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.)
143 #include "core/stuff-handler.h"
144 #include "core/special-internal-keys.h"
146 #include "main/sound-definitions-table.h"
148 #include "realm/realm-song.h"
149 #include "autopick/autopick.h"
150 #include "dungeon/dungeon.h"
151 #include "effect/effect-characteristics.h"
156 #include "artifact.h"
157 #include "player/player-move.h"
158 #include "player/player-status.h"
159 #include "player/player-effects.h"
160 #include "player/player-race.h"
161 #include "player/player-class.h"
162 #include "player-inventory.h"
163 #include "player/player-personality.h"
164 #include "spells-floor.h"
167 #include "monster/monster.h"
168 #include "monster-spell.h"
169 #include "monster/monster-status.h"
170 #include "object/object-hook.h"
171 #include "object/object-flavor.h"
172 #include "spell/spells-type.h"
173 #include "cmd-basic.h"
174 #include "view/display-main-window.h"
175 #include "world/world.h"
176 #include "object/object-kind.h"
177 #include "autopick/autopick.h"
178 #include "targeting.h"
179 #include "spell/process-effect.h"
180 #include "spell/spells3.h"
185 * @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 /
186 * Search for hidden things
187 * @param creature_ptr プレーヤーへの参照ポインタ
188 * @param y 対象となるマスのY座標
189 * @param x 対象となるマスのX座標
192 static void discover_hidden_things(player_type *creature_ptr, POSITION y, POSITION x)
195 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
196 g_ptr = &floor_ptr->grid_array[y][x];
198 if (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat))
200 disclose_grid(creature_ptr, y, x);
201 msg_print(_("トラップを発見した。", "You have found a trap."));
202 disturb(creature_ptr, FALSE, TRUE);
205 if (is_hidden_door(creature_ptr, g_ptr))
207 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
208 disclose_grid(creature_ptr, y, x);
209 disturb(creature_ptr, FALSE, FALSE);
212 /* Scan all objects in the grid */
213 OBJECT_IDX next_o_idx = 0;
214 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
217 o_ptr = &floor_ptr->o_list[this_o_idx];
218 next_o_idx = o_ptr->next_o_idx;
219 if (o_ptr->tval != TV_CHEST) continue;
220 if (!chest_traps[o_ptr->pval]) continue;
221 if (!object_is_known(o_ptr))
223 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!"));
225 disturb(creature_ptr, FALSE, FALSE);
232 * @brief プレイヤーの探索処理判定
233 * @param creature_ptr プレーヤーへの参照ポインタ
236 void search(player_type *creature_ptr)
238 /* Start with base search ability */
239 PERCENTAGE chance = creature_ptr->skill_srh;
241 /* Penalize various conditions */
242 if (creature_ptr->blind || no_lite(creature_ptr)) chance = chance / 10;
243 if (creature_ptr->confused || creature_ptr->image) chance = chance / 10;
245 /* Search the nearby grids, which are always in bounds */
246 for (DIRECTION i = 0; i < 9; ++ i)
248 /* Sometimes, notice things */
249 if (randint0(100) < chance)
251 discover_hidden_things(creature_ptr, creature_ptr->y + ddy_ddd[i], creature_ptr->x + ddx_ddd[i]);
258 * @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 /
259 * Helper routine for py_pickup() and py_pickup_floor().
260 * @param creature_ptr プレーヤーへの参照ポインタ
261 * @param o_idx 取得したオブジェクトの参照ID
264 * アイテムを拾った際に「2つのケーキを持っている」\n
265 * "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
267 * 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
269 * Add the given dungeon object to the character's inventory.\n
270 * Delete the object afterwards.\n
272 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
275 GAME_TEXT o_name[MAX_NLEN];
276 GAME_TEXT old_name[MAX_NLEN];
280 GAME_TEXT o_name[MAX_NLEN];
284 o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
287 object_desc(owner_ptr, old_name, o_ptr, OD_NAME_ONLY);
288 object_desc_kosuu(kazu_str, o_ptr);
289 hirottakazu = o_ptr->number;
292 /* Carry the object */
293 INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
295 /* Get the object again */
296 o_ptr = &owner_ptr->inventory_list[slot];
298 delete_object_idx(owner_ptr, o_idx);
300 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
302 bool old_known = identify_item(owner_ptr, o_ptr);
304 /* Auto-inscription/destroy */
305 autopick_alter_item(owner_ptr, slot, (bool)(destroy_identify && !old_known));
307 /* If it is destroyed, don't pick it up */
308 if (o_ptr->marked & OM_AUTODESTROY) return;
311 object_desc(owner_ptr, o_name, o_ptr, 0);
314 if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
316 msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
317 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
318 msg_format("%sに襲いかかる...", owner_ptr->name);
324 msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
328 if (o_ptr->number > hirottakazu) {
329 msg_format("%s拾って、%s(%c)を持っている。",
330 kazu_str, o_name, index_to_label(slot));
332 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
337 strcpy(record_o_name, old_name);
339 msg_format("You have %s (%c).", o_name, index_to_label(slot));
340 strcpy(record_o_name, o_name);
342 record_turn = current_world_ptr->game_turn;
343 check_find_art_quest_completion(owner_ptr, o_ptr);
348 * @brief プレイヤーがオブジェクト上に乗った際の表示処理
349 * @param creature_ptr プレーヤーへの参照ポインタ
350 * @param pickup 自動拾い処理を行うならばTRUEとする
353 * Player "wants" to pick up an object or gold.
