
162 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
164 static const struct slay_table_t {
166 BIT_FLAGS affect_race_flag;
169 size_t r_flag_offset;
171 #define OFFSET(X) offsetof(monster_race, X)
172 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
173 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
174 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
175 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
176 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
177 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
178 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
179 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
180 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
181 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
182 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
183 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
184 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
185 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
186 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
187 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
188 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
189 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
190 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
191 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
195 monster_race* r_ptr = &r_info[m_ptr->r_idx];
197 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
199 const struct slay_table_t* p = &slay_table[i];
201 if ((have_flag(flgs, p->slay_flag)) &&
202 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
204 if (is_original_ap_and_seen(m_ptr))
206 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
209 mult = MAX(mult, p->slay_mult);
217 * @brief プレイヤー攻撃の属性スレイング倍率計算
218 * @param mult 算出前の基本倍率(/10倍)
219 * @param flgs スレイフラグ配列
220 * @param m_ptr 目標モンスターの構造体参照ポインタ
221 * @return スレイング加味後の倍率(/10倍)
223 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
225 static const struct brand_table_t {
227 BIT_FLAGS resist_mask;
230 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
231 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
232 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
233 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
234 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
237 monster_race* r_ptr = &r_info[m_ptr->r_idx];
239 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
241 const struct brand_table_t* p = &brand_table[i];
243 if (have_flag(flgs, p->brand_flag))
245 /* Notice immunity */
246 if (r_ptr->flagsr & p->resist_mask)
248 if (is_original_ap_and_seen(m_ptr))
250 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
254 /* Otherwise, take the damage */
255 else if (r_ptr->flags3 & p->hurt_flag)
257 if (is_original_ap_and_seen(m_ptr))
259 r_ptr->r_flags3 |= p->hurt_flag;
262 mult = MAX(mult, 50);
266 mult = MAX(mult, 25);
275 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
276 * Extract the "total damage" from a given object hitting a given monster.
277 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
278 * @param tdam 現在算出途中のダメージ値
279 * @param m_ptr 目標モンスターの構造体参照ポインタ
281 * @param thrown 射撃処理ならばTRUEを指定する
282 * @return 総合的なスレイを加味したダメージ値
284 * Note that "flasks of oil" do NOT do fire damage, although they\n
285 * certainly could be made to do so. XXX XXX\n
287 * Note that most brands and slays are x3, except Slay Animal (x2),\n
288 * Slay Evil (x2), and Kill dragon (x5).\n
290 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
294 BIT_FLAGS flgs[TR_FLAG_SIZE];
295 object_flags(o_ptr, flgs);
296 torch_flags(o_ptr, flgs); /* torches has secret flags */
301 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
302 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
303 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
304 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
305 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
308 /* Hex - Slay Good (Runesword) */
309 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
311 /* Some "weapons" and "ammo" do extra damage */
324 mult = mult_slaying(mult, flgs, m_ptr);
326 /* Elemental Brand */
327 mult = mult_brand(mult, flgs, m_ptr);
330 if (p_ptr->pclass == CLASS_SAMURAI)
332 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
336 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
338 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
339 p_ptr->redraw |= (PR_MANA);
340 mult = mult * 3 / 2 + 20;
343 /* Hack -- The Nothung cause special damage to Fafner */
344 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
349 if (mult > 150) mult = 150;
351 /* Return the total damage */
352 return (tdam * mult / 10);
357 * @brief 地形やその上のアイテムの隠された要素を明かす /
358 * Search for hidden things
359 * @param y 対象となるマスのY座標
360 * @param x 対象となるマスのX座標
363 static void discover_hidden_things(POSITION y, POSITION x)
365 OBJECT_IDX this_o_idx, next_o_idx = 0;
367 g_ptr = ¤t_floor_ptr->grid_array[y][x];
370 if (g_ptr->mimic && is_trap(g_ptr->feat))
375 msg_print(_("トラップを発見した。", "You have found a trap."));
377 disturb(FALSE, TRUE);
381 if (is_hidden_door(g_ptr))
383 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
388 disturb(FALSE, FALSE);
391 /* Scan all objects in the grid */
392 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
395 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
397 /* Acquire next object */
398 next_o_idx = o_ptr->next_o_idx;
400 /* Skip non-chests */
401 if (o_ptr->tval != TV_CHEST) continue;
403 /* Skip non-trapped chests */
404 if (!chest_traps[o_ptr->pval]) continue;
407 if (!object_is_known(o_ptr))
409 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!"));
415 disturb(FALSE, FALSE);
421 * @brief プレイヤーの探索処理判定
429 /* Start with base search ability */
430 chance = p_ptr->skill_srh;
432 /* Penalize various conditions */
433 if (p_ptr->blind || no_lite()) chance = chance / 10;
434 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
436 /* Search the nearby grids, which are always in bounds */
437 for (i = 0; i < 9; ++ i)
439 /* Sometimes, notice things */
440 if (randint0(100) < chance)
442 discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
449 * @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 /
450 * Helper routine for py_pickup() and py_pickup_floor().
