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 turn in
112 * that direction. If there are more than two new ways to go, STOP.
113 * If there are two ways to go, and those ways are separated by a
114 * square which does not seem to be open, then STOP.
116 * Otherwise, we have a potential corner. There are two new open
117 * squares, which are also adjacent. One of the new squares is
118 * diagonally located, the other is straight on (as in the diagram).
119 * We consider two more squares further out (marked below as ?).
121 * We assign "option" to the straight-on grid, and "option2" to the
122 * diagonal grid, and "check_dir" to the grid marked 's'.
128 * If they are both seen to be closed, then it is seen that no benefit
129 * is gained from moving straight. It is a known corner. To cut the
130 * corner, go diagonally, otherwise go straight, but pretend you
131 * stepped diagonally into that next location for a full view next
132 * time. Conversely, if one of the ? squares is not seen to be closed,
133 * then there is a potential choice. We check to see whether it is a
134 * potential corner or an intersection/room entrance. If the square
135 * two spaces straight ahead, and the space marked with 's' are both
136 * unknown space, then it is a potential corner and enter if
137 * find_examine is set, otherwise must stop because it is not a
138 * corner. (find_examine option is removed and always is TRUE.)
145 #include "main/sound-definitions-table.h"
147 #include "realm/realm-song.h"
148 #include "autopick/autopick.h"
150 #include "effect/effect-characteristics.h"
155 #include "artifact.h"
156 #include "player-move.h"
157 #include "player-status.h"
158 #include "player-effects.h"
159 #include "player-race.h"
160 #include "player-class.h"
161 #include "player-inventory.h"
162 #include "player-personality.h"
163 #include "spells-floor.h"
167 #include "monster-spell.h"
168 #include "monster-status.h"
169 #include "object-hook.h"
170 #include "object-flavor.h"
171 #include "spell/spells-type.h"
172 #include "cmd-basic.h"
173 #include "view/display-main-window.h"
175 #include "object/object-kind.h"
176 #include "autopick/autopick.h"
177 #include "targeting.h"
178 #include "spell/process-effect.h"
183 * @brief 地形やその上のアイテムの隠された要素を全て明かす /
184 * Search for hidden things
185 * @param creature_ptr プレーヤーへの参照ポインタ
186 * @param y 対象となるマスのY座標
187 * @param x 対象となるマスのX座標
190 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
193 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
194 g_ptr = &floor_ptr->grid_array[y][x];
196 if (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat))
198 disclose_grid(creature_ptr, y, x);
199 msg_print(_("トラップを発見した。", "You have found a trap."));
200 disturb(creature_ptr, FALSE, TRUE);
203 if (is_hidden_door(creature_ptr, g_ptr))
205 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
206 disclose_grid(creature_ptr, y, x);
207 disturb(creature_ptr, FALSE, FALSE);
210 /* Scan all objects in the grid */
211 OBJECT_IDX next_o_idx = 0;
212 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
215 o_ptr = &floor_ptr->o_list[this_o_idx];
216 next_o_idx = o_ptr->next_o_idx;
217 if (o_ptr->tval != TV_CHEST) continue;
218 if (!chest_traps[o_ptr->pval]) continue;
219 if (!object_is_known(o_ptr))
221 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!"));
223 disturb(creature_ptr, FALSE, FALSE);
230 * @brief プレイヤーの探索処理判定
231 * @param creature_ptr プレーヤーへの参照ポインタ
234 void search(player_type *creature_ptr)
236 /* Start with base search ability */
237 PERCENTAGE chance = creature_ptr->skill_srh;
239 /* Penalize various conditions */
240 if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
241 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
243 /* Search the nearby grids, which are always in bounds */
244 for (DIRECTION i = 0; i < 9; ++ i)
246 /* Sometimes, notice things */
247 if (randint0(100) < chance)
249 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
256 * @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 /
257 * Helper routine for py_pickup() and py_pickup_floor().
258 * @param creature_ptr プレーヤーへの参照ポインタ
259 * @param o_idx 取得したオブジェクトの参照ID
262 * アイテムを拾った際に「2つのケーキを持っている」\n
263 * "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
265 * 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
267 * Add the given dungeon object to the character's inventory.\n
268 * Delete the object afterwards.\n
270 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
273 GAME_TEXT o_name[MAX_NLEN];
274 GAME_TEXT old_name[MAX_NLEN];
278 GAME_TEXT o_name[MAX_NLEN];
282 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
285 object_desc(owner_ptr, old_name, o_ptr, OD_NAME_ONLY);
286 object_desc_kosuu(kazu_str, o_ptr);
287 hirottakazu = o_ptr->number;
290 /* Carry the object */
291 INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
293 /* Get the object again */
294 o_ptr = &owner_ptr->inventory_list[slot];
296 delete_object_idx(owner_ptr, o_idx);
298 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
300 bool old_known = identify_item(owner_ptr, o_ptr);
302 /* Auto-inscription/destroy */
303 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
305 /* If it is destroyed, don't pick it up */
306 if (o_ptr->marked & OM_AUTODESTROY) return;
309 object_desc(owner_ptr, o_name, o_ptr, 0);
312 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
314 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
315 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
316 msg_format("%sに襲いかかる...", owner_ptr->name);
322 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
326 if (o_ptr->number > hirottakazu) {
327 msg_format("%s拾って、%s(%c)を持っている。",
328 kazu_str, o_name, index_to_label(slot));
330 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
335 strcpy(record_o_name, old_name);
337 msg_format("You have %s (%c).", o_name, index_to_label(slot));
338 strcpy(record_o_name, o_name);
340 record_turn = current_world_ptr->game_turn;
341 check_find_art_quest_completion(owner_ptr, o_ptr);
346 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
347 * @param creature_ptr プレーヤーへの参照ポインタ
348 * @param pickup 自動拾い処理を行うならばTRUEとする
351 * Player "wants" to pick up an object or gold.