354 * Note that we ONLY handle things that can be picked up.
355 * See "move_player(creature_ptr, )" for handling of other things.
357 void carry(player_type *creature_ptr, bool pickup)
359 /* Recenter the map around the player */
360 verify_panel(creature_ptr);
362 creature_ptr->update |= (PU_MONSTERS);
363 creature_ptr->redraw |= (PR_MAP);
364 creature_ptr->window |= (PW_OVERHEAD);
365 handle_stuff(creature_ptr);
367 /* Automatically pickup/destroy/inscribe items */
368 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
369 autopick_pickup_items(creature_ptr, g_ptr);
373 py_pickup_floor(creature_ptr, pickup);
377 /* Scan the pile of objects */
378 OBJECT_IDX next_o_idx = 0;
379 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
382 o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
383 GAME_TEXT o_name[MAX_NLEN];
384 object_desc(creature_ptr, o_name, o_ptr, 0);
385 next_o_idx = o_ptr->next_o_idx;
387 disturb(creature_ptr, FALSE, FALSE);
389 if (o_ptr->tval == TV_GOLD)
391 int value = (long)o_ptr->pval;
392 delete_object_idx(creature_ptr, this_o_idx);
393 msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
394 (long)value, o_name);
398 creature_ptr->au += value;
399 creature_ptr->redraw |= (PR_GOLD);
400 creature_ptr->window |= (PW_PLAYER);
404 /* Hack - some objects were handled in autopick_pickup_items(). */
405 if (o_ptr->marked & OM_NOMSG)
407 o_ptr->marked &= ~OM_NOMSG;
413 msg_format(_("%sがある。", "You see %s."), o_name);
417 if (!inven_carry_okay(o_ptr))
419 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);
423 int is_pickup_successful = TRUE;
424 if (carry_query_flag)
426 char out_val[MAX_NLEN + 20];
427 sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
428 is_pickup_successful = get_check(out_val);
431 if (is_pickup_successful)
433 py_pickup_aux(creature_ptr, this_o_idx);
440 * @brief パターンによる移動制限処理
441 * @param creature_ptr プレーヤーへの参照ポインタ
442 * @param c_y プレイヤーの移動元Y座標
443 * @param c_x プレイヤーの移動元X座標
444 * @param n_y プレイヤーの移動先Y座標
445 * @param n_x プレイヤーの移動先X座標
446 * @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。
448 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
450 feature_type *cur_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[c_y][c_x].feat];
451 feature_type *new_f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[n_y][n_x].feat];
452 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
453 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
455 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
457 int pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
458 int pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
460 if (pattern_type_new == PATTERN_TILE_START)
462 if (!is_pattern_tile_cur && !creature_ptr->confused && !creature_ptr->stun && !creature_ptr->image)
464 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?",
465 "If you start walking the Pattern, you must walk the whole way. Ok? ")))
474 if ((pattern_type_new == PATTERN_TILE_OLD) ||
475 (pattern_type_new == PATTERN_TILE_END) ||
476 (pattern_type_new == PATTERN_TILE_WRECKED))
478 if (is_pattern_tile_cur)
484 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。",
485 "You must start walking the Pattern from the startpoint."));
491 if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
492 (pattern_type_cur == PATTERN_TILE_TELEPORT))
497 if (pattern_type_cur == PATTERN_TILE_START)
499 if (is_pattern_tile_new)
503 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."));
508 if ((pattern_type_cur == PATTERN_TILE_OLD) ||
509 (pattern_type_cur == PATTERN_TILE_END) ||
510 (pattern_type_cur == PATTERN_TILE_WRECKED))
512 if (!is_pattern_tile_new)
514 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."));
523 if (!is_pattern_tile_cur)
525 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。",
526 "You must start walking the Pattern from the startpoint."));
531 byte ok_move = PATTERN_TILE_START;
532 switch (pattern_type_cur)
535 ok_move = PATTERN_TILE_2;
538 ok_move = PATTERN_TILE_3;
541 ok_move = PATTERN_TILE_4;
544 ok_move = PATTERN_TILE_1;
547 if (current_world_ptr->wizard)
548 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
552 if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur)) return TRUE;
554 if (!is_pattern_tile_new)
555 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."));
557 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."));
564 * @brief 移動に伴うプレイヤーのステータス変化処理
565 * @param creature_ptr プレーヤーへの参照ポインタ
568 * @param mpe_mode 移動オプションフラグ
569 * @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。
571 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
573 POSITION oy = creature_ptr->y;
574 POSITION ox = creature_ptr->x;
575 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
576 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
577 grid_type *oc_ptr = &floor_ptr->grid_array[oy][ox];
578 feature_type *f_ptr = &f_info[g_ptr->feat];
579 feature_type *of_ptr = &f_info[oc_ptr->feat];
581 if (!(mpe_mode & MPE_STAYING))
583 MONSTER_IDX om_idx = oc_ptr->m_idx;
584 MONSTER_IDX nm_idx = g_ptr->m_idx;
586 creature_ptr->y = ny;
587 creature_ptr->x = nx;
589 /* Hack -- For moving monster or riding player's moving */
590 if (!(mpe_mode & MPE_DONT_SWAP_MON))
592 /* Swap two monsters */
593 g_ptr->m_idx = om_idx;
594 oc_ptr->m_idx = nm_idx;
596 if (om_idx > 0) /* Monster on old spot (or creature_ptr->riding) */
598 monster_type *om_ptr = &floor_ptr->m_list[om_idx];
601 update_monster(creature_ptr, om_idx, TRUE);
604 if (nm_idx > 0) /* Monster on new spot */
606 monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
609 update_monster(creature_ptr, nm_idx, TRUE);
613 lite_spot(creature_ptr, oy, ox);
