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.)
146 #include "realm-song.h"
147 #include "autopick.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"
164 #include "monster-spell.h"
165 #include "monster-status.h"
166 #include "object-hook.h"
167 #include "object-flavor.h"
169 #include "cmd-basic.h"
170 #include "view-mainwindow.h"
172 #include "objectkind.h"
173 #include "autopick.h"
174 #include "targeting.h"
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
189 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
192 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
193 g_ptr = &floor_ptr->grid_array[y][x];
195 if (g_ptr->mimic && is_trap(g_ptr->feat))
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);
202 if (is_hidden_door(g_ptr))
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);
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)
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))
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!"));
222 disturb(creature_ptr, FALSE, FALSE);
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
233 void search(player_type *creature_ptr)
235 /* Start with base search ability */
236 PERCENTAGE chance = creature_ptr->skill_srh;
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;
242 /* Search the nearby grids, which are always in bounds */
243 for (DIRECTION i = 0; i < 9; ++ i)
245 /* Sometimes, notice things */
246 if (randint0(100) < chance)
248 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
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
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
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
266 * Add the given dungeon object to the character's inventory.\n
267 * Delete the object afterwards.\n
269 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
272 GAME_TEXT o_name[MAX_NLEN];
273 GAME_TEXT old_name[MAX_NLEN];
277 GAME_TEXT o_name[MAX_NLEN];
281 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
284 object_desc(old_name, o_ptr, OD_NAME_ONLY);
285 object_desc_kosuu(kazu_str, o_ptr);
286 hirottakazu = o_ptr->number;
289 /* Carry the object */
290 INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
292 /* Get the object again */
293 o_ptr = &owner_ptr->inventory_list[slot];
295 delete_object_idx(owner_ptr->current_floor_ptr, o_idx);
297 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
299 bool old_known = identify_item(owner_ptr, o_ptr);
301 /* Auto-inscription/destroy */
302 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
304 /* If it is destroyed, don't pick it up */
305 if (o_ptr->marked & OM_AUTODESTROY) return;
308 object_desc(o_name, o_ptr, 0);
311 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
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);
321 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
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));
329 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
334 strcpy(record_o_name, old_name);
336 msg_format("You have %s (%c).", o_name, index_to_label(slot));
337 strcpy(record_o_name, o_name);
339 record_turn = current_world_ptr->game_turn;
340 check_find_art_quest_completion(owner_ptr, o_ptr);
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
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.
354 void carry(player_type *creature_ptr, bool pickup)
356 /* Recenter the map around the player */
359 creature_ptr->update |= (PU_MONSTERS);
360 creature_ptr->redraw |= (PR_MAP);
361 creature_ptr->window |= (PW_OVERHEAD);
362 handle_stuff(creature_ptr);
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);
370 py_pickup_floor(creature_ptr, pickup);
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)
379 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
381 #ifdef ALLOW_EASY_SENSE /* TNB */
383 /* Option: Make item sensing easy */
386 /* Sense the object */
387 (void)sense_object(o_ptr);
390 #endif /* ALLOW_EASY_SENSE -- TNB */
392 GAME_TEXT o_name[MAX_NLEN];
393 object_desc(o_name, o_ptr, 0);
394 next_o_idx = o_ptr->next_o_idx;
396 disturb(creature_ptr, FALSE, FALSE);
398 if (o_ptr->tval == TV_GOLD)
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);
407 creature_ptr->au += value;
408 creature_ptr->redraw |= (PR_GOLD);
409 creature_ptr->window |= (PW_PLAYER);
413 /* Hack - some objects were handled in autopick_pickup_items(). */
414 if (o_ptr->marked & OM_NOMSG)
416 o_ptr->marked &= ~OM_NOMSG;
422 msg_format(_("%sがある。", "You see %s."), o_name);
426 if (!inven_carry_okay(o_ptr))
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);
432 int is_pickup_successful = TRUE;
433 if (carry_query_flag)
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);
440 if (is_pickup_successful)
442 py_pickup_aux(creature_ptr, this_o_idx);
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。