352 * Note that we ONLY handle things that can be picked up.
353 * See "move_player(creature_ptr, )" for handling of other things.
355 void carry(player_type *creature_ptr, bool pickup)
357 /* Recenter the map around the player */
358 verify_panel(creature_ptr);
360 creature_ptr->update |= (PU_MONSTERS);
361 creature_ptr->redraw |= (PR_MAP);
362 creature_ptr->window |= (PW_OVERHEAD);
363 handle_stuff(creature_ptr);
365 /* Automatically pickup/destroy/inscribe items */
366 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
367 autopick_pickup_items(creature_ptr, g_ptr);
371 py_pickup_floor(creature_ptr, pickup);
375 /* Scan the pile of objects */
376 OBJECT_IDX next_o_idx = 0;
377 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
380 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
381 GAME_TEXT o_name[MAX_NLEN];
382 object_desc(creature_ptr, o_name, o_ptr, 0);
383 next_o_idx = o_ptr->next_o_idx;
385 disturb(creature_ptr, FALSE, FALSE);
387 if (o_ptr->tval == TV_GOLD)
389 int value = (long)o_ptr->pval;
390 delete_object_idx(creature_ptr, this_o_idx);
391 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
392 (long)value, o_name);
396 creature_ptr->au += value;
397 creature_ptr->redraw |= (PR_GOLD);
398 creature_ptr->window |= (PW_PLAYER);
402 /* Hack - some objects were handled in autopick_pickup_items(). */
403 if (o_ptr->marked & OM_NOMSG)
405 o_ptr->marked &= ~OM_NOMSG;
411 msg_format(_("%sがある。", "You see %s."), o_name);
415 if (!inven_carry_okay(o_ptr))
417 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);
421 int is_pickup_successful = TRUE;
422 if (carry_query_flag)
424 char out_val[MAX_NLEN + 20];
425 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
426 is_pickup_successful = get_check(out_val);
429 if (is_pickup_successful)
431 py_pickup_aux(creature_ptr, this_o_idx);
438 * @brief パターンによる移動制限処理
439 * @param creature_ptr プレーヤーへの参照ポインタ
440 * @param c_y プレイヤーの移動元Y座標
441 * @param c_x プレイヤーの移動元X座標
442 * @param n_y プレイヤーの移動先Y座標
443 * @param n_x プレイヤーの移動先X座標
444 * @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。
446 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
448 feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
449 feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
450 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
451 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
453 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
455 int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
456 int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
458 if (pattern_type_new == PATTERN_TILE_START)
460 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
462 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?",
463 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
472 if ((pattern_type_new == PATTERN_TILE_OLD) ||
473 (pattern_type_new == PATTERN_TILE_END) ||
474 (pattern_type_new == PATTERN_TILE_WRECKED))
476 if (is_pattern_tile_cur)
482 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。",
483 "You must start walking the Pattern from the startpoint."));
489 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
490 (pattern_type_cur == PATTERN_TILE_TELEPORT))
495 if (pattern_type_cur == PATTERN_TILE_START)
497 if (is_pattern_tile_new)
501 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."));
506 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
507 (pattern_type_cur == PATTERN_TILE_END) ||
508 (pattern_type_cur == PATTERN_TILE_WRECKED))
510 if (!is_pattern_tile_new)
512 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."));
521 if (!is_pattern_tile_cur)
523 msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
524 "You must start walking the Pattern from the startpoint."));
529 byte ok_move = PATTERN_TILE_START;
530 switch (pattern_type_cur)
533 ok_move = PATTERN_TILE_2;
536 ok_move = PATTERN_TILE_3;
539 ok_move = PATTERN_TILE_4;
542 ok_move = PATTERN_TILE_1;
545 if (current_world_ptr->wizard)
546 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
550 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
552 if (!is_pattern_tile_new)
553 msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
555 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."));
562 * @brief 移動に伴うプレイヤーのステータス変化処理
563 * @param creature_ptr プレーヤーへの参照ポインタ
566 * @param mpe_mode 移動オプションフラグ
567 * @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。
569 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
571 POSITION oy = creature_ptr->y;
572 POSITION ox = creature_ptr->x;
573 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
574 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
575 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
576 feature_type *f_ptr = &f_info[g_ptr->feat];
577 feature_type *of_ptr = &f_info[oc_ptr->feat];
579 if (!(mpe_mode & MPE_STAYING))
581 MONSTER_IDX om_idx = oc_ptr->m_idx;
582 MONSTER_IDX nm_idx = g_ptr->m_idx;
584 creature_ptr->y = ny;
585 creature_ptr->x = nx;
587 /* Hack -- For moving monster or riding player's moving */
588 if (!(mpe_mode & MPE_DONT_SWAP_MON))
590 /* Swap two monsters */
591 g_ptr->m_idx = om_idx;
592 oc_ptr->m_idx = nm_idx;
594 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
596 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
599 update_monster(creature_ptr, om_idx, TRUE);
602 if (nm_idx > 0) /* Monster on new spot */