614 lite_spot(creature_ptr, ny, nx);
616 /* Check for new panel (redraw map) */
617 verify_panel(creature_ptr);
619 if (mpe_mode & MPE_FORGET_FLOW)
621 forget_flow(floor_ptr);
623 creature_ptr->update |= (PU_UN_VIEW);
624 creature_ptr->redraw |= (PR_MAP);
627 creature_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
628 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
630 /* Remove "unsafe" flag */
631 if ((!creature_ptr->blind && !no_lite(creature_ptr)) || !is_trap(creature_ptr, g_ptr->feat)) g_ptr->info &= ~(CAVE_UNSAFE);
633 /* For get everything when requested hehe I'm *NASTY* */
634 if (floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_FORGET)) wiz_dark(creature_ptr);
635 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff(creature_ptr);
637 if (creature_ptr->pclass == CLASS_NINJA)
639 if (g_ptr->info & (CAVE_GLOW)) set_superstealth(creature_ptr, FALSE);
640 else if (creature_ptr->cur_lite <= 0) set_superstealth(creature_ptr, TRUE);
643 if ((creature_ptr->action == ACTION_HAYAGAKE) &&
644 (!have_flag(f_ptr->flags, FF_PROJECT) ||
645 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
647 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
648 set_action(creature_ptr, ACTION_NONE);
650 if (creature_ptr->prace == RACE_MERFOLK)
652 if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
654 creature_ptr->update |= PU_BONUS;
655 update_creature(creature_ptr);
660 if (mpe_mode & MPE_ENERGY_USE)
662 if (music_singing(creature_ptr, MUSIC_WALL))
664 (void)project(creature_ptr, 0, 0, creature_ptr->y, creature_ptr->x, (60 + creature_ptr->lev), GF_DISINTEGRATE,
665 PROJECT_KILL | PROJECT_ITEM, -1);
667 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
670 /* Spontaneous Searching */
671 if ((creature_ptr->skill_fos >= 50) || (0 == randint0(50 - creature_ptr->skill_fos)))
673 search(creature_ptr);
676 /* Continuous Searching */
677 if (creature_ptr->action == ACTION_SEARCH)
679 search(creature_ptr);
683 /* Handle "objects" */
684 if (!(mpe_mode & MPE_DONT_PICKUP))
686 carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
689 /* Handle "store doors" */
690 if (have_flag(f_ptr->flags, FF_STORE))
692 disturb(creature_ptr, FALSE, TRUE);
694 free_turn(creature_ptr);
695 /* Hack -- Enter store */
696 command_new = SPECIAL_KEY_STORE;
699 /* Handle "building doors" -KMW- */
700 else if (have_flag(f_ptr->flags, FF_BLDG))
702 disturb(creature_ptr, FALSE, TRUE);
704 free_turn(creature_ptr);
705 /* Hack -- Enter building */
706 command_new = SPECIAL_KEY_BUILDING;
709 /* Handle quest areas -KMW- */
710 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
712 disturb(creature_ptr, FALSE, TRUE);
714 free_turn(creature_ptr);
715 /* Hack -- Enter quest level */
716 command_new = SPECIAL_KEY_QUEST;
719 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
721 if (quest[floor_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
723 complete_quest(creature_ptr, floor_ptr->inside_quest);
726 leave_quest_check(creature_ptr);
728 floor_ptr->inside_quest = g_ptr->special;
729 floor_ptr->dun_level = 0;
730 creature_ptr->oldpx = 0;
731 creature_ptr->oldpy = 0;
733 creature_ptr->leaving = TRUE;
737 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
739 disturb(creature_ptr, FALSE, TRUE);
742 if (g_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
744 msg_print(_("トラップだ!", "You found a trap!"));
747 disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
751 hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
753 if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving) return FALSE;
756 /* Warn when leaving trap detected region */
757 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
758 && creature_ptr->dtrap && !(g_ptr->info & CAVE_IN_DETECT))
760 /* No duplicate warning */
761 creature_ptr->dtrap = FALSE;
763 /* You are just on the edge */
764 if (!(g_ptr->info & CAVE_UNSAFE))
766 if (alert_trap_detect)
768 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
771 if (disturb_trap_detect) disturb(creature_ptr, FALSE, TRUE);
775 return player_bold(creature_ptr, ny, nx) && !creature_ptr->is_dead && !creature_ptr->leaving;
780 * @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
781 * @param creature_ptr プレーヤーへの参照ポインタ
783 * @return トラップが自動的に無効ならばTRUEを返す
785 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat)
787 feature_type *f_ptr = &f_info[feat];
789 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
791 switch (f_ptr->subtype)
795 case TRAP_SPIKED_PIT:
796 case TRAP_POISON_PIT:
797 if (creature_ptr->levitation) return TRUE;
800 if (creature_ptr->anti_tele) return TRUE;
803 if (creature_ptr->immune_fire) return TRUE;
806 if (creature_ptr->immune_acid) return TRUE;
809 if (creature_ptr->resist_blind) return TRUE;
812 if (creature_ptr->resist_conf) return TRUE;
815 if (creature_ptr->resist_pois) return TRUE;
818 if (creature_ptr->free_act) return TRUE;
828 * Determine if a "boundary" grid is "floor mimic"
829 * @param grid_type *g_ptr
830 * @param feature_type *f_ptr
831 * @param feature_type *mimic_f_ptr
832 * @return 移動不能であればTRUE
834 bool boundary_floor(grid_type *g_ptr, feature_type *f_ptr, feature_type *mimic_f_ptr)
836 bool is_boundary_floor = g_ptr->mimic > 0;
837 is_boundary_floor &= permanent_wall(f_ptr);
838 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_MOVE) || have_flag((mimic_f_ptr)->flags, FF_CAN_FLY);
839 is_boundary_floor &= have_flag((mimic_f_ptr)->flags, FF_PROJECT);
840 is_boundary_floor &= !have_flag((mimic_f_ptr)->flags, FF_OPEN);
841 return is_boundary_floor;
846 * @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 /
847 * Move player in the given direction, with the given "pickup" flag.