451 * @param o_idx 取得したオブジェクトの参照ID
454 * アイテムを拾った際に「2つのケーキを持っている」\n
455 * "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
457 * 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
459 * Add the given dungeon object to the character's inventory.\n
460 * Delete the object afterwards.\n
462 void py_pickup_aux(OBJECT_IDX o_idx)
467 GAME_TEXT o_name[MAX_NLEN];
468 GAME_TEXT old_name[MAX_NLEN];
472 GAME_TEXT o_name[MAX_NLEN];
477 o_ptr = ¤t_floor_ptr->o_list[o_idx];
480 object_desc(old_name, o_ptr, OD_NAME_ONLY);
481 object_desc_kosuu(kazu_str, o_ptr);
482 hirottakazu = o_ptr->number;
484 /* Carry the object */
485 slot = inven_carry(o_ptr);
487 /* Get the object again */
488 o_ptr = &inventory[slot];
490 delete_object_idx(o_idx);
492 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
494 bool old_known = identify_item(o_ptr);
496 /* Auto-inscription/destroy */
497 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
499 /* If it is destroyed, don't pick it up */
500 if (o_ptr->marked & OM_AUTODESTROY) return;
503 object_desc(o_name, o_ptr, 0);
506 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
508 msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
509 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
510 msg_format("%sに襲いかかる...", p_ptr->name);
516 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
520 if (o_ptr->number > hirottakazu) {
521 msg_format("%s拾って、%s(%c)を持っている。",
522 kazu_str, o_name, index_to_label(slot));
524 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
528 strcpy(record_o_name, old_name);
530 msg_format("You have %s (%c).", o_name, index_to_label(slot));
531 strcpy(record_o_name, o_name);
533 record_turn = current_world_ptr->game_turn;
536 check_find_art_quest_completion(o_ptr);
541 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
542 * @param pickup 自動拾い処理を行うならばTRUEとする
545 * Player "wants" to pick up an object or gold.
546 * Note that we ONLY handle things that can be picked up.
547 * See "move_player()" for handling of other things.
549 void carry(bool pickup)
551 grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
553 OBJECT_IDX this_o_idx, next_o_idx = 0;
555 GAME_TEXT o_name[MAX_NLEN];
557 /* Recenter the map around the player */
560 p_ptr->update |= (PU_MONSTERS);
561 p_ptr->redraw |= (PR_MAP);
562 p_ptr->window |= (PW_OVERHEAD);
565 /* Automatically pickup/destroy/inscribe items */
566 autopick_pickup_items(g_ptr);
570 py_pickup_floor(pickup);
574 /* Scan the pile of objects */
575 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
578 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
580 #ifdef ALLOW_EASY_SENSE /* TNB */
582 /* Option: Make item sensing easy */
585 /* Sense the object */
586 (void)sense_object(o_ptr);
589 #endif /* ALLOW_EASY_SENSE -- TNB */
591 object_desc(o_name, o_ptr, 0);
593 /* Acquire next object */
594 next_o_idx = o_ptr->next_o_idx;
596 /* Hack -- disturb */
597 disturb(FALSE, FALSE);
600 if (o_ptr->tval == TV_GOLD)
602 int value = (long)o_ptr->pval;
604 /* Delete the gold */
605 delete_object_idx(this_o_idx);
607 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
608 (long)value, o_name);
612 /* Collect the gold */
616 p_ptr->redraw |= (PR_GOLD);
617 p_ptr->window |= (PW_PLAYER);
620 /* Pick up objects */
623 /* Hack - some objects were handled in autopick_pickup_items(). */
624 if (o_ptr->marked & OM_NOMSG)
626 /* Clear the flag. */
627 o_ptr->marked &= ~OM_NOMSG;
631 msg_format(_("%sがある。", "You see %s."), o_name);
634 /* Note that the pack is too full */
635 else if (!inven_carry_okay(o_ptr))
637 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);
640 /* Pick up the item (if requested and allowed) */
645 /* Hack -- query every item */
646 if (carry_query_flag)
648 char out_val[MAX_NLEN+20];
649 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
650 okay = get_check(out_val);
653 /* Attempt to pick up an object. */
656 /* Pick up the object */
657 py_pickup_aux(this_o_idx);
666 * @brief パターンによる移動制限処理
667 * @param c_y プレイヤーの移動元Y座標
668 * @param c_x プレイヤーの移動元X座標
669 * @param n_y プレイヤーの移動先Y座標
670 * @param n_x プレイヤーの移動先X座標
671 * @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。
673 bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
675 feature_type *cur_f_ptr = &f_info[current_floor_ptr->grid_array[c_y][c_x].feat];
676 feature_type *new_f_ptr = &f_info[current_floor_ptr->grid_array[n_y][n_x].feat];
677 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
678 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
679 int pattern_type_cur, pattern_type_new;
681 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
683 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
684 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
686 if (pattern_type_new == PATTERN_TILE_START)
688 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
690 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?",
691 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
699 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
700 (pattern_type_new == PATTERN_TILE_END) ||
701 (pattern_type_new == PATTERN_TILE_WRECKED))
703 if (is_pattern_tile_cur)
709 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。",
710 "You must start walking the Pattern from the startpoint."));
715 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
716 (pattern_type_cur == PATTERN_TILE_TELEPORT))
720 else if (pattern_type_cur == PATTERN_TILE_START)
722 if (is_pattern_tile_new)
726 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."));
730 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
731 (pattern_type_cur == PATTERN_TILE_END) ||
732 (pattern_type_cur == PATTERN_TILE_WRECKED))
734 if (!is_pattern_tile_new)
736 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."));
746 if (!is_pattern_tile_cur)
748 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。",
749 "You must start walking the Pattern from the startpoint."));
755 byte ok_move = PATTERN_TILE_START;
756 switch (pattern_type_cur)
759 ok_move = PATTERN_TILE_2;
762 ok_move = PATTERN_TILE_3;
765 ok_move = PATTERN_TILE_4;
768 ok_move = PATTERN_TILE_1;
772 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
774 return TRUE; /* Goof-up */