604 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
607 update_monster(creature_ptr, nm_idx, TRUE);
611 lite_spot(creature_ptr, oy, ox);
612 lite_spot(creature_ptr, ny, nx);
614 /* Check for new panel (redraw map) */
615 verify_panel(creature_ptr);
617 if (mpe_mode & MPE_FORGET_FLOW)
619 forget_flow(floor_ptr);
621 creature_ptr->update |= (PU_UN_VIEW);
622 creature_ptr->redraw |= (PR_MAP);
625 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
626 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
628 /* Remove "unsafe" flag */
629 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(creature_ptr, g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
631 /* For get everything when requested hehe I'm *NASTY* */
632 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
633 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
635 if (creature_ptr->pclass == CLASS_NINJA)
637 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
638 else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
641 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
642 (!have_flag(f_ptr->flags, FF_PROJECT) ||
643 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
645 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
646 set_action(creature_ptr, ACTION_NONE);
648 if (creature_ptr->prace == RACE_MERFOLK)
650 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
652 creature_ptr->update |= PU_BONUS;
653 update_creature(creature_ptr);
658 if (mpe_mode & MPE_ENERGY_USE)
660 if (music_singing(creature_ptr, MUSIC_WALL))
662 (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
663 PROJECT_KILL | PROJECT_ITEM, -1);
665 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
668 /* Spontaneous Searching */
669 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
671 search(creature_ptr);
674 /* Continuous Searching */
675 if (creature_ptr->action == ACTION_SEARCH)
677 search(creature_ptr);
681 /* Handle "objects" */
682 if (!(mpe_mode & MPE_DONT_PICKUP))
684 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
687 /* Handle "store doors" */
688 if (have_flag(f_ptr->flags, FF_STORE))
690 disturb(creature_ptr, FALSE, TRUE);
692 free_turn(creature_ptr);
693 /* Hack -- Enter store */
694 command_new = SPECIAL_KEY_STORE;
697 /* Handle "building doors" -KMW- */
698 else if (have_flag(f_ptr->flags, FF_BLDG))
700 disturb(creature_ptr, FALSE, TRUE);
702 free_turn(creature_ptr);
703 /* Hack -- Enter building */
704 command_new = SPECIAL_KEY_BUILDING;
707 /* Handle quest areas -KMW- */
708 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
710 disturb(creature_ptr, FALSE, TRUE);
712 free_turn(creature_ptr);
713 /* Hack -- Enter quest level */
714 command_new = SPECIAL_KEY_QUEST;
717 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
719 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
721 complete_quest(creature_ptr, floor_ptr->inside_quest);
724 leave_quest_check(creature_ptr);
726 floor_ptr->inside_quest = g_ptr->special;
727 floor_ptr->dun_level = 0;
728 creature_ptr->oldpx = 0;
729 creature_ptr->oldpy = 0;
731 creature_ptr->leaving = TRUE;
735 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
737 disturb(creature_ptr, FALSE, TRUE);
740 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
742 msg_print(_("トラップだ!", "You found a trap!"));
745 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
749 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
751 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
754 /* Warn when leaving trap detected region */
755 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
756 && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
758 /* No duplicate warning */
759 creature_ptr->dtrap = FALSE;
761 /* You are just on the edge */
762 if (!(g_ptr->info & CAVE_UNSAFE))
764 if (alert_trap_detect)
766 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
769 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
773 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
778 * @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
779 * @param creature_ptr プレーヤーへの参照ポインタ
781 * @return トラップが自動的に無効ならばTRUEを返す
783 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
785 feature_type *f_ptr = &f_info[feat];
787 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
789 switch (f_ptr->subtype)
793 case TRAP_SPIKED_PIT:
794 case TRAP_POISON_PIT:
795 if (creature_ptr->levitation) return TRUE;
798 if (creature_ptr->anti_tele) return TRUE;
801 if (creature_ptr->immune_fire) return TRUE;
804 if (creature_ptr->immune_acid) return TRUE;
807 if (creature_ptr->resist_blind) return TRUE;
810 if (creature_ptr->resist_conf) return TRUE;
813 if (creature_ptr->resist_pois) return TRUE;
816 if (creature_ptr->free_act) return TRUE;
826 * Determine if a "boundary" grid is "floor mimic"
827 * @param grid_type *g_ptr
828 * @param feature_type *f_ptr
829 * @param feature_type *mimic_f_ptr
830 * @return 移動不能であればTRUE
832 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
834 bool is_boundary_floor = g_ptr->mimic > 0;
835 is_boundary_floor &= permanent_wall(f_ptr);
836 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
837 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
838 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
839 return is_boundary_floor;
844 * @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 /
845 * Move player in the given direction, with the given "pickup" flag.