848 * @param creature_ptr プレーヤーへの参照ポインタ
850 * @param do_pickup 罠解除を試みながらの移動ならばTRUE
851 * @param break_trap トラップ粉砕処理を行うならばTRUE
852 * @return 実際に移動が行われたならばTRUEを返す。
854 * This routine should (probably) always induce energy expenditure.\n
856 * Note that moving will *always* take a turn, and will *always* hit\n
857 * any monster which might be in the destination grid. Previously,\n
858 * moving into walls was "free" and did NOT hit invisible monsters.\n
860 void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap)
862 POSITION y = creature_ptr->y + ddy[dir];
863 POSITION x = creature_ptr->x + ddx[dir];
865 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
866 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
867 bool p_can_enter = player_can_enter(creature_ptr, g_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
868 bool stormbringer = FALSE;
871 if (!floor_ptr->dun_level && !creature_ptr->wild_mode &&
872 ((x == 0) || (x == MAX_WID - 1) ||
873 (y == 0) || (y == MAX_HGT - 1)))
875 /* Can the player enter the grid? */
876 if (g_ptr->mimic && player_can_enter(creature_ptr, g_ptr->mimic, 0))
878 /* Hack: move to new area */
879 if ((y == 0) && (x == 0))
881 creature_ptr->wilderness_y--;
882 creature_ptr->wilderness_x--;
883 creature_ptr->oldpy = floor_ptr->height - 2;
884 creature_ptr->oldpx = floor_ptr->width - 2;
885 creature_ptr->ambush_flag = FALSE;
888 else if ((y == 0) && (x == MAX_WID - 1))
890 creature_ptr->wilderness_y--;
891 creature_ptr->wilderness_x++;
892 creature_ptr->oldpy = floor_ptr->height - 2;
893 creature_ptr->oldpx = 1;
894 creature_ptr->ambush_flag = FALSE;
897 else if ((y == MAX_HGT - 1) && (x == 0))
899 creature_ptr->wilderness_y++;
900 creature_ptr->wilderness_x--;
901 creature_ptr->oldpy = 1;
902 creature_ptr->oldpx = floor_ptr->width - 2;
903 creature_ptr->ambush_flag = FALSE;
906 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
908 creature_ptr->wilderness_y++;
909 creature_ptr->wilderness_x++;
910 creature_ptr->oldpy = 1;
911 creature_ptr->oldpx = 1;
912 creature_ptr->ambush_flag = FALSE;
917 creature_ptr->wilderness_y--;
918 creature_ptr->oldpy = floor_ptr->height - 2;
919 creature_ptr->oldpx = x;
920 creature_ptr->ambush_flag = FALSE;
923 else if (y == MAX_HGT - 1)
925 creature_ptr->wilderness_y++;
926 creature_ptr->oldpy = 1;
927 creature_ptr->oldpx = x;
928 creature_ptr->ambush_flag = FALSE;
933 creature_ptr->wilderness_x--;
934 creature_ptr->oldpx = floor_ptr->width - 2;
935 creature_ptr->oldpy = y;
936 creature_ptr->ambush_flag = FALSE;
939 else if (x == MAX_WID - 1)
941 creature_ptr->wilderness_x++;
942 creature_ptr->oldpx = 1;
943 creature_ptr->oldpy = y;
944 creature_ptr->ambush_flag = FALSE;
947 creature_ptr->leaving = TRUE;
948 take_turn(creature_ptr, 100);
953 /* "Blocked" message appears later */
954 /* oktomove = FALSE; */
959 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
961 if (creature_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
962 if (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
964 /* Player can not walk through "walls"... */
965 /* unless in Shadow Form */
966 feature_type *f_ptr = &f_info[g_ptr->feat];
967 bool p_can_kill_walls = creature_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
968 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
969 !have_flag(f_ptr->flags, FF_PERMANENT);
971 /* Hack -- attack monsters */
972 GAME_TEXT m_name[MAX_NLEN];
973 bool can_move = TRUE;
974 bool do_past = FALSE;
975 if (g_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
977 monster_race *r_ptr = &r_info[m_ptr->r_idx];
979 /* Attack -- only if we can see it OR it is not in a wall */
980 if (!is_hostile(m_ptr) &&
981 !(creature_ptr->confused || creature_ptr->image || !m_ptr->ml || creature_ptr->stun ||
982 ((creature_ptr->muta2 & MUT2_BERS_RAGE) && creature_ptr->shero)) &&
983 pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
985 /* Disturb the monster */
986 (void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
988 monster_desc(creature_ptr, m_name, m_ptr, 0);
992 /* Auto-Recall if possible and visible */
993 if (!creature_ptr->image) monster_race_track(creature_ptr, m_ptr->ap_r_idx);
994 health_track(creature_ptr, g_ptr->m_idx);
998 if ((stormbringer && (randint1(1000) > 666)) || (creature_ptr->pclass == CLASS_BERSERKER))
