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[Refactor] #38997 monster_race_track() と object_kind_track() にplayer_type * 引数を追加...
[hengband/hengband.git] / src / player-move.c
1 /*!
2  *  @file cmd1.c
3  *  @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
4  *  @date 2014/01/02
5  *  @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research,
9  * and not for profit purposes provided that this copyright and statement
10  * are included in all such copies.  Other copyrights may also apply.
11  * @note
12  * <pre>
13  * The running algorithm:                       -CJS-
14  *
15  * In the diagrams below, the player has just arrived in the
16  * grid marked as '@', and he has just come from a grid marked
17  * as 'o', and he is about to enter the grid marked as 'x'.
18  *
19  * Of course, if the "requested" move was impossible, then you
20  * will of course be blocked, and will stop.
21  *
22  * Overview: You keep moving until something interesting happens.
23  * If you are in an enclosed space, you follow corners. This is
24  * the usual corridor scheme. If you are in an open space, you go
25  * straight, but stop before entering enclosed space. This is
26  * analogous to reaching doorways. If you have enclosed space on
27  * one side only (that is, running along side a wall) stop if
28  * your wall opens out, or your open space closes in. Either case
29  * corresponds to a doorway.
30  *
31  * What happens depends on what you can really SEE. (i.e. if you
32  * have no light, then running along a dark corridor is JUST like
33  * running in a dark room.) The algorithm works equally well in
34  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
35  *
36  * These conditions are kept in static memory:
37  * find_openarea         You are in the open on at least one
38  * side.
39  * find_breakleft        You have a wall on the left, and will
40  * stop if it opens
41  * find_breakright       You have a wall on the right, and will
42  * stop if it opens
43  *
44  * To initialize these conditions, we examine the grids adjacent
45  * to the grid marked 'x', two on each side (marked 'L' and 'R').
46  * If either one of the two grids on a given side is seen to be
47  * closed, then that side is considered to be closed. If both
48  * sides are closed, then it is an enclosed (corridor) run.
49  *
50  * LL           L
51  * @@x          LxR
52  * RR          @@R
53  *
54  * Looking at more than just the immediate squares is
55  * significant. Consider the following case. A run along the
56  * corridor will stop just before entering the center point,
57  * because a choice is clearly established. Running in any of
58  * three available directions will be defined as a corridor run.
59  * Note that a minor hack is inserted to make the angled corridor
60  * entry (with one side blocked near and the other side blocked
61  * further away from the runner) work correctly. The runner moves
62  * diagonally, but then saves the previous direction as being
63  * straight into the gap. Otherwise, the tail end of the other
64  * entry would be perceived as an alternative on the next move.
65  *
66  * \#.\#
67  * \#\#.\#\#
68  * \.\@x..
69  * \#\#.\#\#
70  * \#.\#
71  *
72  * Likewise, a run along a wall, and then into a doorway (two
73  * runs) will work correctly. A single run rightwards from \@ will
74  * stop at 1. Another run right and down will enter the corridor
75  * and make the corner, stopping at the 2.
76  *
77  * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
78  * o@@x       1
79  * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
80  * \#2          \#
81  * \#\#\#\#\#\#\#\#\#\#\#\#\#
82  *
83  * After any move, the function area_affect is called to
84  * determine the new surroundings, and the direction of
85  * subsequent moves. It examines the current player location
86  * (at which the runner has just arrived) and the previous
87  * direction (from which the runner is considered to have come).
88  *
89  * Moving one square in some direction places you adjacent to
90  * three or five new squares (for straight and diagonal moves
91  * respectively) to which you were not previously adjacent,
92  * marked as '!' in the diagrams below.
93  *
94  *   ...!              ...
95  *   .o@@!  (normal)    .o.!  (diagonal)
96  *   ...!  (east)      ..@@!  (south east)
97  *                      !!!
98  *
99  * You STOP if any of the new squares are interesting in any way:
100  * for example, if they contain visible monsters or treasure.
101  *
102  * You STOP if any of the newly adjacent squares seem to be open,
103  * and you are also looking for a break on that side. (that is,
104  * find_openarea AND find_break).
105  *
106  * You STOP if any of the newly adjacent squares do NOT seem to be
107  * open and you are in an open area, and that side was previously
108  * entirely open.
109  *
110  * Corners: If you are not in the open (i.e. you are in a corridor)
111  * and there is only one way to go in the new squares, then turn in
112  * that direction. If there are more than two new ways to go, STOP.
113  * If there are two ways to go, and those ways are separated by a
114  * square which does not seem to be open, then STOP.
115  *
116  * Otherwise, we have a potential corner. There are two new open
117  * squares, which are also adjacent. One of the new squares is
118  * diagonally located, the other is straight on (as in the diagram).
119  * We consider two more squares further out (marked below as ?).
120  *
121  * We assign "option" to the straight-on grid, and "option2" to the
122  * diagonal grid, and "check_dir" to the grid marked 's'.
123  *
124  * \#\#s
125  * @@x?
126  * \#.?
127  *
128  * If they are both seen to be closed, then it is seen that no benefit
129  * is gained from moving straight. It is a known corner.  To cut the
130  * corner, go diagonally, otherwise go straight, but pretend you
131  * stepped diagonally into that next location for a full view next
132  * time. Conversely, if one of the ? squares is not seen to be closed,
133  * then there is a potential choice. We check to see whether it is a
134  * potential corner or an intersection/room entrance.  If the square
135  * two spaces straight ahead, and the space marked with 's' are both
136  * unknown space, then it is a potential corner and enter if
137  * find_examine is set, otherwise must stop because it is not a
138  * corner. (find_examine option is removed and always is TRUE.)
139  * </pre>
140  */
141
142 #include "angband.h"
143 #include "core.h"
144 #include "util.h"
145
146 #include "realm-song.h"
147 #include "autopick.h"
148 #include "dungeon.h"
149 #include "floor.h"
150 #include "melee.h"
151 #include "grid.h"
152 #include "trap.h"
153 #include "quest.h"
154 #include "artifact.h"
155 #include "player-move.h"
156 #include "player-status.h"
157 #include "player-effects.h"
158 #include "player-class.h"
159 #include "player-personality.h"
160 #include "spells-floor.h"
161 #include "feature.h"
162 #include "warning.h"
163 #include "monster.h"
164 #include "monster-spell.h"
165 #include "monster-status.h"
166 #include "object-hook.h"
167 #include "object-flavor.h"
168 #include "spells.h"
169 #include "cmd-basic.h"
170 #include "view-mainwindow.h"
171 #include "world.h"
172 #include "objectkind.h"
173 #include "autopick.h"
174 #include "targeting.h"
175
176 #ifdef TRAVEL
177  /* for travel */
178 travel_type travel;
179 #endif
180
181 /*!
182  * @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 /
183  * Search for hidden things
184  * @param creature_ptr プレーヤーへの参照ポインタ
185  * @param y 対象となるマスのY座標
186  * @param x 対象となるマスのX座標
187  * @return なし
188  */
189 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
190 {
191         grid_type *g_ptr;
192         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
193         g_ptr = &floor_ptr->grid_array[y][x];
194
195         if (g_ptr->mimic && is_trap(g_ptr->feat))
196         {
197                 disclose_grid(creature_ptr, y, x);
198                 msg_print(_("トラップを発見した。", "You have found a trap."));
199                 disturb(creature_ptr, FALSE, TRUE);
200         }
201
202         if (is_hidden_door(g_ptr))
203         {
204                 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
205                 disclose_grid(creature_ptr, y, x);
206                 disturb(creature_ptr, FALSE, FALSE);
207         }
208
209         /* Scan all objects in the grid */
210         OBJECT_IDX next_o_idx = 0;
211         for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
212         {
213                 object_type *o_ptr;
214                 o_ptr = &floor_ptr->o_list[this_o_idx];
215                 next_o_idx = o_ptr->next_o_idx;
216                 if (o_ptr->tval != TV_CHEST) continue;
217                 if (!chest_traps[o_ptr->pval]) continue;
218                 if (!object_is_known(o_ptr))
219                 {
220                         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!"));
221                         object_known(o_ptr);
222                         disturb(creature_ptr, FALSE, FALSE);
223                 }
224         }
225 }
226
227
228 /*!