457 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
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);
464 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
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;
469 if (pattern_type_new == PATTERN_TILE_START)
471 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
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? ")))
483 if ((pattern_type_new == PATTERN_TILE_OLD) ||
484 (pattern_type_new == PATTERN_TILE_END) ||
485 (pattern_type_new == PATTERN_TILE_WRECKED))
487 if (is_pattern_tile_cur)
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."));
500 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
501 (pattern_type_cur == PATTERN_TILE_TELEPORT))
506 if (pattern_type_cur == PATTERN_TILE_START)
508 if (is_pattern_tile_new)
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."));
517 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
518 (pattern_type_cur == PATTERN_TILE_END) ||
519 (pattern_type_cur == PATTERN_TILE_WRECKED))
521 if (!is_pattern_tile_new)
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."));
532 if (!is_pattern_tile_cur)
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."));
540 byte ok_move = PATTERN_TILE_START;
541 switch (pattern_type_cur)
544 ok_move = PATTERN_TILE_2;
547 ok_move = PATTERN_TILE_3;
550 ok_move = PATTERN_TILE_4;
553 ok_move = PATTERN_TILE_1;
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);
561 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
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."));
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."));
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
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。
580 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
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];
590 if (!(mpe_mode & MPE_STAYING))
592 MONSTER_IDX om_idx = oc_ptr->m_idx;
593 MONSTER_IDX nm_idx = g_ptr->m_idx;
595 creature_ptr->y = ny;
596 creature_ptr->x = nx;
598 /* Hack -- For moving monster or riding player's moving */
599 if (!(mpe_mode & MPE_DONT_SWAP_MON))
601 /* Swap two monsters */
602 g_ptr->m_idx = om_idx;
603 oc_ptr->m_idx = nm_idx;
605 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
607 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
610 update_monster(creature_ptr, om_idx, TRUE);
613 if (nm_idx > 0) /* Monster on new spot */
615 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
618 update_monster(creature_ptr, nm_idx, TRUE);
625 /* Check for new panel (redraw map) */
628 if (mpe_mode & MPE_FORGET_FLOW)
630 forget_flow(floor_ptr);
632 creature_ptr->update |= (PU_UN_VIEW);
633 creature_ptr->redraw |= (PR_MAP);
636 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
637 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
639 /* Remove "unsafe" flag */
640 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
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);
646 if (creature_ptr->pclass == CLASS_NINJA)
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);
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))))
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);
659 if (creature_ptr->prace == RACE_MERFOLK)
661 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
663 creature_ptr->update |= PU_BONUS;
664 update_creature(creature_ptr);
669 if (mpe_mode & MPE_ENERGY_USE)
671 if (music_singing(creature_ptr, MUSIC_WALL))
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);
676 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
679 /* Spontaneous Searching */
680 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
682 search(creature_ptr);
685 /* Continuous Searching */
686 if (creature_ptr->action == ACTION_SEARCH)
688 search(creature_ptr);
692 /* Handle "objects" */
693 if (!(mpe_mode & MPE_DONT_PICKUP))
695 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
698 /* Handle "store doors" */
699 if (have_flag(f_ptr->flags, FF_STORE))
701 disturb(creature_ptr, FALSE, TRUE);
703 free_turn(creature_ptr);
704 /* Hack -- Enter store */
705 command_new = SPECIAL_KEY_STORE;
708 /* Handle "building doors" -KMW- */
709 else if (have_flag(f_ptr->flags, FF_BLDG))
711 disturb(creature_ptr, FALSE, TRUE);
713 free_turn(creature_ptr);
714 /* Hack -- Enter building */
715 command_new = SPECIAL_KEY_BUILDING;
718 /* Handle quest areas -KMW- */
719 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
721 disturb(creature_ptr, FALSE, TRUE);
723 free_turn(creature_ptr);
724 /* Hack -- Enter quest level */
725 command_new = SPECIAL_KEY_QUEST;
728 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
730 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
732 complete_quest(creature_ptr, floor_ptr->inside_quest);
735 leave_quest_check(creature_ptr);
737 floor_ptr->inside_quest = g_ptr->special;
738 floor_ptr->dun_level = 0;