777 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
781 if (!is_pattern_tile_new)
782 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."));
784 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."));
794 * @brief プレイヤーが地形踏破可能かを返す
795 * @param feature 判定したい地形ID
796 * @param mode 移動に関するオプションフラグ
797 * @return 移動可能ならばTRUEを返す
799 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
801 feature_type *f_ptr = &f_info[feature];
803 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);
805 if (have_flag(f_ptr->flags, FF_PATTERN))
807 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
810 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
811 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
812 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
814 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
821 * @brief 移動に伴うプレイヤーのステータス変化処理
824 * @param mpe_mode 移動オプションフラグ
825 * @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。
827 bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
829 POSITION oy = p_ptr->y;
830 POSITION ox = p_ptr->x;
831 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
832 grid_type *oc_ptr = ¤t_floor_ptr->grid_array[oy][ox];
833 feature_type *f_ptr = &f_info[g_ptr->feat];
834 feature_type *of_ptr = &f_info[oc_ptr->feat];
836 if (!(mpe_mode & MPE_STAYING))
838 MONSTER_IDX om_idx = oc_ptr->m_idx;
839 MONSTER_IDX nm_idx = g_ptr->m_idx;
844 /* Hack -- For moving monster or riding player's moving */
845 if (!(mpe_mode & MPE_DONT_SWAP_MON))
847 /* Swap two monsters */
848 g_ptr->m_idx = om_idx;
849 oc_ptr->m_idx = nm_idx;
851 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
853 monster_type *om_ptr = ¤t_floor_ptr->m_list[om_idx];
856 update_monster(om_idx, TRUE);
859 if (nm_idx > 0) /* Monster on new spot */
861 monster_type *nm_ptr = ¤t_floor_ptr->m_list[nm_idx];
864 update_monster(nm_idx, TRUE);
871 /* Check for new panel (redraw map) */
874 if (mpe_mode & MPE_FORGET_FLOW)
878 p_ptr->update |= (PU_UN_VIEW);
879 p_ptr->redraw |= (PR_MAP);
882 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
883 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
885 /* Remove "unsafe" flag */
886 if ((!p_ptr->blind && !no_lite()) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
888 /* For get everything when requested hehe I'm *NASTY* */
889 if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark();
890 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
892 if (p_ptr->pclass == CLASS_NINJA)
894 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
895 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
898 if ((p_ptr->action == ACTION_HAYAGAKE) &&
899 (!have_flag(f_ptr->flags, FF_PROJECT) ||
900 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
902 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
903 set_action(ACTION_NONE);
905 if (p_ptr->prace == RACE_MERFOLK)
907 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
909 p_ptr->update |= PU_BONUS;
910 update_creature(p_ptr);
915 if (mpe_mode & MPE_ENERGY_USE)
917 if (music_singing(MUSIC_WALL))
919 (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
920 PROJECT_KILL | PROJECT_ITEM, -1);
922 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
925 /* Spontaneous Searching */
926 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
931 /* Continuous Searching */
932 if (p_ptr->action == ACTION_SEARCH)
938 /* Handle "objects" */
939 if (!(mpe_mode & MPE_DONT_PICKUP))
941 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
944 /* Handle "store doors" */
945 if (have_flag(f_ptr->flags, FF_STORE))
947 disturb(FALSE, TRUE);
950 /* Hack -- Enter store */
951 command_new = SPECIAL_KEY_STORE;
954 /* Handle "building doors" -KMW- */
955 else if (have_flag(f_ptr->flags, FF_BLDG))
957 disturb(FALSE, TRUE);
960 /* Hack -- Enter building */
961 command_new = SPECIAL_KEY_BUILDING;
964 /* Handle quest areas -KMW- */
965 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
967 disturb(FALSE, TRUE);
970 /* Hack -- Enter quest level */
971 command_new = SPECIAL_KEY_QUEST;
974 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
976 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
978 complete_quest(p_ptr->inside_quest);
983 p_ptr->inside_quest = g_ptr->special;
984 current_floor_ptr->dun_level = 0;
988 p_ptr->leaving = TRUE;
992 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
994 disturb(FALSE, TRUE);
997 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
999 msg_print(_("トラップだ!", "You found a trap!"));
1002 disclose_grid(p_ptr->y, p_ptr->x);
1006 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
1008 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
1011 /* Warn when leaving trap detected region */
1012 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
1013 && p_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
1015 /* No duplicate warning */
1016 p_ptr->dtrap = FALSE;
1018 /* You are just on the edge */
1019 if (!(g_ptr->info & CAVE_UNSAFE))
1021 if (alert_trap_detect)
1023 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1026 if (disturb_trap_detect) disturb(FALSE, TRUE);
1030 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
1034 * @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
1036 * @return トラップが自動的に無効ならばTRUEを返す
1038 bool trap_can_be_ignored(FEAT_IDX feat)
1040 feature_type *f_ptr = &f_info[feat];
1042 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
1044 switch (f_ptr->subtype)
1048 case TRAP_SPIKED_PIT:
1049 case TRAP_POISON_PIT:
1050 if (p_ptr->levitation) return TRUE;
1053 if (p_ptr->anti_tele) return TRUE;
1056 if (p_ptr->immune_fire) return TRUE;
1059 if (p_ptr->immune_acid) return TRUE;
1062 if (p_ptr->resist_blind) return TRUE;
1065 if (p_ptr->resist_conf) return TRUE;
1068 if (p_ptr->resist_pois) return TRUE;
1071 if (p_ptr->free_act) return TRUE;
1080 * Determine if a "boundary" grid is "floor mimic"
1082 #define boundary_floor(C, F, MF) \
1083 ((C)->mimic && permanent_wall(F) && \
1084 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
1085 have_flag((MF)->flags, FF_PROJECT) && \
1086 !have_flag((MF)->flags, FF_OPEN))
1090 * @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 /
1091 * Move player in the given direction, with the given "pickup" flag.