229  * @brief プレイヤーの探索処理判定
230  * @param creature_ptr プレーヤーへの参照ポインタ
231  * @return なし
232  */
233 void search(player_type *creature_ptr)
234 {
235         /* Start with base search ability */
236         PERCENTAGE chance = creature_ptr->skill_srh;
237
238         /* Penalize various conditions */
239         if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
240         if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
241
242         /* Search the nearby grids, which are always in bounds */
243         for (DIRECTION i = 0; i < 9; ++ i)
244         {
245                 /* Sometimes, notice things */
246                 if (randint0(100) < chance)
247                 {
248                         discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
249                 }
250         }
251 }
252
253
254 /*!
255  * @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 /
256  * Helper routine for py_pickup() and py_pickup_floor().
257  * @param creature_ptr プレーヤーへの参照ポインタ
258  * @param o_idx 取得したオブジェクトの参照ID
259  * @return なし
260  * @details
261  * アイテムを拾った際に「2つのケーキを持っている」\n
262  * "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
263  * だが、違和感が\n
264  * 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
265  * にかえてある。そのための配列。\n
266  * Add the given dungeon object to the character's inventory.\n
267  * Delete the object afterwards.\n
268  */
269 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
270 {
271 #ifdef JP
272         GAME_TEXT o_name[MAX_NLEN];
273         GAME_TEXT old_name[MAX_NLEN];
274         char kazu_str[80];
275         int hirottakazu;
276 #else
277         GAME_TEXT o_name[MAX_NLEN];
278 #endif
279
280         object_type *o_ptr;
281         o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
282
283 #ifdef JP
284         object_desc(old_name, o_ptr, OD_NAME_ONLY);
285         object_desc_kosuu(kazu_str, o_ptr);
286         hirottakazu = o_ptr->number;
287 #endif
288
289         /* Carry the object */
290         INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
291
292         /* Get the object again */
293         o_ptr = &owner_ptr->inventory_list[slot];
294
295         delete_object_idx(owner_ptr->current_floor_ptr, o_idx);
296
297         if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
298         {
299                 bool old_known = identify_item(owner_ptr, o_ptr);
300
301                 /* Auto-inscription/destroy */
302                 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
303
304                 /* If it is destroyed, don't pick it up */
305                 if (o_ptr->marked & OM_AUTODESTROY) return;
306         }
307
308         object_desc(o_name, o_ptr, 0);
309
310 #ifdef JP
311         if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
312         {
313                 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
314                 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
315                 msg_format("%sに襲いかかる...", owner_ptr->name);
316         }
317         else
318         {
319                 if (plain_pickup)
320                 {
321                         msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
322                 }
323                 else
324                 {
325                         if (o_ptr->number > hirottakazu) {
326                             msg_format("%s拾って、%s(%c)を持っている。",
327                                kazu_str, o_name, index_to_label(slot));
328                         } else {
329                                 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
330                         }
331                 }
332         }
333
334         strcpy(record_o_name, old_name);
335 #else
336         msg_format("You have %s (%c).", o_name, index_to_label(slot));
337         strcpy(record_o_name, o_name);
338 #endif
339         record_turn = current_world_ptr->game_turn;
340         check_find_art_quest_completion(owner_ptr, o_ptr);
341 }
342
343
344 /*!
345  * @brief プレイヤーがオブジェクト上に乗った際の表示処理
346  * @param creature_ptr プレーヤーへの参照ポインタ
347  * @param pickup 自動拾い処理を行うならばTRUEとする
348  * @return なし
349  * @details
350  * Player "wants" to pick up an object or gold.
351  * Note that we ONLY handle things that can be picked up.
352  * See "move_player(creature_ptr, )" for handling of other things.
353  */
354 void carry(player_type *creature_ptr, bool pickup)
355 {
356         /* Recenter the map around the player */
357         verify_panel();
358
359         creature_ptr->update |= (PU_MONSTERS);
360         creature_ptr->redraw |= (PR_MAP);
361         creature_ptr->window |= (PW_OVERHEAD);
362         handle_stuff(creature_ptr);
363
364         /* Automatically pickup/destroy/inscribe items */
365         grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
366         autopick_pickup_items(creature_ptr, g_ptr);
367
368         if (easy_floor)
369         {
370                 py_pickup_floor(creature_ptr, pickup);
371                 return;
372         }
373
374         /* Scan the pile of objects */
375         OBJECT_IDX next_o_idx = 0;
376         for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
377         {
378                 object_type *o_ptr;
379                 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
380
381 #ifdef ALLOW_EASY_SENSE /* TNB */
382
383                 /* Option: Make item sensing easy */
384                 if (easy_sense)
385                 {
386                         /* Sense the object */
387                         (void)sense_object(o_ptr);
388                 }
389
390 #endif /* ALLOW_EASY_SENSE -- TNB */
391
392                 GAME_TEXT o_name[MAX_NLEN];
393                 object_desc(o_name, o_ptr, 0);
394                 next_o_idx = o_ptr->next_o_idx;
395
396                 disturb(creature_ptr, FALSE, FALSE);
397
398                 if (o_ptr->tval == TV_GOLD)
399                 {
400                         int value = (long)o_ptr->pval;
401                         delete_object_idx(creature_ptr->current_floor_ptr, this_o_idx);
402                         msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
403                            (long)value, o_name);
404
405                         sound(SOUND_SELL);
406
407                         creature_ptr->au += value;
408                         creature_ptr->redraw |= (PR_GOLD);
409                         creature_ptr->window |= (PW_PLAYER);
410                         continue;
411                 }
412
413                 /* Hack - some objects were handled in autopick_pickup_items(). */
414                 if (o_ptr->marked & OM_NOMSG)
415                 {
416                         o_ptr->marked &= ~OM_NOMSG;
417                         continue;
418                 }
419                 
420                 if (!pickup)
421                 {
422                         msg_format(_("%sがある。", "You see %s."), o_name);
423                         continue;
424                 }
425                 
426                 if (!inven_carry_okay(o_ptr))
427                 {
428                         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);
429                         continue;
430                 }
431
432                 int is_pickup_successful = TRUE;
433                 if (carry_query_flag)
434                 {
435                         char out_val[MAX_NLEN + 20];
436                         sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
437                         is_pickup_successful = get_check(out_val);
438                 }
439
440                 if (is_pickup_successful)
441                 {
442                         py_pickup_aux(creature_ptr, this_o_idx);
443                 }
444         }
445 }
446
447
448 /*!
449  * @brief パターンによる移動制限処理
450  * @param creature_ptr プレーヤーへの参照ポインタ
451  * @param c_y プレイヤーの移動元Y座標
452  * @param c_x プレイヤーの移動元X座標
453  * @param n_y プレイヤーの移動先Y座標
454  * @param n_x プレイヤーの移動先X座標
455  * @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。
456  */
457 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
458 {
459         feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
460         feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
461         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
462         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
463
464         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
465
466         int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
467         int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
468
469         if (pattern_type_new == PATTERN_TILE_START)
470         {
471                 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
472                 {
473                         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?", 
474                                                         "If you start walking the Pattern, you must walk the whole way. Ok? ")))
475                                 return TRUE;
476                         else
477                                 return FALSE;
478                 }
479                 else
480                         return TRUE;
481         }
482         
483         if ((pattern_type_new == PATTERN_TILE_OLD) ||
484                  (pattern_type_new == PATTERN_TILE_END) ||
485                  (pattern_type_new == PATTERN_TILE_WRECKED))
486         {
487                 if (is_pattern_tile_cur)
488                 {
489                         return TRUE;
490                 }
491                 else
492                 {
493                         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。",
494                                                 "You must start walking the Pattern from the startpoint."));
495
496                         return FALSE;
497                 }
498         }
499         
500         if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
501                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
502         {
503                 return TRUE;
504         }
505         
506         if (pattern_type_cur == PATTERN_TILE_START)
507         {
508                 if (is_pattern_tile_new)
509                         return TRUE;
510                 else
511                 {
512                         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."));
513                         return FALSE;
514                 }
515         }
516         
517         if ((pattern_type_cur == PATTERN_TILE_OLD) ||
518                  (pattern_type_cur == PATTERN_TILE_END) ||
519                  (pattern_type_cur == PATTERN_TILE_WRECKED))
520         {
521                 if (!is_pattern_tile_new)
522                 {
523                         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."));
524                         return FALSE;
525                 }
526                 else
527                 {
528                         return TRUE;
529                 }
530         }
531         
532         if (!is_pattern_tile_cur)
533         {
534                 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。",
535                         "You must start walking the Pattern from the startpoint."));
536
537                 return FALSE;
538         }
539         
540         byte ok_move = PATTERN_TILE_START;
541         switch (pattern_type_cur)
542         {
543         case PATTERN_TILE_1:
544                 ok_move = PATTERN_TILE_2;
545                 break;
546         case PATTERN_TILE_2:
547                 ok_move = PATTERN_TILE_3;
548                 break;
549         case PATTERN_TILE_3:
550                 ok_move = PATTERN_TILE_4;
551                 break;
552         case PATTERN_TILE_4:
553                 ok_move = PATTERN_TILE_1;
554                 break;
555         default:
556                 if (current_world_ptr->wizard)
557                         msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
558                 return TRUE;
559         }
560
561         if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
562         
563         if (!is_pattern_tile_new)
564                 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."));
565         else
566                 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."));
567
568         return FALSE;
569 }
570
571
572 /*!