739 creature_ptr->oldpx = 0;
740 creature_ptr->oldpy = 0;
742 creature_ptr->leaving = TRUE;
746 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
748 disturb(creature_ptr, FALSE, TRUE);
751 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
753 msg_print(_("トラップだ!", "You found a trap!"));
756 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
760 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
762 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
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))
769 /* No duplicate warning */
770 creature_ptr->dtrap = FALSE;
772 /* You are just on the edge */
773 if (!(g_ptr->info & CAVE_UNSAFE))
775 if (alert_trap_detect)
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!*"));
780 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
784 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
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
792 * @return トラップが自動的に無効ならばTRUEを返す
794 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
796 feature_type *f_ptr = &f_info[feat];
798 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
800 switch (f_ptr->subtype)
804 case TRAP_SPIKED_PIT:
805 case TRAP_POISON_PIT:
806 if (creature_ptr->levitation) return TRUE;
809 if (creature_ptr->anti_tele) return TRUE;
812 if (creature_ptr->immune_fire) return TRUE;
815 if (creature_ptr->immune_acid) return TRUE;
818 if (creature_ptr->resist_blind) return TRUE;
821 if (creature_ptr->resist_conf) return TRUE;
824 if (creature_ptr->resist_pois) return TRUE;
827 if (creature_ptr->free_act) return TRUE;
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
843 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
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;
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
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。
863 * This routine should (probably) always induce energy expenditure.\n
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
869 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
871 POSITION y = creature_ptr->y + ddy[dir];
872 POSITION x = creature_ptr->x + ddx[dir];
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;
880 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
881 ((x == 0) || (x == MAX_WID - 1) ||
882 (y == 0) || (y == MAX_HGT - 1)))
884 /* Can the player enter the grid? */
885 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
887 /* Hack: move to new area */
888 if ((y == 0) && (x == 0))
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;
897 else if ((y == 0) && (x == MAX_WID - 1))
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;
906 else if ((y == MAX_HGT - 1) && (x == 0))
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;
915 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
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;
926 creature_ptr->wilderness_y--;
927 creature_ptr->oldpy = floor_ptr->height - 2;
928 creature_ptr->oldpx = x;
929 creature_ptr->ambush_flag = FALSE;
932 else if (y == MAX_HGT - 1)
934 creature_ptr->wilderness_y++;
935 creature_ptr->oldpy = 1;
936 creature_ptr->oldpx = x;
937 creature_ptr->ambush_flag = FALSE;
942 creature_ptr->wilderness_x--;
943 creature_ptr->oldpx = floor_ptr->width - 2;
944 creature_ptr->oldpy = y;
945 creature_ptr->ambush_flag = FALSE;
948 else if (x == MAX_WID - 1)
950 creature_ptr->wilderness_x++;
951 creature_ptr->oldpx = 1;
952 creature_ptr->oldpy = y;
953 creature_ptr->ambush_flag = FALSE;
956 creature_ptr->leaving = TRUE;
957 take_turn(creature_ptr, 100);
962 /* "Blocked" message appears later */
963 /* oktomove = FALSE; */
968 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
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;
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);
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))
986 monster_race *r_ptr = &r_info[m_ptr->r_idx];
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))
994 /* Disturb the monster */
995 (void)set_monster_csleep(g_ptr->m_idx, 0);
997 monster_desc(m_name, m_ptr, 0);
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);
1007 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1009 py_attack(creature_ptr, y, x, 0);
1012 else if (monster_can_cross_terrain(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1018 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1019 free_turn(creature_ptr);
1023 /* now continue on to 'movement' */
1027 py_attack(creature_ptr, y, x, 0);
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)
1036 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1038 msg_print(_("動けない!", "Can't move!"));
1039 free_turn(creature_ptr);
1041 disturb(creature_ptr, FALSE, TRUE);
1043 else if (MON_MONFEAR(riding_m_ptr))
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);
1049 disturb(creature_ptr, FALSE, TRUE);