1000 py_attack(creature_ptr, y, x, 0);
1003 else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
1009 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
1010 free_turn(creature_ptr);
1014 /* now continue on to 'movement' */
1018 py_attack(creature_ptr, y, x, 0);
1023 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
1024 monster_race *riding_r_ptr = &r_info[creature_ptr->riding ? riding_m_ptr->r_idx : 0];
1025 if (can_move && creature_ptr->riding)
1027 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
1029 msg_print(_("動けない!", "Can't move!"));
1030 free_turn(creature_ptr);
1032 disturb(creature_ptr, FALSE, TRUE);
1034 else if (MON_MONFEAR(riding_m_ptr))
1036 GAME_TEXT steed_name[MAX_NLEN];
1037 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1038 msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
1040 disturb(creature_ptr, FALSE, TRUE);
1042 else if (creature_ptr->riding_ryoute)
1045 disturb(creature_ptr, FALSE, TRUE);
1047 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
1051 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
1055 else if (have_flag(f_ptr->flags, FF_WATER) &&
1056 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
1057 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
1059 msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(g_ptr)].name);
1060 free_turn(creature_ptr);
1062 disturb(creature_ptr, FALSE, TRUE);
1064 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
1066 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);
1067 free_turn(creature_ptr);
1069 disturb(creature_ptr, FALSE, TRUE);
1071 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1073 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);
1074 free_turn(creature_ptr);
1076 disturb(creature_ptr, FALSE, TRUE);
1079 if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
1081 GAME_TEXT steed_name[MAX_NLEN];
1082 monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
1083 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);
1085 disturb(creature_ptr, FALSE, TRUE);
1093 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation)
1095 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);
1096 free_turn(creature_ptr);
1097 creature_ptr->running = 0;
1102 * Player can move through trees and
1103 * has effective -10 speed
1104 * Rangers can move without penality
1106 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
1108 if ((creature_ptr->pclass != CLASS_RANGER) && !creature_ptr->levitation && (!creature_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) creature_ptr->energy_use *= 2;
1111 /* Disarm a visible trap */
1112 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !g_ptr->mimic)
1114 if (!trap_can_be_ignored(creature_ptr, g_ptr->feat))
1116 (void)exe_disarm(creature_ptr, y, x, dir);
1121 /* Player can not walk through "walls" unless in wraith form...*/
1122 else if (!p_can_enter && !p_can_kill_walls)
1124 /* Feature code (applying "mimic" field) */
1125 FEAT_IDX feat = get_feat_mimic(g_ptr);
1126 feature_type *mimic_f_ptr = &f_info[feat];
1127 concptr name = f_name + mimic_f_ptr->name;
1131 /* Notice things in the dark */
1132 if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(creature_ptr, y, x))
1134 /* Boundary floor mimic */
1135 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1137 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
1140 /* Wall (or secret door) */
1144 msg_format("%sが行く手をはばんでいるようだ。", name);
1146 msg_format("You feel %s %s blocking your way.",
1147 is_a_vowel(name[0]) ? "an" : "a", name);
1150 g_ptr->info |= (CAVE_MARK);
1151 lite_spot(creature_ptr, y, x);
1158 /* Boundary floor mimic */
1159 if (boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
1161 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
1162 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1163 free_turn(creature_ptr);
1166 /* Wall (or secret door) */
1170 if (easy_open && is_closed_door(creature_ptr, feat) && easy_open_door(creature_ptr, y, x)) return;
1173 msg_format("%sが行く手をはばんでいる。", name);
1175 msg_format("There is %s %s blocking your way.",
1176 is_a_vowel(name[0]) ? "an" : "a", name);
1180 * Well, it makes sense that you lose time bumping into
1181 * a wall _if_ you are confused, stunned or blind; but
1182 * typing mistakes should not cost you a turn...