846 * @param creature_ptr プレーヤーへの参照ポインタ
848 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
849 * @param break_trap トラップ粉砕処理を行うならばTRUE
850 * @return 実際に移動が行われたならばTRUEを返す。
852 * This routine should (probably) always induce energy expenditure.\n
854 * Note that moving will *always* take a turn, and will *always* hit\n
855 * any monster which might be in the destination grid. Previously,\n
856 * moving into walls was "free" and did NOT hit invisible monsters.\n
858 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
860 POSITION y = creature_ptr->y + ddy[dir];
861 POSITION x = creature_ptr->x + ddx[dir];
863 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
864 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
865 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
866 bool stormbringer = FALSE;
869 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
870 ((x == 0) || (x == MAX_WID - 1) ||
871 (y == 0) || (y == MAX_HGT - 1)))
873 /* Can the player enter the grid? */
874 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
876 /* Hack: move to new area */
877 if ((y == 0) && (x == 0))
879 creature_ptr->wilderness_y--;
880 creature_ptr->wilderness_x--;
881 creature_ptr->oldpy = floor_ptr->height - 2;
882 creature_ptr->oldpx = floor_ptr->width - 2;
883 creature_ptr->ambush_flag = FALSE;
886 else if ((y == 0) && (x == MAX_WID - 1))
888 creature_ptr->wilderness_y--;
889 creature_ptr->wilderness_x++;
890 creature_ptr->oldpy = floor_ptr->height - 2;
891 creature_ptr->oldpx = 1;
892 creature_ptr->ambush_flag = FALSE;
895 else if ((y == MAX_HGT - 1) && (x == 0))
897 creature_ptr->wilderness_y++;
898 creature_ptr->wilderness_x--;
899 creature_ptr->oldpy = 1;
900 creature_ptr->oldpx = floor_ptr->width - 2;
901 creature_ptr->ambush_flag = FALSE;
904 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
906 creature_ptr->wilderness_y++;
907 creature_ptr->wilderness_x++;
908 creature_ptr->oldpy = 1;
909 creature_ptr->oldpx = 1;
910 creature_ptr->ambush_flag = FALSE;
915 creature_ptr->wilderness_y--;
916 creature_ptr->oldpy = floor_ptr->height - 2;
917 creature_ptr->oldpx = x;
918 creature_ptr->ambush_flag = FALSE;
921 else if (y == MAX_HGT - 1)
923 creature_ptr->wilderness_y++;
924 creature_ptr->oldpy = 1;
925 creature_ptr->oldpx = x;
926 creature_ptr->ambush_flag = FALSE;
931 creature_ptr->wilderness_x--;
932 creature_ptr->oldpx = floor_ptr->width - 2;
933 creature_ptr->oldpy = y;
934 creature_ptr->ambush_flag = FALSE;
937 else if (x == MAX_WID - 1)
939 creature_ptr->wilderness_x++;
940 creature_ptr->oldpx = 1;
941 creature_ptr->oldpy = y;
942 creature_ptr->ambush_flag = FALSE;
945 creature_ptr->leaving = TRUE;
946 take_turn(creature_ptr, 100);
951 /* "Blocked" message appears later */
952 /* oktomove = FALSE; */
957 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
959 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
960 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
962 /* Player can not walk through "walls"... */
963 /* unless in Shadow Form */
964 feature_type *f_ptr = &f_info[g_ptr->feat];
965 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
966 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
967 !have_flag(f_ptr->flags, FF_PERMANENT);
969 /* Hack -- attack monsters */
970 GAME_TEXT m_name[MAX_NLEN];
971 bool can_move = TRUE;
972 bool do_past = FALSE;
973 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
975 monster_race *r_ptr = &r_info[m_ptr->r_idx];
977 /* Attack -- only if we can see it OR it is not in a wall */
978 if (!is_hostile(m_ptr) &&
979 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
980 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
981 pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
983 /* Disturb the monster */
984 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
986 monster_desc(creature_ptr, m_name, m_ptr, 0);
990 /* Auto-Recall if possible and visible */
991 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
992 health_track(creature_ptr, g_ptr->m_idx);
996 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
998 py_attack(creature_ptr, y, x, 0);
1001 else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1007 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1008 free_turn(creature_ptr);
1012 /* now continue on to 'movement' */
1016 py_attack(creature_ptr, y, x, 0);
1021 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1022 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1023 if (can_move && creature_ptr->riding)
1025 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1027 msg_print(_("動けない!", "Can't move!"));
1028 free_turn(creature_ptr);
1030 disturb(creature_ptr, FALSE, TRUE);
1032 else if (MON_MONFEAR(riding_m_ptr))
1034 GAME_TEXT steed_name[MAX_NLEN];
1035 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1036 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1038 disturb(creature_ptr, FALSE, TRUE);
1040 else if (creature_ptr->riding_ryoute)
1043 disturb(creature_ptr, FALSE, TRUE);
1045 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1049 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1053 else if (have_flag(f_ptr->flags, FF_WATER) &&
1054 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1055 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1057 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1058 free_turn(creature_ptr);
1060 disturb(creature_ptr, FALSE, TRUE);
1062 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1064 msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name);
1065 free_turn(creature_ptr);
1067 disturb(creature_ptr, FALSE, TRUE);
1069 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1071 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);
1072 free_turn(creature_ptr);
1074 disturb(creature_ptr, FALSE, TRUE);
1077 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
1079 GAME_TEXT steed_name[MAX_NLEN];
1080 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1081 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);
1083 disturb(creature_ptr, FALSE, TRUE);