573  * @brief 移動に伴うプレイヤーのステータス変化処理
574  * @param creature_ptr プレーヤーへの参照ポインタ
575  * @param ny 移動先Y座標
576  * @param nx 移動先X座標
577  * @param mpe_mode 移動オプションフラグ
578  * @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。
579  */
580 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
581 {
582         POSITION oy = creature_ptr->y;
583         POSITION ox = creature_ptr->x;
584         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
585         grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
586         grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
587         feature_type *f_ptr = &f_info[g_ptr->feat];
588         feature_type *of_ptr = &f_info[oc_ptr->feat];
589
590         if (!(mpe_mode & MPE_STAYING))
591         {
592                 MONSTER_IDX om_idx = oc_ptr->m_idx;
593                 MONSTER_IDX nm_idx = g_ptr->m_idx;
594
595                 creature_ptr->y = ny;
596                 creature_ptr->x = nx;
597
598                 /* Hack -- For moving monster or riding player's moving */
599                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
600                 {
601                         /* Swap two monsters */
602                         g_ptr->m_idx = om_idx;
603                         oc_ptr->m_idx = nm_idx;
604
605                         if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
606                         {
607                                 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
608                                 om_ptr->fy = ny;
609                                 om_ptr->fx = nx;
610                                 update_monster(creature_ptr, om_idx, TRUE);
611                         }
612
613                         if (nm_idx > 0) /* Monster on new spot */
614                         {
615                                 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
616                                 nm_ptr->fy = oy;
617                                 nm_ptr->fx = ox;
618                                 update_monster(creature_ptr, nm_idx, TRUE);
619                         }
620                 }
621
622                 lite_spot(oy, ox);
623                 lite_spot(ny, nx);
624
625                 /* Check for new panel (redraw map) */
626                 verify_panel();
627
628                 if (mpe_mode & MPE_FORGET_FLOW)
629                 {
630                         forget_flow(floor_ptr);
631
632                         creature_ptr->update |= (PU_UN_VIEW);
633                         creature_ptr->redraw |= (PR_MAP);
634                 }
635
636                 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
637                 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
638
639                 /* Remove "unsafe" flag */
640                 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
641
642                 /* For get everything when requested hehe I'm *NASTY* */
643                 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
644                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
645
646                 if (creature_ptr->pclass == CLASS_NINJA)
647                 {
648                         if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
649                         else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
650                 }
651
652                 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
653                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
654                      (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
655                 {
656                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
657                         set_action(creature_ptr, ACTION_NONE);
658                 }
659                 if (creature_ptr->prace == RACE_MERFOLK)
660                 {
661                         if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
662                         {
663                                 creature_ptr->update |= PU_BONUS;
664                                 update_creature(creature_ptr);
665                         }
666                 }
667         }
668
669         if (mpe_mode & MPE_ENERGY_USE)
670         {
671                 if (music_singing(creature_ptr, MUSIC_WALL))
672                 {
673                         (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
674                                 PROJECT_KILL | PROJECT_ITEM, -1);
675
676                         if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
677                 }
678
679                 /* Spontaneous Searching */
680                 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
681                 {
682                         search(creature_ptr);
683                 }
684
685                 /* Continuous Searching */
686                 if (creature_ptr->action == ACTION_SEARCH)
687                 {
688                         search(creature_ptr);
689                 }
690         }
691
692         /* Handle "objects" */
693         if (!(mpe_mode & MPE_DONT_PICKUP))
694         {
695                 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
696         }
697
698         /* Handle "store doors" */
699         if (have_flag(f_ptr->flags, FF_STORE))
700         {
701                 disturb(creature_ptr, FALSE, TRUE);
702
703                 free_turn(creature_ptr);
704                 /* Hack -- Enter store */
705                 command_new = SPECIAL_KEY_STORE;
706         }
707
708         /* Handle "building doors" -KMW- */
709         else if (have_flag(f_ptr->flags, FF_BLDG))
710         {
711                 disturb(creature_ptr, FALSE, TRUE);
712
713                 free_turn(creature_ptr);
714                 /* Hack -- Enter building */
715                 command_new = SPECIAL_KEY_BUILDING;
716         }
717
718         /* Handle quest areas -KMW- */
719         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
720         {
721                 disturb(creature_ptr, FALSE, TRUE);
722
723                 free_turn(creature_ptr);
724                 /* Hack -- Enter quest level */
725                 command_new = SPECIAL_KEY_QUEST;
726         }
727
728         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
729         {
730                 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
731                 {
732                         complete_quest(creature_ptr, floor_ptr->inside_quest);
733                 }
734
735                 leave_quest_check(creature_ptr);
736
737                 floor_ptr->inside_quest = g_ptr->special;
738                 floor_ptr->dun_level = 0;
739                 creature_ptr->oldpx = 0;
740                 creature_ptr->oldpy = 0;
741
742                 creature_ptr->leaving = TRUE;
743         }
744
745         /* Set off a trap */
746         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
747         {
748                 disturb(creature_ptr, FALSE, TRUE);
749
750                 /* Hidden trap */
751                 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
752                 {
753                         msg_print(_("トラップだ!", "You found a trap!"));
754
755                         /* Pick a trap */
756                         disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
757                 }
758
759                 /* Hit the trap */
760                 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
761
762                 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
763         }
764
765         /* Warn when leaving trap detected region */
766         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
767             && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
768         {
769                 /* No duplicate warning */
770                 creature_ptr->dtrap = FALSE;
771
772                 /* You are just on the edge */
773                 if (!(g_ptr->info & CAVE_UNSAFE))
774                 {
775                         if (alert_trap_detect)
776                         {
777                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
778                         }
779
780                         if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
781                 }
782         }
783
784         return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
785 }
786
787
788 /*!
789  * @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
790  * @param creature_ptr プレーヤーへの参照ポインタ
791  * @param feat 地形ID
792  * @return トラップが自動的に無効ならばTRUEを返す
793  */
794 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
795 {
796         feature_type *f_ptr = &f_info[feat];
797
798         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
799
800         switch (f_ptr->subtype)
801         {
802         case TRAP_TRAPDOOR:
803         case TRAP_PIT:
804         case TRAP_SPIKED_PIT:
805         case TRAP_POISON_PIT:
806                 if (creature_ptr->levitation) return TRUE;
807                 break;
808         case TRAP_TELEPORT:
809                 if (creature_ptr->anti_tele) return TRUE;
810                 break;
811         case TRAP_FIRE:
812                 if (creature_ptr->immune_fire) return TRUE;
813                 break;
814         case TRAP_ACID:
815                 if (creature_ptr->immune_acid) return TRUE;
816                 break;
817         case TRAP_BLIND:
818                 if (creature_ptr->resist_blind) return TRUE;
819                 break;
820         case TRAP_CONFUSE:
821                 if (creature_ptr->resist_conf) return TRUE;
822                 break;
823         case TRAP_POISON:
824                 if (creature_ptr->resist_pois) return TRUE;
825                 break;
826         case TRAP_SLEEP:
827                 if (creature_ptr->free_act) return TRUE;
828                 break;
829         }
830
831         return FALSE;
832 }
833
834
835 /*
836  * todo 負論理なので反転させたい
837  * Determine if a "boundary" grid is "floor mimic"
838  * @param grid_type *g_ptr
839  * @param feature_type *f_ptr
840  * @param feature_type  *mimic_f_ptr
841  * @return 移動不能であればTRUE
842  */
843 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
844 {
845         bool is_boundary_floor = g_ptr->mimic > 0;
846         is_boundary_floor &= permanent_wall(f_ptr);
847         is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
848         is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
849         is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
850         return is_boundary_floor;
851 }
852
853
854 /*!