1184 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1185 free_turn(creature_ptr);
1189 disturb(creature_ptr, FALSE, TRUE);
1191 if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
1194 /* Normal movement */
1195 if (can_move && !pattern_seq(creature_ptr, creature_ptr->y, creature_ptr->x, y, x))
1197 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
1199 free_turn(creature_ptr);
1202 /* To avoid a loop with running */
1203 disturb(creature_ptr, FALSE, TRUE);
1208 if (!can_move) return;
1210 if (creature_ptr->warning)
1212 if (!process_warning(creature_ptr, x, y))
1214 creature_ptr->energy_use = 25;
1221 msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
1224 /* Change oldpx and oldpy to place the player well when going back to big mode */
1225 if (creature_ptr->wild_mode)
1227 if (ddy[dir] > 0) creature_ptr->oldpy = 1;
1228 if (ddy[dir] < 0) creature_ptr->oldpy = MAX_HGT - 2;
1229 if (ddy[dir] == 0) creature_ptr->oldpy = MAX_HGT / 2;
1230 if (ddx[dir] > 0) creature_ptr->oldpx = 1;
1231 if (ddx[dir] < 0) creature_ptr->oldpx = MAX_WID - 2;
1232 if (ddx[dir] == 0) creature_ptr->oldpx = MAX_WID / 2;
1235 if (p_can_kill_walls)
1237 cave_alter_feat(creature_ptr, y, x, FF_HURT_DISI);
1239 /* Update some things -- similar to GF_KILL_WALL */
1240 creature_ptr->update |= (PU_FLOW);
1243 u32b mpe_mode = MPE_ENERGY_USE;
1244 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
1245 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
1247 (void)move_player_effect(creature_ptr, y, x, mpe_mode);
1251 static bool ignore_avoid_run;
1254 * @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 /
1255 * Hack -- Check for a "known wall" (see below)
1256 * @param creature_ptr プレーヤーへの参照ポインタ
1257 * @param dir 想定する移動方向ID
1260 * @return 移動先が既知の壁ならばTRUE
1262 static bool see_wall(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1264 /* Get the new location */
1268 /* Illegal grids are not known walls */
1269 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1270 if (!in_bounds2(floor_ptr, y, x)) return FALSE;
1273 g_ptr = &floor_ptr->grid_array[y][x];
1275 /* Must be known to the player */
1276 if (!(g_ptr->info & CAVE_MARK)) return FALSE;
1278 /* Feature code (applying "mimic" field) */
1279 s16b feat = get_feat_mimic(g_ptr);
1280 feature_type *f_ptr = &f_info[feat];
1282 /* Wall grids are known walls */
1283 if (!player_can_enter(creature_ptr, feat, 0))
1284 return !have_flag(f_ptr->flags, FF_DOOR);
1286 /* Don't run on a tree unless explicitly requested */
1287 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
1290 /* Don't run in a wall */
1291 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1292 return !have_flag(f_ptr->flags, FF_DOOR);
1299 * @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 /
1300 * Hack -- Check for an "unknown corner" (see below)
1301 * @param creature_ptr プレーヤーへの参照ポインタ
1302 * @param dir 想定する移動方向ID
1305 * @return 移動先が未知の地形ならばTRUE
1307 static bool see_nothing(player_type *creature_ptr, DIRECTION dir, POSITION y, POSITION x)
1309 /* Get the new location */
1313 /* Illegal grids are unknown */
1314 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1315 if (!in_bounds2(floor_ptr, y, x)) return TRUE;
1317 /* Memorized grids are always known */
1318 if (floor_ptr->grid_array[y][x].info & (CAVE_MARK)) return FALSE;
1320 /* Viewable door/wall grids are known */
1321 if (player_can_see_bold(creature_ptr, y, x)) return FALSE;
1329 * Hack -- allow quick "cycling" through the legal directions
1331 static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
1334 * Hack -- map each direction into the "middle" of the "cycle[]" array
1336 static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
1339 * The direction we are running
1341 static DIRECTION find_current;
1344 * The direction we came from
1346 static DIRECTION find_prevdir;
1349 * We are looking for open area
1351 static bool find_openarea;
1354 * We are looking for a break
1356 static bool find_breakright;
1357 static bool find_breakleft;
1360 * @brief ダッシュ処理の導入 /
1361 * Initialize the running algorithm for a new direction.
1362 * @param creature_ptr プレーヤーへの参照ポインタ
1365 * Diagonal Corridor -- allow diaginal entry into corridors.\n
1367 * Blunt Corridor -- If there is a wall two spaces ahead and\n
1368 * we seem to be in a corridor, then force a turn into the side\n
1369 * corridor, must be moving straight into a corridor here. ???\n
1371 * Diagonal Corridor Blunt Corridor (?)\n
1376 static void run_init(player_type *creature_ptr, DIRECTION dir)
1378 /* Save the direction */
1381 /* Assume running straight */
1384 /* Assume looking for open area */
1385 find_openarea = TRUE;
1387 /* Assume not looking for breaks */
1388 find_breakright = find_breakleft = FALSE;
1390 /* Assume no nearby walls */
1391 bool deepleft = FALSE;
1392 bool deepright = FALSE;
1393 bool shortright = FALSE;
1394 bool shortleft = FALSE;
1396 creature_ptr->run_py = creature_ptr->y;
1397 creature_ptr->run_px = creature_ptr->x;
1399 /* Find the destination grid */
1400 int row = creature_ptr->y + ddy[dir];
1401 int col = creature_ptr->x + ddx[dir];