1091 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1093 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);
1094 free_turn(creature_ptr);
1095 creature_ptr->running = 0;
1100 * Player can move through trees and
1101 * has effective -10 speed
1102 * Rangers can move without penality
1104 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1106 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1109 /* Disarm a visible trap */
1110 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1112 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1114 (void)exe_disarm(creature_ptr, y, x, dir);
1119 /* Player can not walk through "walls" unless in wraith form...*/
1120 else if (!p_can_enter && !p_can_kill_walls)
1122 /* Feature code (applying "mimic" field) */
1123 FEAT_IDX feat = get_feat_mimic(g_ptr);
1124 feature_type *mimic_f_ptr = &f_info[feat];
1125 concptr name = f_name + mimic_f_ptr->name;
1129 /* Notice things in the dark */
1130 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1132 /* Boundary floor mimic */
1133 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1135 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1138 /* Wall (or secret door) */
1142 msg_format("%sが行く手をはばんでいるようだ。", name);
1144 msg_format("You feel %s %s blocking your way.",
1145 is_a_vowel(name[0]) ? "an" : "a", name);
1148 g_ptr->info |= (CAVE_MARK);
1149 lite_spot(creature_ptr, y, x);
1156 /* Boundary floor mimic */
1157 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1159 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1160 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1161 free_turn(creature_ptr);
1164 /* Wall (or secret door) */
1168 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x)) return;
1171 msg_format("%sが行く手をはばんでいる。", name);
1173 msg_format("There is %s %s blocking your way.",
1174 is_a_vowel(name[0]) ? "an" : "a", name);
1178 * Well, it makes sense that you lose time bumping into
1179 * a wall _if_ you are confused, stunned or blind; but
1180 * typing mistakes should not cost you a turn...
1182 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1183 free_turn(creature_ptr);
1187 disturb(creature_ptr, FALSE, TRUE);
1189 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1192 /* Normal movement */
1193 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1195 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1197 free_turn(creature_ptr);
1200 /* To avoid a loop with running */
1201 disturb(creature_ptr, FALSE, TRUE);
1206 if (!can_move) return;
1208 if (creature_ptr->warning)
1210 if (!process_warning(creature_ptr, x, y))
1212 creature_ptr->energy_use = 25;
1219 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1222 /* Change oldpx and oldpy to place the player well when going back to big mode */
1223 if (creature_ptr->wild_mode)
1225 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1226 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1227 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1228 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1229 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1230 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1233 if (p_can_kill_walls)
1235 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1237 /* Update some things -- similar to GF_KILL_WALL */
1238 creature_ptr->update |= (PU_FLOW);
1241 u32b mpe_mode = MPE_ENERGY_USE;
1242 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1243 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1245 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1249 static bool ignore_avoid_run;
1252 * @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 /
1253 * Hack -- Check for a "known wall" (see below)
1254 * @param creature_ptr プレーヤーへの参照ポインタ
1255 * @param dir 想定する移動方向ID
1258 * @return 移動先が既知の壁ならばTRUE
1260 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1262 /* Get the new location */
1266 /* Illegal grids are not known walls */
1267 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1268 if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1271 g_ptr = &floor_ptr->grid_array[y][x];
1273 /* Must be known to the player */
1274 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1276 /* Feature code (applying "mimic" field) */
1277 s16b feat = get_feat_mimic(g_ptr);
1278 feature_type *f_ptr = &f_info[feat];
1280 /* Wall grids are known walls */
1281 if (!player_can_enter(creature_ptr, feat, 0))
1282 return !have_flag(f_ptr->flags, FF_DOOR);
1284 /* Don't run on a tree unless explicitly requested */
1285 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1288 /* Don't run in a wall */
1289 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1290 return !have_flag(f_ptr->flags, FF_DOOR);
1297 * @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 /
1298 * Hack -- Check for an "unknown corner" (see below)
1299 * @param creature_ptr プレーヤーへの参照ポインタ
1300 * @param dir 想定する移動方向ID
1303 * @return 移動先が未知の地形ならばTRUE
1305 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1307 /* Get the new location */
1311 /* Illegal grids are unknown */
1312 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1313 if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1315 /* Memorized grids are always known */
1316 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1318 /* Viewable door/wall grids are known */
1319 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1327 * Hack -- allow quick "cycling" through the legal directions
1329 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1332 * Hack -- map each direction into the "middle" of the "cycle[]" array
1334 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1337 * The direction we are running
1339 static DIRECTION find_current;
1342 * The direction we came from
1344 static DIRECTION find_prevdir;
1347 * We are looking for open area
1349 static bool find_openarea;
1352 * We are looking for a break
1354 static bool find_breakright;
1355 static bool find_breakleft;
1358 * @brief ダッシュ処理の導入 /
1359 * Initialize the running algorithm for a new direction.