855  * @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 /
856  * Move player in the given direction, with the given "pickup" flag.
857  * @param creature_ptr プレーヤーへの参照ポインタ
858  * @param dir 移動方向ID
859  * @param do_pickup 罠解除を試みながらの移動ならばTRUE
860  * @param break_trap トラップ粉砕処理を行うならばTRUE
861  * @return 実際に移動が行われたならばTRUEを返す。
862  * @note
863  * This routine should (probably) always induce energy expenditure.\n
864  * @details
865  * Note that moving will *always* take a turn, and will *always* hit\n
866  * any monster which might be in the destination grid.  Previously,\n
867  * moving into walls was "free" and did NOT hit invisible monsters.\n
868  */
869 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
870 {
871         POSITION y = creature_ptr->y + ddy[dir];
872         POSITION x = creature_ptr->x + ddx[dir];
873
874         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
875         grid_type *g_ptr = &floor_ptr->grid_array[y][x];
876         bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
877         bool stormbringer = FALSE;
878
879         /* Exit the area */
880         if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
881                 ((x == 0) || (x == MAX_WID - 1) ||
882                  (y == 0) || (y == MAX_HGT - 1)))
883         {
884                 /* Can the player enter the grid? */
885                 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
886                 {
887                         /* Hack: move to new area */
888                         if ((y == 0) && (x == 0))
889                         {
890                                 creature_ptr->wilderness_y--;
891                                 creature_ptr->wilderness_x--;
892                                 creature_ptr->oldpy = floor_ptr->height - 2;
893                                 creature_ptr->oldpx = floor_ptr->width - 2;
894                                 creature_ptr->ambush_flag = FALSE;
895                         }
896
897                         else if ((y == 0) && (x == MAX_WID - 1))
898                         {
899                                 creature_ptr->wilderness_y--;
900                                 creature_ptr->wilderness_x++;
901                                 creature_ptr->oldpy = floor_ptr->height - 2;
902                                 creature_ptr->oldpx = 1;
903                                 creature_ptr->ambush_flag = FALSE;
904                         }
905
906                         else if ((y == MAX_HGT - 1) && (x == 0))
907                         {
908                                 creature_ptr->wilderness_y++;
909                                 creature_ptr->wilderness_x--;
910                                 creature_ptr->oldpy = 1;
911                                 creature_ptr->oldpx = floor_ptr->width - 2;
912                                 creature_ptr->ambush_flag = FALSE;
913                         }
914
915                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
916                         {
917                                 creature_ptr->wilderness_y++;
918                                 creature_ptr->wilderness_x++;
919                                 creature_ptr->oldpy = 1;
920                                 creature_ptr->oldpx = 1;
921                                 creature_ptr->ambush_flag = FALSE;
922                         }
923
924                         else if (y == 0)
925                         {
926                                 creature_ptr->wilderness_y--;
927                                 creature_ptr->oldpy = floor_ptr->height - 2;
928                                 creature_ptr->oldpx = x;
929                                 creature_ptr->ambush_flag = FALSE;
930                         }
931
932                         else if (y == MAX_HGT - 1)
933                         {
934                                 creature_ptr->wilderness_y++;
935                                 creature_ptr->oldpy = 1;
936                                 creature_ptr->oldpx = x;
937                                 creature_ptr->ambush_flag = FALSE;
938                         }
939
940                         else if (x == 0)
941                         {
942                                 creature_ptr->wilderness_x--;
943                                 creature_ptr->oldpx = floor_ptr->width - 2;
944                                 creature_ptr->oldpy = y;
945                                 creature_ptr->ambush_flag = FALSE;
946                         }
947
948                         else if (x == MAX_WID - 1)
949                         {
950                                 creature_ptr->wilderness_x++;
951                                 creature_ptr->oldpx = 1;
952                                 creature_ptr->oldpy = y;
953                                 creature_ptr->ambush_flag = FALSE;
954                         }
955
956                         creature_ptr->leaving = TRUE;
957                         take_turn(creature_ptr, 100);
958
959                         return;
960                 }
961
962                 /* "Blocked" message appears later */
963                 /* oktomove = FALSE; */
964                 p_can_enter = FALSE;
965         }
966
967         monster_type *m_ptr;
968         m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
969
970         if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
971         if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
972
973         /* Player can not walk through "walls"... */
974         /* unless in Shadow Form */
975         feature_type *f_ptr = &f_info[g_ptr->feat];
976         bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
977                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
978                 !have_flag(f_ptr->flags, FF_PERMANENT);
979
980         /* Hack -- attack monsters */
981         GAME_TEXT m_name[MAX_NLEN];
982         bool can_move = TRUE;
983         bool do_past = FALSE;
984         if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
985         {
986                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
987
988                 /* Attack -- only if we can see it OR it is not in a wall */
989                 if (!is_hostile(m_ptr) &&
990                     !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
991                     ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
992                     pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
993                 {
994                         /* Disturb the monster */
995                         (void)set_monster_csleep(g_ptr->m_idx, 0);
996
997                         monster_desc(m_name, m_ptr, 0);
998
999                         if (m_ptr->ml)
1000                         {
1001                                 /* Auto-Recall if possible and visible */
1002                                 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
1003                                 health_track(creature_ptr, g_ptr->m_idx);
1004                         }
1005
1006                         /* displace? */
1007                         if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1008                         {
1009                                 py_attack(creature_ptr, y, x, 0);
1010                                 can_move = FALSE;
1011                         }
1012                         else if (monster_can_cross_terrain(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1013                         {
1014                                 do_past = TRUE;
1015                         }
1016                         else
1017                         {
1018                                 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1019                                 free_turn(creature_ptr);
1020                                 can_move = FALSE;
1021                         }
1022
1023                         /* now continue on to 'movement' */
1024                 }
1025                 else
1026                 {
1027                         py_attack(creature_ptr, y, x, 0);
1028                         can_move = FALSE;
1029                 }
1030         }
1031
1032         monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1033         monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1034         if (can_move && creature_ptr->riding)
1035         {
1036                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1037                 {
1038                         msg_print(_("動けない!", "Can't move!"));
1039                         free_turn(creature_ptr);
1040                         can_move = FALSE;
1041                         disturb(creature_ptr, FALSE, TRUE);
1042                 }
1043                 else if (MON_MONFEAR(riding_m_ptr))
1044                 {
1045                         GAME_TEXT steed_name[MAX_NLEN];
1046                         monster_desc(steed_name, riding_m_ptr, 0);
1047                         msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1048                         can_move = FALSE;
1049                         disturb(creature_ptr, FALSE, TRUE);
1050                 }
1051                 else if (creature_ptr->riding_ryoute)
1052                 {
1053                         can_move = FALSE;
1054                         disturb(creature_ptr, FALSE, TRUE);
1055                 }
1056                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1057                 {
1058                         /* Allow moving */
1059                 }
1060                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1061                 {
1062                         /* Allow moving */
1063                 }
1064                 else if (have_flag(f_ptr->flags, FF_WATER) &&
1065                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1066                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1067                 {
1068                         msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1069                         free_turn(creature_ptr);
1070                         can_move = FALSE;
1071                         disturb(creature_ptr, FALSE, TRUE);
1072                 }
1073                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1074                 {
1075                         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);
1076                         free_turn(creature_ptr);
1077                         can_move = FALSE;
1078                         disturb(creature_ptr, FALSE, TRUE);
1079                 }