1051 else if (creature_ptr->riding_ryoute)
1054 disturb(creature_ptr, FALSE, TRUE);
1056 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1060 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
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)))
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);
1071 disturb(creature_ptr, FALSE, TRUE);
1073 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
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);
1078 disturb(creature_ptr, FALSE, TRUE);
1080 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
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);
1085 disturb(creature_ptr, FALSE, TRUE);
1088 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
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);
1094 disturb(creature_ptr, FALSE, TRUE);
1102 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
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;
1111 * Player can move through trees and
1112 * has effective -10 speed
1113 * Rangers can move without penality
1115 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
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;
1120 /* Disarm a visible trap */
1121 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1123 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1125 (void)exe_disarm(creature_ptr, y, x, dir);
1130 /* Player can not walk through "walls" unless in wraith form...*/
1131 else if (!p_can_enter && !p_can_kill_walls)
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;
1140 /* Notice things in the dark */
1141 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1143 /* Boundary floor mimic */
1144 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1146 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1149 /* Wall (or secret door) */
1153 msg_format("%sが行く手をはばんでいるようだ。", name);
1155 msg_format("You feel %s %s blocking your way.",
1156 is_a_vowel(name[0]) ? "an" : "a", name);
1159 g_ptr->info |= (CAVE_MARK);
1167 /* Boundary floor mimic */
1168 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
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);
1175 /* Wall (or secret door) */
1179 if (easy_open && is_closed_door(feat) && easy_open_door(creature_ptr, y, x)) return;
1182 msg_format("%sが行く手をはばんでいる。", name);
1184 msg_format("There is %s %s blocking your way.",
1185 is_a_vowel(name[0]) ? "an" : "a", name);
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...
1193 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1194 free_turn(creature_ptr);
1198 disturb(creature_ptr, FALSE, TRUE);
1200 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1203 /* Normal movement */
1204 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1206 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1208 free_turn(creature_ptr);
1211 /* To avoid a loop with running */
1212 disturb(creature_ptr, FALSE, TRUE);
1217 if (!can_move) return;
1219 if (creature_ptr->warning)
1221 if (!process_warning(creature_ptr, x, y))
1223 creature_ptr->energy_use = 25;
1230 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1233 /* Change oldpx and oldpy to place the player well when going back to big mode */
1234 if (creature_ptr->wild_mode)
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;
1244 if (p_can_kill_walls)
1246 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1248 /* Update some things -- similar to GF_KILL_WALL */
1249 creature_ptr->update |= (PU_FLOW);
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;
1256 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1260 static bool ignore_avoid_run;
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
1269 * @return 移動先が既知の壁ならばTRUE
1271 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1273 /* Get the new location */
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;
1282 g_ptr = &floor_ptr->grid_array[y][x];
1284 /* Must be known to the player */
1285 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1287 /* Feature code (applying "mimic" field) */
1288 s16b feat = get_feat_mimic(g_ptr);
1289 feature_type *f_ptr = &f_info[feat];
1291 /* Wall grids are known walls */
1292 if (!player_can_enter(creature_ptr, feat, 0))
1293 return !have_flag(f_ptr->flags, FF_DOOR);
1295 /* Don't run on a tree unless explicitly requested */
1296 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
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);
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
1314 * @return 移動先が未知の地形ならばTRUE
1316 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1318 /* Get the new location */
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;
1326 /* Memorized grids are always known */
1327 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1329 /* Viewable door/wall grids are known */