1360 * @param creature_ptr プレーヤーへの参照ポインタ
1363 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1365 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1366 * we seem to be in a corridor, then force a turn into the side\n
1367 * corridor, must be moving straight into a corridor here. ???\n
1369 * Diagonal Corridor Blunt Corridor (?)\n
1374 static void run_init(player_type *creature_ptr, DIRECTION dir)
1376 /* Save the direction */
1379 /* Assume running straight */
1382 /* Assume looking for open area */
1383 find_openarea = TRUE;
1385 /* Assume not looking for breaks */
1386 find_breakright = find_breakleft = FALSE;
1388 /* Assume no nearby walls */
1389 bool deepleft = FALSE;
1390 bool deepright = FALSE;
1391 bool shortright = FALSE;
1392 bool shortleft = FALSE;
1394 creature_ptr->run_py = creature_ptr->y;
1395 creature_ptr->run_px = creature_ptr->x;
1397 /* Find the destination grid */
1398 int row = creature_ptr->y + ddy[dir];
1399 int col = creature_ptr->x + ddx[dir];
1401 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1403 /* Extract cycle index */
1406 /* Check for walls */
1407 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1409 find_breakleft = TRUE;
1412 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1414 find_breakleft = TRUE;
1418 /* Check for walls */
1419 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1421 find_breakright = TRUE;
1424 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1426 find_breakright = TRUE;
1430 /* Looking for a break */
1431 if (!find_breakleft || !find_breakright) return;
1433 /* Not looking for open area */
1434 find_openarea = FALSE;
1436 /* Hack -- allow angled corridor entry */
1439 if (deepleft && !deepright)
1441 find_prevdir = cycle[i - 1];
1443 else if (deepright && !deepleft)
1445 find_prevdir = cycle[i + 1];
1451 /* Hack -- allow blunt corridor entry */
1452 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1454 if (shortleft && !shortright)
1456 find_prevdir = cycle[i - 2];
1458 else if (shortright && !shortleft)
1460 find_prevdir = cycle[i + 2];
1466 * @brief ダッシュ移動が継続できるかどうかの判定 /
1467 * Update the current "run" path
1468 * @param creature_ptr プレーヤーへの参照ポインタ
1469 * @return 立ち止まるべき条件が満たされたらTRUE
1470 * ダッシュ移動が継続できるならばTRUEを返す。
1471 * Return TRUE if the running should be stopped
1473 static bool run_test(player_type *creature_ptr)
1475 DIRECTION prev_dir = find_prevdir;
1477 /* Range of newly adjacent grids */
1478 int max = (prev_dir & 0x01) + 1;
1480 /* break run when leaving trap detected region */
1481 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1482 if ((disturb_trap_detect || alert_trap_detect)
1483 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1485 /* No duplicate warning */
1486 creature_ptr->dtrap = FALSE;
1488 /* You are just on the edge */
1489 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1491 if (alert_trap_detect)
1493 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1496 if (disturb_trap_detect)
1504 /* Look at every newly adjacent square. */
1505 DIRECTION check_dir = 0;
1506 int option = 0, option2 = 0;
1507 for (int i = -max; i <= max; i++)
1509 OBJECT_IDX this_o_idx, next_o_idx = 0;
1512 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1515 int row = creature_ptr->y + ddy[new_dir];
1516 int col = creature_ptr->x + ddx[new_dir];
1519 g_ptr = &floor_ptr->grid_array[row][col];
1521 /* Feature code (applying "mimic" field) */
1522 FEAT_IDX feat = get_feat_mimic(g_ptr);
1523 feature_type *f_ptr;
1524 f_ptr = &f_info[feat];
1526 /* Visible monsters abort running */
1529 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1531 /* Visible monster */
1532 if (m_ptr->ml) return TRUE;
1535 /* Visible objects abort running */
1536 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1539 o_ptr = &floor_ptr->o_list[this_o_idx];
1540 next_o_idx = o_ptr->next_o_idx;
1542 /* Visible object */
1543 if (o_ptr->marked & OM_FOUND) return TRUE;
1546 /* Assume unknown */
1549 /* Check memorized grids */
1550 if (g_ptr->info & (CAVE_MARK))
1552 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1554 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1557 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1559 /* Option -- ignore */
1564 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1566 /* Option -- ignore */
1571 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1578 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1579 (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1586 /* Interesting feature */
1587 if (notice) return TRUE;
1589 /* The grid is "visible" */
1593 /* Analyze unknown grids and floors considering mimic */
1594 if (!inv && see_wall(creature_ptr, 0, row, col))
1600 /* Break to the right */
1601 find_breakright = TRUE;
1606 /* Break to the left */
1607 find_breakleft = TRUE;
1614 /* Looking for open area */
1615 if (find_openarea) continue;
1617 /* The first new direction. */
1624 /* Three new directions. Stop running. */
1630 /* Two non-adjacent new directions. Stop running. */
1631 if (option != cycle[chome[prev_dir] + i - 1])
1636 /* Two new (adjacent) directions (case 1) */
1639 check_dir = cycle[chome[prev_dir] + i - 2];
1644 /* Two new (adjacent) directions (case 2) */
1645 check_dir = cycle[chome[prev_dir] + i + 1];
1650 /* Looking for open area */
1653 /* Hack -- look again */
1654 for (int i = -max; i < 0; i++)
1656 /* Unknown grid or non-wall */
1657 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1659 /* Looking to break right */
1660 if (find_breakright)
1669 /* Looking to break left */
1677 /* Hack -- look again */
1678 for (int i = max; i > 0; i--)
1680 /* Unknown grid or non-wall */
1681 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1683 /* Looking to break left */