1080                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1081                 {
1082                         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);
1083                         free_turn(creature_ptr);
1084                         can_move = FALSE;
1085                         disturb(creature_ptr, FALSE, TRUE);
1086                 }
1087
1088                 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
1089                 {
1090                         GAME_TEXT steed_name[MAX_NLEN];
1091                         monster_desc(steed_name, riding_m_ptr, 0);
1092                         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);
1093                         can_move = FALSE;
1094                         disturb(creature_ptr, FALSE, TRUE);
1095                 }
1096         }
1097
1098         if (!can_move)
1099         {
1100         }
1101
1102         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1103         {
1104                 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);
1105                 free_turn(creature_ptr);
1106                 creature_ptr->running = 0;
1107                 can_move = FALSE;
1108         }
1109
1110         /*
1111          * Player can move through trees and
1112          * has effective -10 speed
1113          * Rangers can move without penality
1114          */
1115         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1116         {
1117                 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1118         }
1119
1120         /* Disarm a visible trap */
1121         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1122         {
1123                 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1124                 {
1125                         (void)exe_disarm(creature_ptr, y, x, dir);
1126                         return;
1127                 }
1128         }
1129
1130         /* Player can not walk through "walls" unless in wraith form...*/
1131         else if (!p_can_enter && !p_can_kill_walls)
1132         {
1133                 /* Feature code (applying "mimic" field) */
1134                 FEAT_IDX feat = get_feat_mimic(g_ptr);
1135                 feature_type *mimic_f_ptr = &f_info[feat];
1136                 concptr name = f_name + mimic_f_ptr->name;
1137
1138                 can_move = FALSE;
1139
1140                 /* Notice things in the dark */
1141                 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1142                 {
1143                         /* Boundary floor mimic */
1144                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1145                         {
1146                                 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1147                         }
1148
1149                         /* Wall (or secret door) */
1150                         else
1151                         {
1152 #ifdef JP
1153                                 msg_format("%sが行く手をはばんでいるようだ。", name);
1154 #else
1155                                 msg_format("You feel %s %s blocking your way.",
1156                                         is_a_vowel(name[0]) ? "an" : "a", name);
1157 #endif
1158
1159                                 g_ptr->info |= (CAVE_MARK);
1160                                 lite_spot(y, x);
1161                         }
1162                 }
1163
1164                 /* Notice things */
1165                 else
1166                 {
1167                         /* Boundary floor mimic */
1168                         if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1169                         {
1170                                 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1171                                 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1172                                         free_turn(creature_ptr);
1173                         }
1174
1175                         /* Wall (or secret door) */
1176                         else
1177                         {
1178                                 /* Closed doors */
1179                                 if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return;
1180
1181 #ifdef JP
1182                                 msg_format("%sが行く手をはばんでいる。", name);
1183 #else
1184                                 msg_format("There is %s %s blocking your way.",
1185                                         is_a_vowel(name[0]) ? "an" : "a", name);
1186 #endif
1187
1188                                 /*
1189                                  * Well, it makes sense that you lose time bumping into
1190                                  * a wall _if_ you are confused, stunned or blind; but
1191                                  * typing mistakes should not cost you a turn...
1192                                  */
1193                                 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1194                                         free_turn(creature_ptr);
1195                         }
1196                 }
1197
1198                 disturb(creature_ptr, FALSE, TRUE);
1199
1200                 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1201         }
1202
1203         /* Normal movement */
1204         if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1205         {
1206                 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1207                 {
1208                         free_turn(creature_ptr);
1209                 }
1210
1211                 /* To avoid a loop with running */
1212                 disturb(creature_ptr, FALSE, TRUE);
1213
1214                 can_move = FALSE;
1215         }
1216
1217         if (!can_move) return;
1218
1219         if (creature_ptr->warning)
1220         {
1221                 if (!process_warning(creature_ptr, x, y))
1222                 {
1223                         creature_ptr->energy_use = 25;
1224                         return;
1225                 }
1226         }
1227
1228         if (do_past)
1229         {
1230                 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1231         }
1232
1233         /* Change oldpx and oldpy to place the player well when going back to big mode */
1234         if (creature_ptr->wild_mode)
1235         {
1236                 if (ddy[dir] > 0)  creature_ptr->oldpy = 1;
1237                 if (ddy[dir] < 0)  creature_ptr->oldpy = MAX_HGT - 2;
1238                 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1239                 if (ddx[dir] > 0)  creature_ptr->oldpx = 1;
1240                 if (ddx[dir] < 0)  creature_ptr->oldpx = MAX_WID - 2;
1241                 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1242         }
1243
1244         if (p_can_kill_walls)
1245         {
1246                 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1247
1248                 /* Update some things -- similar to GF_KILL_WALL */
1249                 creature_ptr->update |= (PU_FLOW);
1250         }
1251
1252         u32b mpe_mode = MPE_ENERGY_USE;
1253         if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1254         if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1255
1256         (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1257 }
1258
1259
1260 static bool ignore_avoid_run;
1261
1262 /*!
1263  * @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 /
1264  * Hack -- Check for a "known wall" (see below)
1265  * @param creature_ptr  プレーヤーへの参照ポインタ
1266  * @param dir 想定する移動方向ID
1267  * @param y 移動元のY座標
1268  * @param x 移動元のX座標
1269  * @return 移動先が既知の壁ならばTRUE
1270  */
1271 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1272 {
1273         /* Get the new location */
1274         y += ddy[dir];
1275         x += ddx[dir];
1276
1277         /* Illegal grids are not known walls */
1278         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1279         if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1280
1281         grid_type *g_ptr;
1282         g_ptr = &floor_ptr->grid_array[y][x];
1283
1284         /* Must be known to the player */
1285         if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1286
1287         /* Feature code (applying "mimic" field) */
1288         s16b feat = get_feat_mimic(g_ptr);
1289         feature_type *f_ptr = &f_info[feat];
1290
1291         /* Wall grids are known walls */
1292         if (!player_can_enter(creature_ptr, feat, 0))
1293                 return !have_flag(f_ptr->flags, FF_DOOR);
1294
1295         /* Don't run on a tree unless explicitly requested */
1296         if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1297                 return TRUE;
1298
1299         /* Don't run in a wall */
1300         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1301                 return !have_flag(f_ptr->flags, FF_DOOR);
1302
1303         return FALSE;
1304 }
1305
1306
1307 /*!
1308  * @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 /
1309  * Hack -- Check for an "unknown corner" (see below)
1310  * @param creature_ptr  プレーヤーへの参照ポインタ
1311  * @param dir 想定する移動方向ID
1312  * @param y 移動元のY座標
1313  * @param x 移動元のX座標
1314  * @return 移動先が未知の地形ならばTRUE
1315  */
1316 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1317 {
1318         /* Get the new location */
1319         y += ddy[dir];
1320         x += ddx[dir];
1321
1322         /* Illegal grids are unknown */
1323         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1324         if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1325
1326         /* Memorized grids are always known */
1327         if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1328
1329         /* Viewable door/wall grids are known */
1330         if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1331
1332         /* Default */
1333         return TRUE;
1334 }
1335
1336
1337 /*
1338  * Hack -- allow quick "cycling" through the legal directions
1339  */
1340 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1341
1342 /*
1343  * Hack -- map each direction into the "middle" of the "cycle[]" array
1344  */
1345 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1346
1347 /*
1348  * The direction we are running
1349  */
1350 static DIRECTION find_current;
1351
1352 /*
1353  * The direction we came from
1354  */
1355 static DIRECTION find_prevdir;
1356
1357 /*
1358  * We are looking for open area
1359  */
1360 static bool find_openarea;
1361
1362 /*
1363  * We are looking for a break
1364  */
1365 static bool find_breakright;
1366 static bool find_breakleft;
1367
1368 /*!
1369  * @brief ダッシュ処理の導入 /
1370  * Initialize the running algorithm for a new direction.