1093 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
1094 * @param break_trap トラップ粉砕処理を行うならばTRUE
1095 * @return 実際に移動が行われたならばTRUEを返す。
1097 * This routine should (probably) always induce energy expenditure.\n
1099 * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
1100 * any monster which might be in the destination grid. Previously,\n
1101 * moving into walls was "free" and did NOT hit invisible monsters.\n
1103 void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
1105 /* Find the result of moving */
1106 POSITION y = p_ptr->y + ddy[dir];
1107 POSITION x = p_ptr->x + ddx[dir];
1109 /* Examine the destination */
1110 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1112 feature_type *f_ptr = &f_info[g_ptr->feat];
1114 monster_type *m_ptr;
1116 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1117 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
1119 GAME_TEXT m_name[MAX_NLEN];
1121 bool p_can_enter = player_can_enter(g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
1122 bool p_can_kill_walls = FALSE;
1123 bool stormbringer = FALSE;
1125 bool oktomove = TRUE;
1126 bool do_past = FALSE;
1129 if (!current_floor_ptr->dun_level && !p_ptr->wild_mode &&
1130 ((x == 0) || (x == MAX_WID - 1) ||
1131 (y == 0) || (y == MAX_HGT - 1)))
1133 /* Can the player enter the grid? */
1134 if (g_ptr->mimic && player_can_enter(g_ptr->mimic, 0))
1136 /* Hack: move to new area */
1137 if ((y == 0) && (x == 0))
1139 p_ptr->wilderness_y--;
1140 p_ptr->wilderness_x--;
1141 p_ptr->oldpy = current_floor_ptr->height - 2;
1142 p_ptr->oldpx = current_floor_ptr->width - 2;
1143 ambush_flag = FALSE;
1146 else if ((y == 0) && (x == MAX_WID - 1))
1148 p_ptr->wilderness_y--;
1149 p_ptr->wilderness_x++;
1150 p_ptr->oldpy = current_floor_ptr->height - 2;
1152 ambush_flag = FALSE;
1155 else if ((y == MAX_HGT - 1) && (x == 0))
1157 p_ptr->wilderness_y++;
1158 p_ptr->wilderness_x--;
1160 p_ptr->oldpx = current_floor_ptr->width - 2;
1161 ambush_flag = FALSE;
1164 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
1166 p_ptr->wilderness_y++;
1167 p_ptr->wilderness_x++;
1170 ambush_flag = FALSE;
1175 p_ptr->wilderness_y--;
1176 p_ptr->oldpy = current_floor_ptr->height - 2;
1178 ambush_flag = FALSE;
1181 else if (y == MAX_HGT - 1)
1183 p_ptr->wilderness_y++;
1186 ambush_flag = FALSE;
1191 p_ptr->wilderness_x--;
1192 p_ptr->oldpx = current_floor_ptr->width - 2;
1194 ambush_flag = FALSE;
1197 else if (x == MAX_WID - 1)
1199 p_ptr->wilderness_x++;
1202 ambush_flag = FALSE;
1205 p_ptr->leaving = TRUE;
1206 take_turn(p_ptr, 100);
1211 /* "Blocked" message appears later */
1212 /* oktomove = FALSE; */
1213 p_can_enter = FALSE;
1216 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1218 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1219 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1221 /* Player can not walk through "walls"... */
1222 /* unless in Shadow Form */
1223 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
1224 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
1225 !have_flag(f_ptr->flags, FF_PERMANENT);
1227 /* Hack -- attack monsters */
1228 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
1230 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1232 /* Attack -- only if we can see it OR it is not in a wall */
1233 if (!is_hostile(m_ptr) &&
1234 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
1235 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
1236 pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
1238 /* Disturb the monster */
1239 (void)set_monster_csleep(g_ptr->m_idx, 0);
1241 /* Extract monster name (or "it") */
1242 monster_desc(m_name, m_ptr, 0);
1246 /* Auto-Recall if possible and visible */
1247 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1249 /* Track a new monster */
1250 health_track(g_ptr->m_idx);
1254 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
1259 else if (monster_can_cross_terrain(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
1265 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1270 /* now continue on to 'movement' */
1279 if (oktomove && p_ptr->riding)
1281 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1283 msg_print(_("動けない!", "Can't move!"));
1286 disturb(FALSE, TRUE);
1288 else if (MON_MONFEAR(riding_m_ptr))
1290 GAME_TEXT steed_name[MAX_NLEN];
1291 monster_desc(steed_name, riding_m_ptr, 0);
1292 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1294 disturb(FALSE, TRUE);
1296 else if (p_ptr->riding_ryoute)
1299 disturb(FALSE, TRUE);
1301 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1305 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1309 else if (have_flag(f_ptr->flags, FF_WATER) &&
1310 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1311 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1313 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1316 disturb(FALSE, TRUE);
1318 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1320 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);
1323 disturb(FALSE, TRUE);
1325 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1327 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);
1330 disturb(FALSE, TRUE);
1333 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
1335 GAME_TEXT steed_name[MAX_NLEN];
1336 monster_desc(steed_name, riding_m_ptr, 0);
1337 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);
1339 disturb(FALSE, TRUE);