1693 /* Looking to break right */
1694 if (find_breakright)
1701 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1713 find_current = option;
1714 find_prevdir = option;
1715 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1718 /* Two options, examining corners */
1721 find_current = option;
1722 find_prevdir = option2;
1723 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1726 /* Two options, pick one */
1727 /* Get next location */
1728 int row = creature_ptr->y + ddy[option];
1729 int col = creature_ptr->x + ddx[option];
1731 /* Don't see that it is closed off. */
1732 /* This could be a potential corner or an intersection. */
1733 if (!see_wall(creature_ptr, option, row, col) ||
1734 !see_wall(creature_ptr, check_dir, row, col))
1736 /* Can not see anything ahead and in the direction we */
1737 /* are turning, assume that it is a potential corner. */
1738 if (see_nothing(creature_ptr, option, row, col) &&
1739 see_nothing(creature_ptr, option2, row, col))
1741 find_current = option;
1742 find_prevdir = option2;
1743 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1746 /* STOP: we are next to an intersection or a room */
1750 /* This corner is seen to be enclosed; we cut the corner. */
1753 find_current = option2;
1754 find_prevdir = option2;
1755 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1758 /* This corner is seen to be enclosed, and we */
1759 /* deliberately go the long way. */
1760 find_current = option;
1761 find_prevdir = option2;
1762 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1767 * @brief 継続的なダッシュ処理 /
1768 * Take one step along the current "run" path
1769 * @param creature_ptr プレーヤーへの参照ポインタ
1770 * @param dir 移動を試みる方向ID
1773 void run_step(player_type *creature_ptr, DIRECTION dir)
1778 /* Ignore AVOID_RUN on a first step */
1779 ignore_avoid_run = TRUE;
1781 /* Hack -- do not start silly run */
1782 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1784 sound(SOUND_HITWALL);
1786 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1788 disturb(creature_ptr, FALSE, FALSE);
1793 run_init(creature_ptr, dir);
1800 if (run_test(creature_ptr))
1802 disturb(creature_ptr, FALSE, FALSE);
1808 /* Decrease the run counter */
1809 if (--creature_ptr->running <= 0) return;
1812 take_turn(creature_ptr, 100);
1814 /* Move the player, using the "pickup" flag */
1815 move_player(creature_ptr, find_current, FALSE, FALSE);
1817 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1819 creature_ptr->run_py = 0;
1820 creature_ptr->run_px = 0;
1821 disturb(creature_ptr, FALSE, FALSE);
1827 * @brief トラベル機能の判定処理 /
1828 * Test for traveling
1829 * @param creature_ptr プレーヤーへの参照ポインタ
1830 * @param prev_dir 前回移動を行った元の方角ID
1833 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1835 /* Cannot travel when blind */
1836 if (creature_ptr->blind || no_lite(creature_ptr))
1838 msg_print(_("目が見えない!", "You cannot see!"));
1842 /* break run when leaving trap detected region */
1843 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1844 if ((disturb_trap_detect || alert_trap_detect)
1845 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1847 /* No duplicate warning */
1848 creature_ptr->dtrap = FALSE;
1850 /* You are just on the edge */
1851 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1853 if (alert_trap_detect)
1855 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1858 if (disturb_trap_detect)
1866 /* Range of newly adjacent grids */
1867 int max = (prev_dir & 0x01) + 1;
1869 /* Look at every newly adjacent square. */
1870 const grid_type *g_ptr;
1871 for (int i = -max; i <= max; i++)
1874 DIRECTION dir = cycle[chome[prev_dir] + i];
1877 POSITION row = creature_ptr->y + ddy[dir];
1878 POSITION col = creature_ptr->x + ddx[dir];
1880 g_ptr = &floor_ptr->grid_array[row][col];
1882 /* Visible monsters abort running */
1885 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1887 /* Visible monster */
1888 if (m_ptr->ml) return 0;
1893 /* Travel cost of current grid */
1894 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1896 /* Determine travel direction */
1897 DIRECTION new_dir = 0;
1898 for (int i = 0; i < 8; ++ i)
1900 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1902 if (dir_cost < cost)
1909 if (!new_dir) return 0;
1911 /* Access newly move grid */
1912 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1914 /* Close door abort traveling */
1915 if (!easy_open && is_closed_door(creature_ptr, g_ptr->feat)) return 0;
1917 /* Visible and unignorable trap abort tarveling */
1918 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return 0;
1926 * @brief トラベル機能の実装 /
1928 * @param creature_ptr プレーヤーへの参照ポインタ
1931 void travel_step(player_type *creature_ptr)
1933 /* Get travel direction */
1934 travel.dir = travel_test(creature_ptr, travel.dir);
1938 if (travel.run == 255)
1940 msg_print(_("道筋が見つかりません!", "No route is found!"));
1941 travel.y = travel.x = 0;
1944 disturb(creature_ptr, FALSE, TRUE);
1948 take_turn(creature_ptr, 100);
1950 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1952 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1955 travel.y = travel.x = 0;
1957 else if (travel.run > 0)
1963 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1967 #define TRAVEL_UNABLE 9999
1969 static int flow_head = 0;
1970 static int flow_tail = 0;
1971 static POSITION temp2_x[MAX_SHORT];
1972 static POSITION temp2_y[MAX_SHORT];
1975 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1976 * @param creature_ptr プレーヤーへの参照ポインタ
1979 void forget_travel_flow(floor_type *floor_ptr)
1981 /* Check the entire dungeon / Forget the old data */
1982 for (POSITION y = 0; y < floor_ptr->height; y++)
1984 for (POSITION x = 0; x < floor_ptr->width; x++)
1986 travel.cost[y][x] = MAX_SHORT;