1403 ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
1405 /* Extract cycle index */
1408 /* Check for walls */
1409 if (see_wall(creature_ptr, cycle[i+1], creature_ptr->y, creature_ptr->x))
1411 find_breakleft = TRUE;
1414 else if (see_wall(creature_ptr, cycle[i+1], row, col))
1416 find_breakleft = TRUE;
1420 /* Check for walls */
1421 if (see_wall(creature_ptr, cycle[i-1], creature_ptr->y, creature_ptr->x))
1423 find_breakright = TRUE;
1426 else if (see_wall(creature_ptr, cycle[i-1], row, col))
1428 find_breakright = TRUE;
1432 /* Looking for a break */
1433 if (!find_breakleft || !find_breakright) return;
1435 /* Not looking for open area */
1436 find_openarea = FALSE;
1438 /* Hack -- allow angled corridor entry */
1441 if (deepleft && !deepright)
1443 find_prevdir = cycle[i - 1];
1445 else if (deepright && !deepleft)
1447 find_prevdir = cycle[i + 1];
1453 /* Hack -- allow blunt corridor entry */
1454 if (!see_wall(creature_ptr, cycle[i], row, col)) return;
1456 if (shortleft && !shortright)
1458 find_prevdir = cycle[i - 2];
1460 else if (shortright && !shortleft)
1462 find_prevdir = cycle[i + 2];
1468 * @brief ダッシュ移動が継続できるかどうかの判定 /
1469 * Update the current "run" path
1470 * @param creature_ptr プレーヤーへの参照ポインタ
1471 * @return 立ち止まるべき条件が満たされたらTRUE
1472 * ダッシュ移動が継続できるならばTRUEを返す。
1473 * Return TRUE if the running should be stopped
1475 static bool run_test(player_type *creature_ptr)
1477 DIRECTION prev_dir = find_prevdir;
1479 /* Range of newly adjacent grids */
1480 int max = (prev_dir & 0x01) + 1;
1482 /* break run when leaving trap detected region */
1483 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1484 if ((disturb_trap_detect || alert_trap_detect)
1485 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1487 /* No duplicate warning */
1488 creature_ptr->dtrap = FALSE;
1490 /* You are just on the edge */
1491 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1493 if (alert_trap_detect)
1495 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1498 if (disturb_trap_detect)
1506 /* Look at every newly adjacent square. */
1507 DIRECTION check_dir = 0;
1508 int option = 0, option2 = 0;
1509 for (int i = -max; i <= max; i++)
1511 OBJECT_IDX this_o_idx, next_o_idx = 0;
1514 DIRECTION new_dir = cycle[chome[prev_dir] + i];
1517 int row = creature_ptr->y + ddy[new_dir];
1518 int col = creature_ptr->x + ddx[new_dir];
1521 g_ptr = &floor_ptr->grid_array[row][col];
1523 /* Feature code (applying "mimic" field) */
1524 FEAT_IDX feat = get_feat_mimic(g_ptr);
1525 feature_type *f_ptr;
1526 f_ptr = &f_info[feat];
1528 /* Visible monsters abort running */
1531 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1533 /* Visible monster */
1534 if (m_ptr->ml) return TRUE;
1537 /* Visible objects abort running */
1538 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1541 o_ptr = &floor_ptr->o_list[this_o_idx];
1542 next_o_idx = o_ptr->next_o_idx;
1544 /* Visible object */
1545 if (o_ptr->marked & OM_FOUND) return TRUE;
1548 /* Assume unknown */
1551 /* Check memorized grids */
1552 if (g_ptr->info & (CAVE_MARK))
1554 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
1556 if (notice && have_flag(f_ptr->flags, FF_MOVE))
1559 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
1561 /* Option -- ignore */
1566 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
1568 /* Option -- ignore */
1573 else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
1580 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1581 (creature_ptr->levitation || creature_ptr->can_swim || (creature_ptr->total_weight <= weight_limit(creature_ptr))))
1588 /* Interesting feature */
1589 if (notice) return TRUE;
1591 /* The grid is "visible" */
1595 /* Analyze unknown grids and floors considering mimic */
1596 if (!inv && see_wall(creature_ptr, 0, row, col))
1602 /* Break to the right */
1603 find_breakright = TRUE;
1608 /* Break to the left */
1609 find_breakleft = TRUE;
1616 /* Looking for open area */
1617 if (find_openarea) continue;
1619 /* The first new direction. */
1626 /* Three new directions. Stop running. */
1632 /* Two non-adjacent new directions. Stop running. */
1633 if (option != cycle[chome[prev_dir] + i - 1])
1638 /* Two new (adjacent) directions (case 1) */
1641 check_dir = cycle[chome[prev_dir] + i - 2];
1646 /* Two new (adjacent) directions (case 2) */
1647 check_dir = cycle[chome[prev_dir] + i + 1];
1652 /* Looking for open area */
1655 /* Hack -- look again */
1656 for (int i = -max; i < 0; i++)
1658 /* Unknown grid or non-wall */
1659 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1661 /* Looking to break right */
1662 if (find_breakright)
1671 /* Looking to break left */
1679 /* Hack -- look again */
1680 for (int i = max; i > 0; i--)
1682 /* Unknown grid or non-wall */
1683 if (!see_wall(creature_ptr, cycle[chome[prev_dir] + i], creature_ptr->y, creature_ptr->x))
1685 /* Looking to break left */
1695 /* Looking to break right */
1696 if (find_breakright)
1703 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1715 find_current = option;
1716 find_prevdir = option;