1347 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
1349 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);
1356 * Player can move through trees and
1357 * has effective -10 speed
1358 * Rangers can move without penality
1360 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1362 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
1366 /* Disarm a visible trap */
1367 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1369 if (!trap_can_be_ignored(g_ptr->feat))
1371 (void)do_cmd_disarm_aux(y, x, dir);
1377 /* Player can not walk through "walls" unless in wraith form...*/
1378 else if (!p_can_enter && !p_can_kill_walls)
1380 /* Feature code (applying "mimic" field) */
1381 FEAT_IDX feat = get_feat_mimic(g_ptr);
1382 feature_type *mimic_f_ptr = &f_info[feat];
1383 concptr name = f_name + mimic_f_ptr->name;
1387 /* Notice things in the dark */
1388 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
1390 /* Boundary floor mimic */
1391 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1393 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1396 /* Wall (or secret door) */
1400 msg_format("%sが行く手をはばんでいるようだ。", name);
1402 msg_format("You feel %s %s blocking your way.",
1403 is_a_vowel(name[0]) ? "an" : "a", name);
1406 g_ptr->info |= (CAVE_MARK);
1414 /* Boundary floor mimic */
1415 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1417 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1418 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1422 /* Wall (or secret door) */
1426 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
1429 msg_format("%sが行く手をはばんでいる。", name);
1431 msg_format("There is %s %s blocking your way.",
1432 is_a_vowel(name[0]) ? "an" : "a", name);
1436 * Well, it makes sense that you lose time bumping into
1437 * a wall _if_ you are confused, stunned or blind; but
1438 * typing mistakes should not cost you a current_world_ptr->game_turn...
1440 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1445 disturb(FALSE, TRUE);
1447 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1450 /* Normal movement */
1451 if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
1453 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
1458 /* To avoid a loop with running */
1459 disturb(FALSE, TRUE);
1464 /* Normal movement */
1467 u32b mpe_mode = MPE_ENERGY_USE;
1471 if (!process_warning(x, y))
1473 p_ptr->energy_use = 25;
1480 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1483 /* Change oldpx and oldpy to place the player well when going back to big mode */
1484 if (p_ptr->wild_mode)
1486 if (ddy[dir] > 0) p_ptr->oldpy = 1;
1487 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
1488 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
1489 if (ddx[dir] > 0) p_ptr->oldpx = 1;
1490 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
1491 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
1494 if (p_can_kill_walls)
1496 cave_alter_feat(y, x, FF_HURT_DISI);
1498 /* Update some things -- similar to GF_KILL_WALL */
1499 p_ptr->update |= (PU_FLOW);
1502 /* sound(SOUND_WALK); */
1504 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1505 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1507 (void)move_player_effect(y, x, mpe_mode);
1512 static bool ignore_avoid_run;
1515 * @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 /
1516 * Hack -- Check for a "known wall" (see below)
1517 * @param dir 想定する移動方向ID
1520 * @return 移動先が既知の壁ならばTRUE
1522 static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
1526 /* Get the new location */
1530 /* Illegal grids are not known walls */
1531 if (!in_bounds2(y, x)) return (FALSE);
1534 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1536 /* Must be known to the player */
1537 if (g_ptr->info & (CAVE_MARK))
1539 /* Feature code (applying "mimic" field) */
1540 s16b feat = get_feat_mimic(g_ptr);
1541 feature_type *f_ptr = &f_info[feat];
1543 /* Wall grids are known walls */
1544 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
1546 /* Don't run on a tree unless explicitly requested */
1547 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1550 /* Don't run in a wall */
1551 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1552 return !have_flag(f_ptr->flags, FF_DOOR);
1560 * @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 /
1561 * Hack -- Check for an "unknown corner" (see below)
1562 * @param dir 想定する移動方向ID
1565 * @return 移動先が未知の地形ならばTRUE
1567 static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
1569 /* Get the new location */
1573 /* Illegal grids are unknown */
1574 if (!in_bounds2(y, x)) return (TRUE);
1576 /* Memorized grids are always known */
1577 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
1579 /* Viewable door/wall grids are known */
1580 if (player_can_see_bold(y, x)) return (FALSE);
1588 * Hack -- allow quick "cycling" through the legal directions
1590 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1593 * Hack -- map each direction into the "middle" of the "cycle[]" array
1595 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1598 * The direction we are running
1600 static DIRECTION find_current;
1603 * The direction we came from
1605 static DIRECTION find_prevdir;
1608 * We are looking for open area
1610 static bool find_openarea;
1613 * We are looking for a break
1615 static bool find_breakright;
1616 static bool find_breakleft;
1619 * @brief ダッシュ処理の導入 /
1620 * Initialize the running algorithm for a new direction.