1330 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1338 * Hack -- allow quick "cycling" through the legal directions
1340 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1343 * Hack -- map each direction into the "middle" of the "cycle[]" array
1345 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1348 * The direction we are running
1350 static DIRECTION find_current;
1353 * The direction we came from
1355 static DIRECTION find_prevdir;
1358 * We are looking for open area
1360 static bool find_openarea;
1363 * We are looking for a break
1365 static bool find_breakright;
1366 static bool find_breakleft;
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
1374 * Diagonal Corridor -- allow diaginal entry into corridors.\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
1380 * Diagonal Corridor Blunt Corridor (?)\n
1385 static void run_init(player_type *creature_ptr, DIRECTION dir)
1387 /* Save the direction */
1390 /* Assume running straight */
1393 /* Assume looking for open area */
1394 find_openarea = TRUE;
1396 /* Assume not looking for breaks */
1397 find_breakright = find_breakleft = FALSE;
1399 /* Assume no nearby walls */
1400 bool deepleft = FALSE;
1401 bool deepright = FALSE;
1402 bool shortright = FALSE;
1403 bool shortleft = FALSE;
1405 creature_ptr->run_py = creature_ptr->y;
1406 creature_ptr->run_px = creature_ptr->x;
1408 /* Find the destination grid */
1409 int row = creature_ptr->y + ddy[dir];
1410 int col = creature_ptr->x + ddx[dir];
1412 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1414 /* Extract cycle index */
1417 /* Check for walls */
1418 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1420 find_breakleft = TRUE;
1423 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1425 find_breakleft = TRUE;
1429 /* Check for walls */
1430 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1432 find_breakright = TRUE;
1435 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1437 find_breakright = TRUE;
1441 /* Looking for a break */
1442 if (!find_breakleft || !find_breakright) return;
1444 /* Not looking for open area */
1445 find_openarea = FALSE;
1447 /* Hack -- allow angled corridor entry */
1450 if (deepleft && !deepright)
1452 find_prevdir = cycle[i - 1];
1454 else if (deepright && !deepleft)
1456 find_prevdir = cycle[i + 1];
1462 /* Hack -- allow blunt corridor entry */
1463 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1465 if (shortleft && !shortright)
1467 find_prevdir = cycle[i - 2];
1469 else if (shortright && !shortleft)
1471 find_prevdir = cycle[i + 2];
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
1484 static bool run_test(player_type *creature_ptr)
1486 DIRECTION prev_dir = find_prevdir;
1488 /* Range of newly adjacent grids */
1489 int max = (prev_dir & 0x01) + 1;
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))
1496 /* No duplicate warning */
1497 creature_ptr->dtrap = FALSE;
1499 /* You are just on the edge */
1500 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1502 if (alert_trap_detect)
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!*"));
1507 if (disturb_trap_detect)
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++)
1520 OBJECT_IDX this_o_idx, next_o_idx = 0;
1523 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1526 int row = creature_ptr->y + ddy[new_dir];
1527 int col = creature_ptr->x + ddx[new_dir];
1530 g_ptr = &floor_ptr->grid_array[row][col];
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];
1537 /* Visible monsters abort running */
1540 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1542 /* Visible monster */
1543 if (m_ptr->ml) return TRUE;
1546 /* Visible objects abort running */
1547 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1550 o_ptr = &floor_ptr->o_list[this_o_idx];
1551 next_o_idx = o_ptr->next_o_idx;
1553 /* Visible object */
1554 if (o_ptr->marked & OM_FOUND) return TRUE;
1557 /* Assume unknown */
1560 /* Check memorized grids */
1561 if (g_ptr->info & (CAVE_MARK))
1563 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1565 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1568 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1570 /* Option -- ignore */
1575 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1577 /* Option -- ignore */
1582 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
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))))
1597 /* Interesting feature */
1598 if (notice) return TRUE;
1600 /* The grid is "visible" */
1604 /* Analyze unknown grids and floors considering mimic */
1605 if (!inv && see_wall(creature_ptr, 0, row, col))
1611 /* Break to the right */
1612 find_breakright = TRUE;
1617 /* Break to the left */
1618 find_breakleft = TRUE;
1625 /* Looking for open area */
1626 if (find_openarea) continue;
1628 /* The first new direction. */
1635 /* Three new directions. Stop running. */