1371  * @param creature_ptr  プレーヤーへの参照ポインタ
1372  * @param dir 導入の移動先
1373  * @details
1374  * Diagonal Corridor -- allow diaginal entry into corridors.\n
1375  *\n
1376  * Blunt Corridor -- If there is a wall two spaces ahead and\n
1377  * we seem to be in a corridor, then force a turn into the side\n
1378  * corridor, must be moving straight into a corridor here. ???\n
1379  *\n
1380  * Diagonal Corridor    Blunt Corridor (?)\n
1381  *       \# \#                  \#\n
1382  *       \#x\#                  \@x\#\n
1383  *       \@\@p.                  p\n
1384  */
1385 static void run_init(player_type *creature_ptr, DIRECTION dir)
1386 {
1387         /* Save the direction */
1388         find_current = dir;
1389
1390         /* Assume running straight */
1391         find_prevdir = dir;
1392
1393         /* Assume looking for open area */
1394         find_openarea = TRUE;
1395
1396         /* Assume not looking for breaks */
1397         find_breakright = find_breakleft = FALSE;
1398
1399         /* Assume no nearby walls */
1400         bool deepleft = FALSE;
1401         bool deepright = FALSE;
1402         bool shortright = FALSE;
1403         bool shortleft = FALSE;
1404
1405         creature_ptr->run_py = creature_ptr->y;
1406         creature_ptr->run_px = creature_ptr->x;
1407
1408         /* Find the destination grid */
1409         int row = creature_ptr->y + ddy[dir];
1410         int col = creature_ptr->x + ddx[dir];
1411
1412         ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1413
1414         /* Extract cycle index */
1415         int i = chome[dir];
1416
1417         /* Check for walls */
1418         if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1419         {
1420                 find_breakleft = TRUE;
1421                 shortleft = TRUE;
1422         }
1423         else if (see_wall(creature_ptr, cycle[i+1], row, col))
1424         {
1425                 find_breakleft = TRUE;
1426                 deepleft = TRUE;
1427         }
1428
1429         /* Check for walls */
1430         if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1431         {
1432                 find_breakright = TRUE;
1433                 shortright = TRUE;
1434         }
1435         else if (see_wall(creature_ptr, cycle[i-1], row, col))
1436         {
1437                 find_breakright = TRUE;
1438                 deepright = TRUE;
1439         }
1440
1441         /* Looking for a break */
1442         if (!find_breakleft || !find_breakright) return;
1443
1444         /* Not looking for open area */
1445         find_openarea = FALSE;
1446
1447         /* Hack -- allow angled corridor entry */
1448         if (dir & 0x01)
1449         {
1450                 if (deepleft && !deepright)
1451                 {
1452                         find_prevdir = cycle[i - 1];
1453                 }
1454                 else if (deepright && !deepleft)
1455                 {
1456                         find_prevdir = cycle[i + 1];
1457                 }
1458
1459                 return;
1460         }
1461
1462         /* Hack -- allow blunt corridor entry */
1463         if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1464
1465         if (shortleft && !shortright)
1466         {
1467                 find_prevdir = cycle[i - 2];
1468         }
1469         else if (shortright && !shortleft)
1470         {
1471                 find_prevdir = cycle[i + 2];
1472         }
1473 }
1474
1475
1476 /*!
1477  * @brief ダッシュ移動が継続できるかどうかの判定 /
1478  * Update the current "run" path
1479  * @param creature_ptr  プレーヤーへの参照ポインタ
1480  * @return 立ち止まるべき条件が満たされたらTRUE
1481  * ダッシュ移動が継続できるならばTRUEを返す。
1482  * Return TRUE if the running should be stopped
1483  */
1484 static bool run_test(player_type *creature_ptr)
1485 {
1486         DIRECTION prev_dir = find_prevdir;
1487
1488         /* Range of newly adjacent grids */
1489         int max = (prev_dir & 0x01) + 1;
1490
1491         /* break run when leaving trap detected region */
1492         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1493         if ((disturb_trap_detect || alert_trap_detect)
1494             && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1495         {
1496                 /* No duplicate warning */
1497                 creature_ptr->dtrap = FALSE;
1498
1499                 /* You are just on the edge */
1500                 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1501                 {
1502                         if (alert_trap_detect)
1503                         {
1504                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1505                         }
1506
1507                         if (disturb_trap_detect)
1508                         {
1509                                 /* Break Run */
1510                                 return TRUE;
1511                         }
1512                 }
1513         }
1514
1515         /* Look at every newly adjacent square. */
1516         DIRECTION check_dir = 0;
1517         int option = 0, option2 = 0;
1518         for (int i = -max; i <= max; i++)
1519         {
1520                 OBJECT_IDX this_o_idx, next_o_idx = 0;
1521
1522                 /* New direction */
1523                 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1524
1525                 /* New location */
1526                 int row = creature_ptr->y + ddy[new_dir];
1527                 int col = creature_ptr->x + ddx[new_dir];
1528
1529                 grid_type *g_ptr;
1530                 g_ptr = &floor_ptr->grid_array[row][col];
1531
1532                 /* Feature code (applying "mimic" field) */
1533                 FEAT_IDX feat = get_feat_mimic(g_ptr);
1534                 feature_type *f_ptr;
1535                 f_ptr = &f_info[feat];
1536
1537                 /* Visible monsters abort running */
1538                 if (g_ptr->m_idx)
1539                 {
1540                         monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1541
1542                         /* Visible monster */
1543                         if (m_ptr->ml) return TRUE;
1544                 }
1545
1546                 /* Visible objects abort running */
1547                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1548                 {
1549                         object_type *o_ptr;
1550                         o_ptr = &floor_ptr->o_list[this_o_idx];
1551                         next_o_idx = o_ptr->next_o_idx;
1552
1553                         /* Visible object */
1554                         if (o_ptr->marked & OM_FOUND) return TRUE;
1555                 }
1556
1557                 /* Assume unknown */
1558                 bool inv = TRUE;
1559
1560                 /* Check memorized grids */
1561                 if (g_ptr->info & (CAVE_MARK))
1562                 {
1563                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1564
1565                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
1566                         {
1567                                 /* Open doors */
1568                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1569                                 {
1570                                         /* Option -- ignore */
1571                                         notice = FALSE;
1572                                 }
1573
1574                                 /* Stairs */
1575                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1576                                 {
1577                                         /* Option -- ignore */
1578                                         notice = FALSE;
1579                                 }
1580
1581                                 /* Lava */
1582                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1583                                 {
1584                                         /* Ignore */
1585                                         notice = FALSE;
1586                                 }
1587
1588                                 /* Deep water */
1589                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1590                                          (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1591                                 {
1592                                         /* Ignore */
1593                                         notice = FALSE;
1594                                 }
1595                         }
1596
1597                         /* Interesting feature */
1598                         if (notice) return TRUE;
1599
1600                         /* The grid is "visible" */
1601                         inv = FALSE;
1602                 }
1603
1604                 /* Analyze unknown grids and floors considering mimic */
1605                 if (!inv && see_wall(creature_ptr, 0, row, col))
1606                 {
1607                         if (find_openarea)
1608                         {
1609                                 if (i < 0)
1610                                 {
1611                                         /* Break to the right */
1612                                         find_breakright = TRUE;
1613                                 }
1614
1615                                 else if (i > 0)
1616                                 {
1617                                         /* Break to the left */
1618                                         find_breakleft = TRUE;
1619                                 }
1620                         }
1621
1622                         continue;
1623                 }
1624
1625                 /* Looking for open area */
1626                 if (find_openarea) continue;
1627
1628                 /* The first new direction. */
1629                 if (!option)
1630                 {
1631                         option = new_dir;
1632                         continue;
1633                 }
1634
1635                 /* Three new directions. Stop running. */
1636                 if (option2)
1637                 {
1638                         return TRUE;
1639                 }
1640
1641                 /* Two non-adjacent new directions.  Stop running. */
1642                 if (option != cycle[chome[prev_dir] + i - 1])
1643                 {
1644                         return TRUE;
1645                 }
1646
1647                 /* Two new (adjacent) directions (case 1) */
1648                 if (new_dir & 0x01)
1649                 {
1650                         check_dir = cycle[chome[prev_dir] + i - 2];
1651                         option2 = new_dir;
1652                         continue;
1653                 }
1654
1655                 /* Two new (adjacent) directions (case 2) */
1656                 check_dir = cycle[chome[prev_dir] + i + 1];
1657                 option2 = option;
1658                 option = new_dir;
1659         }
1660
1661         /* Looking for open area */
1662         if (find_openarea)
1663         {
1664                 /* Hack -- look again */
1665                 for (int i = -max; i < 0; i++)
1666                 {
1667                         /* Unknown grid or non-wall */