1623 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1625 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1626 * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
1627 * corridor, must be moving straight into a corridor here. ???\n
1629 * Diagonal Corridor Blunt Corridor (?)\n
1634 static void run_init(DIRECTION dir)
1636 int row, col, deepleft, deepright;
1637 int i, shortleft, shortright;
1639 /* Save the direction */
1642 /* Assume running straight */
1645 /* Assume looking for open area */
1646 find_openarea = TRUE;
1648 /* Assume not looking for breaks */
1649 find_breakright = find_breakleft = FALSE;
1651 /* Assume no nearby walls */
1652 deepleft = deepright = FALSE;
1653 shortright = shortleft = FALSE;
1655 p_ptr->run_py = p_ptr->y;
1656 p_ptr->run_px = p_ptr->x;
1658 /* Find the destination grid */
1659 row = p_ptr->y + ddy[dir];
1660 col = p_ptr->x + ddx[dir];
1662 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
1664 /* Extract cycle index */
1667 /* Check for walls */
1668 if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
1670 find_breakleft = TRUE;
1673 else if (see_wall(cycle[i+1], row, col))
1675 find_breakleft = TRUE;
1679 /* Check for walls */
1680 if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
1682 find_breakright = TRUE;
1685 else if (see_wall(cycle[i-1], row, col))
1687 find_breakright = TRUE;
1691 /* Looking for a break */
1692 if (find_breakleft && find_breakright)
1694 /* Not looking for open area */
1695 find_openarea = FALSE;
1697 /* Hack -- allow angled corridor entry */
1700 if (deepleft && !deepright)
1702 find_prevdir = cycle[i - 1];
1704 else if (deepright && !deepleft)
1706 find_prevdir = cycle[i + 1];
1710 /* Hack -- allow blunt corridor entry */
1711 else if (see_wall(cycle[i], row, col))
1713 if (shortleft && !shortright)
1715 find_prevdir = cycle[i - 2];
1717 else if (shortright && !shortleft)
1719 find_prevdir = cycle[i + 2];
1727 * @brief ダッシュ移動が継続できるかどうかの判定 /
1728 * Update the current "run" path
1730 * ダッシュ移動が継続できるならばTRUEを返す。
1731 * Return TRUE if the running should be stopped
1733 static bool run_test(void)
1735 DIRECTION prev_dir, new_dir, check_dir = 0;
1738 int option = 0, option2 = 0;
1741 feature_type *f_ptr;
1743 /* Where we came from */
1744 prev_dir = find_prevdir;
1747 /* Range of newly adjacent grids */
1748 max = (prev_dir & 0x01) + 1;
1750 /* break run when leaving trap detected region */
1751 if ((disturb_trap_detect || alert_trap_detect)
1752 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
1754 /* No duplicate warning */
1755 p_ptr->dtrap = FALSE;
1757 /* You are just on the edge */
1758 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
1760 if (alert_trap_detect)
1762 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1765 if (disturb_trap_detect)
1773 /* Look at every newly adjacent square. */
1774 for (i = -max; i <= max; i++)
1776 OBJECT_IDX this_o_idx, next_o_idx = 0;
1779 new_dir = cycle[chome[prev_dir] + i];
1782 row = p_ptr->y + ddy[new_dir];
1783 col = p_ptr->x + ddx[new_dir];
1786 g_ptr = ¤t_floor_ptr->grid_array[row][col];
1788 /* Feature code (applying "mimic" field) */
1789 feat = get_feat_mimic(g_ptr);
1790 f_ptr = &f_info[feat];
1792 /* Visible monsters abort running */
1795 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1797 /* Visible monster */
1798 if (m_ptr->ml) return (TRUE);
1801 /* Visible objects abort running */
1802 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1805 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1807 /* Acquire next object */
1808 next_o_idx = o_ptr->next_o_idx;
1810 /* Visible object */
1811 if (o_ptr->marked & OM_FOUND) return (TRUE);
1814 /* Assume unknown */
1817 /* Check memorized grids */
1818 if (g_ptr->info & (CAVE_MARK))
1820 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1822 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1825 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1827 /* Option -- ignore */
1832 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1834 /* Option -- ignore */
1839 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
1846 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1847 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
1854 /* Interesting feature */
1855 if (notice) return (TRUE);
1857 /* The grid is "visible" */
1861 /* Analyze unknown grids and floors considering mimic */
1862 if (inv || !see_wall(0, row, col))
1864 /* Looking for open area */
1870 /* The first new direction. */
1876 /* Three new directions. Stop running. */
1882 /* Two non-adjacent new directions. Stop running. */
1883 else if (option != cycle[chome[prev_dir] + i - 1])
1888 /* Two new (adjacent) directions (case 1) */
1889 else if (new_dir & 0x01)
1891 check_dir = cycle[chome[prev_dir] + i - 2];
1895 /* Two new (adjacent) directions (case 2) */
1898 check_dir = cycle[chome[prev_dir] + i + 1];
1904 /* Obstacle, while looking for open area */
1911 /* Break to the right */