1641 /* Two non-adjacent new directions. Stop running. */
1642 if (option != cycle[chome[prev_dir] + i - 1])
1647 /* Two new (adjacent) directions (case 1) */
1650 check_dir = cycle[chome[prev_dir] + i - 2];
1655 /* Two new (adjacent) directions (case 2) */
1656 check_dir = cycle[chome[prev_dir] + i + 1];
1661 /* Looking for open area */
1664 /* Hack -- look again */
1665 for (int i = -max; i < 0; i++)
1667 /* Unknown grid or non-wall */
1668 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1670 /* Looking to break right */
1671 if (find_breakright)
1680 /* Looking to break left */
1688 /* Hack -- look again */
1689 for (int i = max; i > 0; i--)
1691 /* Unknown grid or non-wall */
1692 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1694 /* Looking to break left */
1704 /* Looking to break right */
1705 if (find_breakright)
1712 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1724 find_current = option;
1725 find_prevdir = option;
1726 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1729 /* Two options, examining corners */
1732 find_current = option;
1733 find_prevdir = option2;
1734 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
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];
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))
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))
1752 find_current = option;
1753 find_prevdir = option2;
1754 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1757 /* STOP: we are next to an intersection or a room */
1761 /* This corner is seen to be enclosed; we cut the corner. */
1764 find_current = option2;
1765 find_prevdir = option2;
1766 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
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);
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
1784 void run_step(player_type *creature_ptr, DIRECTION dir)
1789 /* Ignore AVOID_RUN on a first step */
1790 ignore_avoid_run = TRUE;
1792 /* Hack -- do not start silly run */
1793 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1795 sound(SOUND_HITWALL);
1797 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1799 disturb(creature_ptr, FALSE, FALSE);
1804 run_init(creature_ptr, dir);
1811 if (run_test(creature_ptr))
1813 disturb(creature_ptr, FALSE, FALSE);
1819 /* Decrease the run counter */
1820 if (--creature_ptr->running <= 0) return;
1823 take_turn(creature_ptr, 100);
1825 /* Move the player, using the "pickup" flag */
1826 move_player(creature_ptr, find_current, FALSE, FALSE);
1828 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1830 creature_ptr->run_py = 0;
1831 creature_ptr->run_px = 0;
1832 disturb(creature_ptr, FALSE, FALSE);
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
1846 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1848 /* Cannot travel when blind */
1849 if (creature_ptr->blind || no_lite(creature_ptr))
1851 msg_print(_("目が見えない!", "You cannot see!"));
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))
1860 /* No duplicate warning */
1861 creature_ptr->dtrap = FALSE;
1863 /* You are just on the edge */
1864 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1866 if (alert_trap_detect)
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!*"));
1871 if (disturb_trap_detect)
1879 /* Range of newly adjacent grids */
1880 int max = (prev_dir & 0x01) + 1;
1882 /* Look at every newly adjacent square. */
1883 const grid_type *g_ptr;
1884 for (int i = -max; i <= max; i++)
1887 DIRECTION dir = cycle[chome[prev_dir] + i];
1890 POSITION row = creature_ptr->y + ddy[dir];
1891 POSITION col = creature_ptr->x + ddx[dir];
1893 g_ptr = &floor_ptr->grid_array[row][col];
1895 /* Visible monsters abort running */
1898 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1900 /* Visible monster */
1901 if (m_ptr->ml) return (0);
1906 /* Travel cost of current grid */
1907 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1909 /* Determine travel direction */
1910 DIRECTION new_dir = 0;
1911 for (int i = 0; i < 8; ++ i)
1913 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1915 if (dir_cost < cost)
1922 if (!new_dir) return (0);
1924 /* Access newly move grid */
1925 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1927 /* Close door abort traveling */
1928 if (!easy_open && is_closed_door(g_ptr->feat)) return (0);
1930 /* Visible and unignorable trap abort tarveling */
1931 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return (0);
1939 * @brief トラベル機能の実装 /
1941 * @param creature_ptr プレーヤーへの参照ポインタ
1944 void travel_step(player_type *creature_ptr)
1946 /* Get travel direction */
1947 travel.dir = travel_test(creature_ptr, travel.dir);
1951 if (travel.run == 255)
1953 msg_print(_("道筋が見つかりません!", "No route is found!"));
1954 travel.y = travel.x = 0;
1957 disturb(creature_ptr, FALSE, TRUE);
1961 take_turn(creature_ptr, 100);