1668                         if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1669                         {
1670                                 /* Looking to break right */
1671                                 if (find_breakright)
1672                                 {
1673                                         return TRUE;
1674                                 }
1675                         }
1676
1677                         /* Obstacle */
1678                         else
1679                         {
1680                                 /* Looking to break left */
1681                                 if (find_breakleft)
1682                                 {
1683                                         return TRUE;
1684                                 }
1685                         }
1686                 }
1687
1688                 /* Hack -- look again */
1689                 for (int i = max; i > 0; i--)
1690                 {
1691                         /* Unknown grid or non-wall */
1692                         if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1693                         {
1694                                 /* Looking to break left */
1695                                 if (find_breakleft)
1696                                 {
1697                                         return TRUE;
1698                                 }
1699                         }
1700
1701                         /* Obstacle */
1702                         else
1703                         {
1704                                 /* Looking to break right */
1705                                 if (find_breakright)
1706                                 {
1707                                         return TRUE;
1708                                 }
1709                         }
1710                 }
1711
1712                 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1713         }
1714
1715         /* No options */
1716         if (!option)
1717         {
1718                 return TRUE;
1719         }
1720
1721         /* One option */
1722         if (!option2)
1723         {
1724                 find_current = option;
1725                 find_prevdir = option;
1726                 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1727         }
1728
1729         /* Two options, examining corners */
1730         else if (!find_cut)
1731         {
1732                 find_current = option;
1733                 find_prevdir = option2;
1734                 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1735         }
1736
1737         /* Two options, pick one */
1738         /* Get next location */
1739         int row = creature_ptr->y + ddy[option];
1740         int col = creature_ptr->x + ddx[option];
1741
1742         /* Don't see that it is closed off. */
1743         /* This could be a potential corner or an intersection. */
1744         if (!see_wall(creature_ptr, option, row, col) ||
1745                 !see_wall(creature_ptr, check_dir, row, col))
1746         {
1747                 /* Can not see anything ahead and in the direction we */
1748                 /* are turning, assume that it is a potential corner. */
1749                 if (see_nothing(creature_ptr, option, row, col) &&
1750                         see_nothing(creature_ptr, option2, row, col))
1751                 {
1752                         find_current = option;
1753                         find_prevdir = option2;
1754                         return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1755                 }
1756
1757                 /* STOP: we are next to an intersection or a room */
1758                 return TRUE;
1759         }
1760
1761         /* This corner is seen to be enclosed; we cut the corner. */
1762         if (find_cut)
1763         {
1764                 find_current = option2;
1765                 find_prevdir = option2;
1766                 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1767         }
1768
1769         /* This corner is seen to be enclosed, and we */
1770         /* deliberately go the long way. */
1771         find_current = option;
1772         find_prevdir = option2;
1773         return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1774 }
1775
1776
1777 /*!
1778  * @brief 継続的なダッシュ処理 /
1779  * Take one step along the current "run" path
1780  * @param creature_ptr  プレーヤーへの参照ポインタ
1781  * @param dir 移動を試みる方向ID
1782  * @return なし
1783  */
1784 void run_step(player_type *creature_ptr, DIRECTION dir)
1785 {
1786         /* Start running */
1787         if (dir)
1788         {
1789                 /* Ignore AVOID_RUN on a first step */
1790                 ignore_avoid_run = TRUE;
1791
1792                 /* Hack -- do not start silly run */
1793                 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1794                 {
1795                         sound(SOUND_HITWALL);
1796
1797                         msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1798
1799                         disturb(creature_ptr, FALSE, FALSE);
1800
1801                         return;
1802                 }
1803
1804                 run_init(creature_ptr, dir);
1805         }
1806
1807         /* Keep running */
1808         else
1809         {
1810                 /* Update run */
1811                 if (run_test(creature_ptr))
1812                 {
1813                         disturb(creature_ptr, FALSE, FALSE);
1814
1815                         return;
1816                 }
1817         }
1818
1819         /* Decrease the run counter */
1820         if (--creature_ptr->running <= 0) return;
1821
1822         /* Take time */
1823         take_turn(creature_ptr, 100);
1824
1825         /* Move the player, using the "pickup" flag */
1826         move_player(creature_ptr, find_current, FALSE, FALSE);
1827
1828         if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1829         {
1830                 creature_ptr->run_py = 0;
1831                 creature_ptr->run_px = 0;
1832                 disturb(creature_ptr, FALSE, FALSE);
1833         }
1834 }
1835
1836
1837 #ifdef TRAVEL
1838
1839 /*!
1840  * @brief トラベル機能の判定処理 /
1841  * Test for traveling
1842  * @param creature_ptr  プレーヤーへの参照ポインタ
1843  * @param prev_dir 前回移動を行った元の方角ID
1844  * @return 次の方向
1845  */
1846 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1847 {
1848         /* Cannot travel when blind */
1849         if (creature_ptr->blind || no_lite(creature_ptr))
1850         {
1851                 msg_print(_("目が見えない!", "You cannot see!"));
1852                 return (0);
1853         }
1854
1855         /* break run when leaving trap detected region */
1856         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1857         if ((disturb_trap_detect || alert_trap_detect)
1858             && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1859         {
1860                 /* No duplicate warning */
1861                 creature_ptr->dtrap = FALSE;
1862
1863                 /* You are just on the edge */
1864                 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1865                 {
1866                         if (alert_trap_detect)
1867                         {
1868                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1869                         }
1870
1871                         if (disturb_trap_detect)
1872                         {
1873                                 /* Break Run */
1874                                 return (0);
1875                         }
1876                 }
1877         }
1878
1879         /* Range of newly adjacent grids */
1880         int max = (prev_dir & 0x01) + 1;
1881
1882         /* Look at every newly adjacent square. */
1883         const grid_type *g_ptr;
1884         for (int i = -max; i <= max; i++)
1885         {
1886                 /* New direction */
1887                 DIRECTION dir = cycle[chome[prev_dir] + i];
1888
1889                 /* New location */
1890                 POSITION row = creature_ptr->y + ddy[dir];
1891                 POSITION col = creature_ptr->x + ddx[dir];
1892
1893                 g_ptr = &floor_ptr->grid_array[row][col];
1894
1895                 /* Visible monsters abort running */
1896                 if (g_ptr->m_idx)
1897                 {
1898                         monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1899
1900                         /* Visible monster */
1901                         if (m_ptr->ml) return (0);
1902                 }
1903
1904         }
1905
1906         /* Travel cost of current grid */
1907         int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1908
1909         /* Determine travel direction */
1910         DIRECTION new_dir = 0;
1911         for (int i = 0; i < 8; ++ i)
1912         {
1913                 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1914
1915                 if (dir_cost < cost)
1916                 {
1917                         new_dir = ddd[i];
1918                         cost = dir_cost;
1919                 }
1920         }
1921
1922         if (!new_dir) return (0);
1923
1924         /* Access newly move grid */
1925         g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1926
1927         /* Close door abort traveling */
1928         if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
1929
1930         /* Visible and unignorable trap abort tarveling */
1931         if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return (0);
1932
1933         /* Move new grid */
1934         return new_dir;
1935 }
1936
1937
1938 /*!
1939  * @brief トラベル機能の実装 /
1940  * Travel command
1941  * @param creature_ptr  プレーヤーへの参照ポインタ
1942  * @return なし
1943  */
1944 void travel_step(player_type *creature_ptr)
1945 {
1946         /* Get travel direction */
1947         travel.dir = travel_test(creature_ptr, travel.dir);
1948
1949         if (!travel.dir)
1950         {
1951                 if (travel.run == 255)
1952                 {
1953                         msg_print(_("道筋が見つかりません!", "No route is found!"));
1954                         travel.y = travel.x = 0;
1955                 }
1956
1957                 disturb(creature_ptr, FALSE, TRUE);
1958                 return;
1959         }
1960
1961         take_turn(creature_ptr, 100);
1962
1963         move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1964
1965         if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1966         {
1967                 travel.run = 0;
1968                 travel.y = travel.x = 0;
1969         }
1970         else if (travel.run > 0)
1971         {
1972                 travel.run--;
1973         }
1974
1975         /* Travel Delay */
1976         Term_xtra(TERM_XTRA_DELAY, delay_factor);
1977 }
1978 #endif
1979
1980
1981 #ifdef TRAVEL
1982 /*
1983  * Hack: travel command
1984  */
1985 #define TRAVEL_UNABLE 9999
1986
1987 static int flow_head = 0;
1988 static int flow_tail = 0;
1989 static POSITION temp2_x[MAX_SHORT];
1990 static POSITION temp2_y[MAX_SHORT];
1991
1992
1993 /*!