1912 find_breakright = TRUE;
1917 /* Break to the left */
1918 find_breakleft = TRUE;
1924 /* Looking for open area */
1927 /* Hack -- look again */
1928 for (i = -max; i < 0; i++)
1930 /* Unknown grid or non-wall */
1931 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1933 /* Looking to break right */
1934 if (find_breakright)
1943 /* Looking to break left */
1951 /* Hack -- look again */
1952 for (i = max; i > 0; i--)
1954 /* Unknown grid or non-wall */
1955 if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
1957 /* Looking to break left */
1967 /* Looking to break right */
1968 if (find_breakright)
1976 /* Not looking for open area */
1988 /* Primary option */
1989 find_current = option;
1991 /* No other options */
1992 find_prevdir = option;
1995 /* Two options, examining corners */
1998 /* Primary option */
1999 find_current = option;
2001 /* Hack -- allow curving */
2002 find_prevdir = option2;
2005 /* Two options, pick one */
2008 /* Get next location */
2009 row = p_ptr->y + ddy[option];
2010 col = p_ptr->x + ddx[option];
2012 /* Don't see that it is closed off. */
2013 /* This could be a potential corner or an intersection. */
2014 if (!see_wall(option, row, col) ||
2015 !see_wall(check_dir, row, col))
2017 /* Can not see anything ahead and in the direction we */
2018 /* are turning, assume that it is a potential corner. */
2019 if (see_nothing(option, row, col) &&
2020 see_nothing(option2, row, col))
2022 find_current = option;
2023 find_prevdir = option2;
2026 /* STOP: we are next to an intersection or a room */
2033 /* This corner is seen to be enclosed; we cut the corner. */
2036 find_current = option2;
2037 find_prevdir = option2;
2040 /* This corner is seen to be enclosed, and we */
2041 /* deliberately go the long way. */
2044 find_current = option;
2045 find_prevdir = option2;
2050 /* About to hit a known wall, stop */
2051 if (see_wall(find_current, p_ptr->y, p_ptr->x))
2063 * @brief 継続的なダッシュ処理 /
2064 * Take one step along the current "run" path
2065 * @param dir 移動を試みる方向ID
2068 void run_step(DIRECTION dir)
2073 /* Ignore AVOID_RUN on a first step */
2074 ignore_avoid_run = TRUE;
2076 /* Hack -- do not start silly run */
2077 if (see_wall(dir, p_ptr->y, p_ptr->x))
2079 sound(SOUND_HITWALL);
2081 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
2083 disturb(FALSE, FALSE);
2097 disturb(FALSE, FALSE);
2103 /* Decrease the run counter */
2104 if (--running <= 0) return;
2107 take_turn(p_ptr, 100);
2109 /* Move the player, using the "pickup" flag */
2110 move_player(find_current, FALSE, FALSE);
2112 if (player_bold(p_ptr->run_py, p_ptr->run_px))
2116 disturb(FALSE, FALSE);
2124 * @brief トラベル機能の判定処理 /
2125 * Test for traveling
2126 * @param prev_dir 前回移動を行った元の方角ID
2129 static DIRECTION travel_test(DIRECTION prev_dir)
2131 DIRECTION new_dir = 0;
2133 const grid_type *g_ptr;
2136 /* Cannot travel when blind */
2137 if (p_ptr->blind || no_lite())
2139 msg_print(_("目が見えない!", "You cannot see!"));
2143 /* break run when leaving trap detected region */
2144 if ((disturb_trap_detect || alert_trap_detect)
2145 && p_ptr->dtrap && !(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
2147 /* No duplicate warning */
2148 p_ptr->dtrap = FALSE;
2150 /* You are just on the edge */
2151 if (!(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
2153 if (alert_trap_detect)
2155 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
2158 if (disturb_trap_detect)
2166 /* Range of newly adjacent grids */
2167 max = (prev_dir & 0x01) + 1;
2169 /* Look at every newly adjacent square. */
2170 for (i = -max; i <= max; i++)
2173 DIRECTION dir = cycle[chome[prev_dir] + i];
2176 POSITION row = p_ptr->y + ddy[dir];
2177 POSITION col = p_ptr->x + ddx[dir];
2180 g_ptr = ¤t_floor_ptr->grid_array[row][col];
2182 /* Visible monsters abort running */
2185 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2187 /* Visible monster */
2188 if (m_ptr->ml) return (0);
2193 /* Travel cost of current grid */
2194 cost = travel.cost[p_ptr->y][p_ptr->x];
2196 /* Determine travel direction */
2197 for (i = 0; i < 8; ++ i) {
2198 int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
2200 if (dir_cost < cost)
2207 if (!new_dir) return (0);
2209 /* Access newly move grid */
2210 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
2212 /* Close door abort traveling */
2213 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
2215 /* Visible and unignorable trap abort tarveling */
2216 if (!g_ptr->mimic && !trap_can_be_ignored(g_ptr->feat)) return (0);
2224 * @brief トラベル機能の実装 /
2228 void travel_step(void)
2230 /* Get travel direction */
2231 travel.dir = travel_test(travel.dir);
2235 if (travel.run == 255)
2237 msg_print(_("道筋が見つかりません!", "No route is found!"));
2238 travel.y = travel.x = 0;
2240 disturb(FALSE, TRUE);
2244 take_turn(p_ptr, 100);
2246 move_player(travel.dir, always_pickup, FALSE);
2248 if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