1990 travel.y = travel.x = 0;
1995 * @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
1996 * @param creature_ptr プレーヤーへの参照ポインタ
2001 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2003 /* Avoid obstacles (ex. trees) */
2005 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2006 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2009 if (have_flag(f_ptr->flags, FF_WATER))
2011 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2015 if (have_flag(f_ptr->flags, FF_LAVA))
2018 if (!creature_ptr->resist_fire) lava *= 2;
2019 if (!creature_ptr->levitation) lava *= 2;
2020 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2025 /* Detected traps and doors */
2026 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2028 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2029 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2037 * @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
2038 * @param creature_ptr プレーヤーへの参照ポインタ
2042 * @param wall プレイヤーが壁の中にいるならばTRUE
2045 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2047 /* Ignore out of bounds */
2048 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2049 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2050 feature_type *f_ptr = &f_info[g_ptr->feat];
2051 if (!in_bounds(floor_ptr, y, x)) return;
2053 /* Ignore unknown grid except in wilderness */
2054 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2056 /* Ignore "walls" and "rubble" (include "secret doors") */
2058 int from_wall = (n / TRAVEL_UNABLE);
2059 if (have_flag(f_ptr->flags, FF_WALL) ||
2060 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2061 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2062 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2064 if (!wall || !from_wall) return;
2065 add_cost += TRAVEL_UNABLE;
2069 add_cost = travel_flow_cost(creature_ptr, y, x);
2072 int base_cost = (n % TRAVEL_UNABLE);
2073 int cost = base_cost + add_cost;
2075 /* Ignore lower cost entries */
2076 if (travel.cost[y][x] <= cost) return;
2078 /* Save the flow cost */
2079 travel.cost[y][x] = cost;
2081 /* Enqueue that entry */
2082 int old_head = flow_head;
2083 temp2_y[flow_head] = y;
2084 temp2_x[flow_head] = x;
2086 /* Advance the queue */
2087 if (++flow_head == MAX_SHORT) flow_head = 0;
2089 /* Hack -- notice overflow by forgetting new entry */
2090 if (flow_head == flow_tail) flow_head = old_head;
2095 * @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
2096 * @param creature_ptr プレーヤーへの参照ポインタ
2097 * @param ty 目標地点のY座標
2098 * @param tx 目標地点のX座標
2101 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2103 flow_head = flow_tail = 0;
2105 /* is player in the wall? */
2107 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2108 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2110 /* Start at the target grid */
2111 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2113 /* Now process the queue */
2115 while (flow_head != flow_tail)
2117 /* Extract the next entry */
2118 y = temp2_y[flow_tail];
2119 x = temp2_x[flow_tail];
2121 /* Forget that entry */
2122 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2124 /* Add the "children" */
2125 for (DIRECTION d = 0; d < 8; d++)
2127 /* Add that child if "legal" */
2128 travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2132 flow_head = flow_tail = 0;
2137 * @brief トラベル処理のメインルーチン
2140 void do_cmd_travel(player_type *creature_ptr)
2143 if (travel.x != 0 && travel.y != 0 &&
2144 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2149 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2151 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2153 msg_print(_("すでにそこにいます!", "You are already there!!"));
2157 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2158 feature_type *f_ptr;
2159 f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2161 if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2162 (have_flag(f_ptr->flags, FF_WALL) ||
2163 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2164 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2166 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2170 forget_travel_flow(creature_ptr->current_floor_ptr);
2171 travel_flow(creature_ptr, y, x);
2176 /* Travel till 255 steps */
2180 /* Decides first direction */
2181 POSITION dx = abs(creature_ptr->x - x);
2182 POSITION dy = abs(creature_ptr->y - y);
2183 POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2184 POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2186 for (int i = 1; i <= 9; i++)
2188 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2194 * Something has happened to disturb the player.
2195 * The first arg indicates a major disturbance, which affects search.
2196 * The second arg is currently unused, but could induce output flush.
2197 * All disturbance cancels repeated commands, resting, and running.
2199 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2201 /* Cancel repeated commands */
2207 /* Redraw the state (later) */
2208 creature_ptr->redraw |= (PR_STATE);
2211 /* Cancel Resting */
2212 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2215 set_action(creature_ptr, ACTION_NONE);
2218 /* Cancel running */
2219 if (creature_ptr->running)
2222 creature_ptr->running = 0;
2224 /* Check for new panel if appropriate */
2225 if (center_player && !center_running) verify_panel(creature_ptr);
2227 /* Calculate torch radius */
2228 creature_ptr->update |= (PU_TORCH);
2230 /* Update monster flow */
2231 creature_ptr->update |= (PU_FLOW);
2239 /* Check for new panel if appropriate */
2240 if (center_player && !center_running) verify_panel(creature_ptr);
2242 /* Calculate torch radius */
2243 creature_ptr->update |= (PU_TORCH);
2246 if (flush_disturb) flush();