1994  * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1995  * @param creature_ptr  プレーヤーへの参照ポインタ
1996  * @return なし
1997  */
1998 void forget_travel_flow(floor_type *floor_ptr)
1999 {
2000         /* Check the entire dungeon / Forget the old data */
2001         for (POSITION y = 0; y < floor_ptr->height; y++)
2002         {
2003                 for (POSITION x = 0; x < floor_ptr->width; x++)
2004                 {
2005                         travel.cost[y][x] = MAX_SHORT;
2006                 }
2007         }
2008
2009         travel.y = travel.x = 0;
2010 }
2011
2012
2013 /*!
2014  * @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
2015  * @param creature_ptr  プレーヤーへの参照ポインタ
2016  * @param y 該当地点のY座標
2017  * @param x 該当地点のX座標
2018  * @return コスト値
2019  */
2020 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2021 {
2022         /* Avoid obstacles (ex. trees) */
2023         int cost = 1;
2024         feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2025         if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2026
2027         /* Water */
2028         if (have_flag(f_ptr->flags, FF_WATER))
2029         {
2030                 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2031         }
2032
2033         /* Lava */
2034         if (have_flag(f_ptr->flags, FF_LAVA))
2035         {
2036                 int lava = 2;
2037                 if (!creature_ptr->resist_fire) lava *= 2;
2038                 if (!creature_ptr->levitation) lava *= 2;
2039                 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2040
2041                 cost += lava;
2042         }
2043
2044         /* Detected traps and doors */
2045         if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2046         {
2047                 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2048                 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2049         }
2050
2051         return cost;
2052 }
2053
2054
2055 /*!
2056  * @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
2057  * @param creature_ptr  プレーヤーへの参照ポインタ
2058  * @param y 目標地点のY座標
2059  * @param x 目標地点のX座標
2060  * @param n 現在のコスト
2061  * @param wall プレイヤーが壁の中にいるならばTRUE
2062  * @return なし
2063  */
2064 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2065 {
2066         /* Ignore out of bounds */
2067         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2068         grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2069         feature_type *f_ptr = &f_info[g_ptr->feat];
2070         if (!in_bounds(floor_ptr, y, x)) return;
2071
2072         /* Ignore unknown grid except in wilderness */
2073         if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2074
2075         /* Ignore "walls" and "rubble" (include "secret doors") */
2076         int add_cost = 1;
2077         int from_wall = (n / TRAVEL_UNABLE);
2078         if (have_flag(f_ptr->flags, FF_WALL) ||
2079                 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2080                 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2081                 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2082         {
2083                 if (!wall || !from_wall) return;
2084                 add_cost += TRAVEL_UNABLE;
2085         }
2086         else
2087         {
2088                 add_cost = travel_flow_cost(creature_ptr, y, x);
2089         }
2090
2091         int base_cost = (n % TRAVEL_UNABLE);
2092         int cost = base_cost + add_cost;
2093
2094         /* Ignore lower cost entries */
2095         if (travel.cost[y][x] <= cost) return;
2096
2097         /* Save the flow cost */
2098         travel.cost[y][x] = cost;
2099
2100         /* Enqueue that entry */
2101         int old_head = flow_head;
2102         temp2_y[flow_head] = y;
2103         temp2_x[flow_head] = x;
2104
2105         /* Advance the queue */
2106         if (++flow_head == MAX_SHORT) flow_head = 0;
2107
2108         /* Hack -- notice overflow by forgetting new entry */
2109         if (flow_head == flow_tail) flow_head = old_head;
2110 }
2111
2112
2113 /*!
2114  * @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
2115  * @param creature_ptr  プレーヤーへの参照ポインタ
2116  * @param ty 目標地点のY座標
2117  * @param tx 目標地点のX座標
2118  * @return なし
2119  */
2120 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2121 {
2122         flow_head = flow_tail = 0;
2123
2124         /* is player in the wall? */
2125         bool wall = FALSE;
2126         feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2127         if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2128
2129         /* Start at the target grid */
2130         travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2131
2132         /* Now process the queue */
2133         POSITION x, y;
2134         while (flow_head != flow_tail)
2135         {
2136                 /* Extract the next entry */
2137                 y = temp2_y[flow_tail];
2138                 x = temp2_x[flow_tail];
2139
2140                 /* Forget that entry */
2141                 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2142
2143                 /* Add the "children" */
2144                 for (DIRECTION d = 0; d < 8; d++)
2145                 {
2146                         /* Add that child if "legal" */
2147                         travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2148                 }
2149         }
2150
2151         flow_head = flow_tail = 0;
2152 }
2153
2154
2155 /*!
2156  * @brief トラベル処理のメインルーチン
2157  * @return なし
2158  */
2159 void do_cmd_travel(player_type *creature_ptr)
2160 {
2161         POSITION x, y;
2162         if (travel.x != 0 && travel.y != 0 &&
2163                 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2164         {
2165                 y = travel.y;
2166                 x = travel.x;
2167         }
2168         else if (!tgt_pt(creature_ptr, &x, &y)) return;
2169
2170         if ((x == creature_ptr->x) && (y == creature_ptr->y))
2171         {
2172                 msg_print(_("すでにそこにいます!", "You are already there!!"));
2173                 return;
2174         }
2175
2176         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2177         feature_type *f_ptr;
2178         f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2179
2180         if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2181                 (have_flag(f_ptr->flags, FF_WALL) ||
2182                         have_flag(f_ptr->flags, FF_CAN_DIG) ||
2183                         (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2184         {
2185                 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2186                 return;
2187         }
2188
2189         forget_travel_flow(creature_ptr->current_floor_ptr);
2190         travel_flow(creature_ptr, y, x);
2191
2192         travel.x = x;
2193         travel.y = y;
2194
2195         /* Travel till 255 steps */
2196         travel.run = 255;
2197         travel.dir = 0;
2198
2199         /* Decides first direction */
2200         POSITION dx = abs(creature_ptr->x - x);
2201         POSITION dy = abs(creature_ptr->y - y);
2202         POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2203         POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2204
2205         for (int i = 1; i <= 9; i++)
2206         {
2207                 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2208         }
2209 }
2210 #endif
2211
2212
2213 /*
2214  * Something has happened to disturb the player.
2215  * The first arg indicates a major disturbance, which affects search.
2216  * The second arg is currently unused, but could induce output flush.
2217  * All disturbance cancels repeated commands, resting, and running.
2218  */
2219 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2220 {
2221 #ifndef TRAVEL
2222         /* Unused */
2223         stop_travel = stop_travel;
2224 #endif
2225
2226         /* Cancel repeated commands */
2227         if (command_rep)
2228         {
2229                 /* Cancel */
2230                 command_rep = 0;
2231
2232                 /* Redraw the state (later) */
2233                 creature_ptr->redraw |= (PR_STATE);
2234         }
2235
2236         /* Cancel Resting */
2237         if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2238         {
2239                 /* Cancel */
2240                 set_action(creature_ptr, ACTION_NONE);
2241         }
2242
2243         /* Cancel running */
2244         if (creature_ptr->running)
2245         {
2246                 /* Cancel */
2247                 creature_ptr->running = 0;
2248
2249                 /* Check for new panel if appropriate */
2250                 if (center_player && !center_running) verify_panel();
2251
2252                 /* Calculate torch radius */
2253                 creature_ptr->update |= (PU_TORCH);
2254
2255                 /* Update monster flow */
2256                 creature_ptr->update |= (PU_FLOW);
2257         }
2258
2259 #ifdef TRAVEL
2260         if (stop_travel)
2261         {
2262                 /* Cancel */
2263                 travel.run = 0;
2264
2265                 /* Check for new panel if appropriate */
2266                 if (center_player && !center_running) verify_panel();
2267
2268                 /* Calculate torch radius */
2269                 creature_ptr->update |= (PU_TORCH);
2270         }
2271 #endif
2272
2273         if (flush_disturb) flush();
2274 }