2251 travel.y = travel.x = 0;
2253 else if (travel.run > 0)
2257 Term_xtra(TERM_XTRA_DELAY, delay_factor);
2264 * Hack: travel command
2266 #define TRAVEL_UNABLE 9999
2268 static int flow_head = 0;
2269 static int flow_tail = 0;
2270 static POSITION temp2_x[MAX_SHORT];
2271 static POSITION temp2_y[MAX_SHORT];
2274 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
2277 void forget_travel_flow(void)
2280 /* Check the entire dungeon / Forget the old data */
2281 for (y = 0; y < current_floor_ptr->height; y++)
2283 for (x = 0; x < current_floor_ptr->width; x++)
2286 travel.cost[y][x] = MAX_SHORT;
2289 travel.y = travel.x = 0;
2293 * @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
2298 static int travel_flow_cost(POSITION y, POSITION x)
2300 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2303 /* Avoid obstacles (ex. trees) */
2304 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2307 if (have_flag(f_ptr->flags, FF_WATER))
2309 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
2313 if (have_flag(f_ptr->flags, FF_LAVA))
2316 if (!p_ptr->resist_fire) lava *= 2;
2317 if (!p_ptr->levitation) lava *= 2;
2318 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2323 /* Detected traps and doors */
2324 if (current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2326 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2327 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2334 * @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
2338 * @param wall プレイヤーが壁の中にいるならばTRUE
2341 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
2343 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2344 feature_type *f_ptr = &f_info[g_ptr->feat];
2345 int old_head = flow_head;
2347 int base_cost = (n % TRAVEL_UNABLE);
2348 int from_wall = (n / TRAVEL_UNABLE);
2351 /* Ignore out of bounds */
2352 if (!in_bounds(y, x)) return;
2354 /* Ignore unknown grid except in wilderness */
2355 if (current_floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2357 /* Ignore "walls" and "rubble" (include "secret doors") */
2358 if (have_flag(f_ptr->flags, FF_WALL) ||
2359 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2360 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic) ||
2361 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
2363 if (!wall || !from_wall) return;
2364 add_cost += TRAVEL_UNABLE;
2368 add_cost = travel_flow_cost(y, x);
2371 cost = base_cost + add_cost;
2373 /* Ignore lower cost entries */
2374 if (travel.cost[y][x] <= cost) return;
2376 /* Save the flow cost */
2377 travel.cost[y][x] = cost;
2379 /* Enqueue that entry */
2380 temp2_y[flow_head] = y;
2381 temp2_x[flow_head] = x;
2383 /* Advance the queue */
2384 if (++flow_head == MAX_SHORT) flow_head = 0;
2386 /* Hack -- notice overflow by forgetting new entry */
2387 if (flow_head == flow_tail) flow_head = old_head;
2393 * @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
2394 * @param ty 目標地点のY座標
2395 * @param tx 目標地点のX座標
2398 static void travel_flow(POSITION ty, POSITION tx)
2403 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
2405 /* Reset the "queue" */
2406 flow_head = flow_tail = 0;
2408 /* is player in the wall? */
2409 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2411 /* Start at the target grid */
2412 travel_flow_aux(ty, tx, 0, wall);
2414 /* Now process the queue */
2415 while (flow_head != flow_tail)
2417 /* Extract the next entry */
2418 y = temp2_y[flow_tail];
2419 x = temp2_x[flow_tail];
2421 /* Forget that entry */
2422 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2424 /* Ignore too far entries */
2425 //if (distance(ty, tx, y, x) > 100) continue;
2427 /* Add the "children" */
2428 for (d = 0; d < 8; d++)
2430 /* Add that child if "legal" */
2431 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2435 /* Forget the flow info */
2436 flow_head = flow_tail = 0;
2440 * @brief トラベル処理のメインルーチン
2443 void do_cmd_travel(void)
2447 POSITION dx, dy, sx, sy;
2448 feature_type *f_ptr;
2450 if (travel.x != 0 && travel.y != 0 &&
2451 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2456 else if (!tgt_pt(&x, &y)) return;
2458 if ((x == p_ptr->x) && (y == p_ptr->y))
2460 msg_print(_("すでにそこにいます!", "You are already there!!"));
2464 f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2466 if ((current_floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2467 (have_flag(f_ptr->flags, FF_WALL) ||
2468 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2469 (have_flag(f_ptr->flags, FF_DOOR) && current_floor_ptr->grid_array[y][x].mimic)))
2471 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2475 forget_travel_flow();
2481 /* Travel till 255 steps */
2487 /* Decides first direction */
2488 dx = abs(p_ptr->x - x);
2489 dy = abs(p_ptr->y - y);
2490 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
2491 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
2493 for (i = 1; i <= 9; i++)
2495 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;