1963 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1965 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1968 travel.y = travel.x = 0;
1970 else if (travel.run > 0)
1976 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1983 * Hack: travel command
1985 #define TRAVEL_UNABLE 9999
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];
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
1998 void forget_travel_flow(floor_type *floor_ptr)
2000 /* Check the entire dungeon / Forget the old data */
2001 for (POSITION y = 0; y < floor_ptr->height; y++)
2003 for (POSITION x = 0; x < floor_ptr->width; x++)
2005 travel.cost[y][x] = MAX_SHORT;
2009 travel.y = travel.x = 0;
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
2020 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2022 /* Avoid obstacles (ex. trees) */
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;
2028 if (have_flag(f_ptr->flags, FF_WATER))
2030 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2034 if (have_flag(f_ptr->flags, FF_LAVA))
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;
2044 /* Detected traps and doors */
2045 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2047 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2048 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
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
2061 * @param wall プレイヤーが壁の中にいるならばTRUE
2064 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
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;
2072 /* Ignore unknown grid except in wilderness */
2073 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2075 /* Ignore "walls" and "rubble" (include "secret doors") */
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))
2083 if (!wall || !from_wall) return;
2084 add_cost += TRAVEL_UNABLE;
2088 add_cost = travel_flow_cost(creature_ptr, y, x);
2091 int base_cost = (n % TRAVEL_UNABLE);
2092 int cost = base_cost + add_cost;
2094 /* Ignore lower cost entries */
2095 if (travel.cost[y][x] <= cost) return;
2097 /* Save the flow cost */
2098 travel.cost[y][x] = cost;
2100 /* Enqueue that entry */
2101 int old_head = flow_head;
2102 temp2_y[flow_head] = y;
2103 temp2_x[flow_head] = x;
2105 /* Advance the queue */
2106 if (++flow_head == MAX_SHORT) flow_head = 0;
2108 /* Hack -- notice overflow by forgetting new entry */
2109 if (flow_head == flow_tail) flow_head = old_head;
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
2120 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2122 flow_head = flow_tail = 0;
2124 /* is player in the wall? */
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;
2129 /* Start at the target grid */
2130 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2132 /* Now process the queue */
2134 while (flow_head != flow_tail)
2136 /* Extract the next entry */
2137 y = temp2_y[flow_tail];
2138 x = temp2_x[flow_tail];
2140 /* Forget that entry */
2141 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2143 /* Add the "children" */
2144 for (DIRECTION d = 0; d < 8; d++)
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);
2151 flow_head = flow_tail = 0;
2156 * @brief トラベル処理のメインルーチン
2159 void do_cmd_travel(player_type *creature_ptr)
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?")))
2168 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2170 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2172 msg_print(_("すでにそこにいます!", "You are already there!!"));
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];
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)))
2185 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2189 forget_travel_flow(creature_ptr->current_floor_ptr);
2190 travel_flow(creature_ptr, y, x);
2195 /* Travel till 255 steps */
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);
2205 for (int i = 1; i <= 9; i++)
2207 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
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.
2219 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2223 stop_travel = stop_travel;
2226 /* Cancel repeated commands */
2232 /* Redraw the state (later) */
2233 creature_ptr->redraw |= (PR_STATE);
2236 /* Cancel Resting */
2237 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2240 set_action(creature_ptr, ACTION_NONE);
2243 /* Cancel running */
2244 if (creature_ptr->running)
2247 creature_ptr->running = 0;
2249 /* Check for new panel if appropriate */
2250 if (center_player && !center_running) verify_panel();
2252 /* Calculate torch radius */
2253 creature_ptr->update |= (PU_TORCH);
2255 /* Update monster flow */
2256 creature_ptr->update |= (PU_FLOW);
2265 /* Check for new panel if appropriate */
2266 if (center_player && !center_running) verify_panel();
2268 /* Calculate torch radius */
2269 creature_ptr->update |= (PU_TORCH);
2273 if (flush_disturb) flush();