1717 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1720 /* Two options, examining corners */
1723 find_current = option;
1724 find_prevdir = option2;
1725 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1728 /* Two options, pick one */
1729 /* Get next location */
1730 int row = creature_ptr->y + ddy[option];
1731 int col = creature_ptr->x + ddx[option];
1733 /* Don't see that it is closed off. */
1734 /* This could be a potential corner or an intersection. */
1735 if (!see_wall(creature_ptr, option, row, col) ||
1736 !see_wall(creature_ptr, check_dir, row, col))
1738 /* Can not see anything ahead and in the direction we */
1739 /* are turning, assume that it is a potential corner. */
1740 if (see_nothing(creature_ptr, option, row, col) &&
1741 see_nothing(creature_ptr, option2, row, col))
1743 find_current = option;
1744 find_prevdir = option2;
1745 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1748 /* STOP: we are next to an intersection or a room */
1752 /* This corner is seen to be enclosed; we cut the corner. */
1755 find_current = option2;
1756 find_prevdir = option2;
1757 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1760 /* This corner is seen to be enclosed, and we */
1761 /* deliberately go the long way. */
1762 find_current = option;
1763 find_prevdir = option2;
1764 return see_wall(creature_ptr, find_current, creature_ptr->y, creature_ptr->x);
1769 * @brief 継続的なダッシュ処理 /
1770 * Take one step along the current "run" path
1771 * @param creature_ptr プレーヤーへの参照ポインタ
1772 * @param dir 移動を試みる方向ID
1775 void run_step(player_type *creature_ptr, DIRECTION dir)
1780 /* Ignore AVOID_RUN on a first step */
1781 ignore_avoid_run = TRUE;
1783 /* Hack -- do not start silly run */
1784 if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x))
1786 sound(SOUND_HITWALL);
1788 msg_print(_("その方向には走れません。", "You cannot run in that direction."));
1790 disturb(creature_ptr, FALSE, FALSE);
1795 run_init(creature_ptr, dir);
1802 if (run_test(creature_ptr))
1804 disturb(creature_ptr, FALSE, FALSE);
1810 /* Decrease the run counter */
1811 if (--creature_ptr->running <= 0) return;
1814 take_turn(creature_ptr, 100);
1816 /* Move the player, using the "pickup" flag */
1817 move_player(creature_ptr, find_current, FALSE, FALSE);
1819 if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px))
1821 creature_ptr->run_py = 0;
1822 creature_ptr->run_px = 0;
1823 disturb(creature_ptr, FALSE, FALSE);
1829 * @brief トラベル機能の判定処理 /
1830 * Test for traveling
1831 * @param creature_ptr プレーヤーへの参照ポインタ
1832 * @param prev_dir 前回移動を行った元の方角ID
1835 static DIRECTION travel_test(player_type *creature_ptr, DIRECTION prev_dir)
1837 /* Cannot travel when blind */
1838 if (creature_ptr->blind || no_lite(creature_ptr))
1840 msg_print(_("目が見えない!", "You cannot see!"));
1844 /* break run when leaving trap detected region */
1845 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1846 if ((disturb_trap_detect || alert_trap_detect)
1847 && creature_ptr->dtrap && !(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_IN_DETECT))
1849 /* No duplicate warning */
1850 creature_ptr->dtrap = FALSE;
1852 /* You are just on the edge */
1853 if (!(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_UNSAFE))
1855 if (alert_trap_detect)
1857 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
1860 if (disturb_trap_detect)
1868 /* Range of newly adjacent grids */
1869 int max = (prev_dir & 0x01) + 1;
1871 /* Look at every newly adjacent square. */
1872 const grid_type *g_ptr;
1873 for (int i = -max; i <= max; i++)
1876 DIRECTION dir = cycle[chome[prev_dir] + i];
1879 POSITION row = creature_ptr->y + ddy[dir];
1880 POSITION col = creature_ptr->x + ddx[dir];
1882 g_ptr = &floor_ptr->grid_array[row][col];
1884 /* Visible monsters abort running */
1887 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1889 /* Visible monster */
1890 if (m_ptr->ml) return 0;
1895 /* Travel cost of current grid */
1896 int cost = travel.cost[creature_ptr->y][creature_ptr->x];
1898 /* Determine travel direction */
1899 DIRECTION new_dir = 0;
1900 for (int i = 0; i < 8; ++ i)
1902 int dir_cost = travel.cost[creature_ptr->y+ddy_ddd[i]][creature_ptr->x+ddx_ddd[i]];
1904 if (dir_cost < cost)
1911 if (!new_dir) return 0;
1913 /* Access newly move grid */
1914 g_ptr = &floor_ptr->grid_array[creature_ptr->y+ddy[new_dir]][creature_ptr->x+ddx[new_dir]];
1916 /* Close door abort traveling */
1917 if (!easy_open && is_closed_door(creature_ptr, g_ptr->feat)) return 0;
1919 /* Visible and unignorable trap abort tarveling */
1920 if (!g_ptr->mimic && !trap_can_be_ignored(creature_ptr, g_ptr->feat)) return 0;
1928 * @brief トラベル機能の実装 /
1930 * @param creature_ptr プレーヤーへの参照ポインタ
1933 void travel_step(player_type *creature_ptr)
1935 /* Get travel direction */
1936 travel.dir = travel_test(creature_ptr, travel.dir);
1940 if (travel.run == 255)
1942 msg_print(_("道筋が見つかりません!", "No route is found!"));
1943 travel.y = travel.x = 0;
1946 disturb(creature_ptr, FALSE, TRUE);
1950 take_turn(creature_ptr, 100);
1952 move_player(creature_ptr, travel.dir, always_pickup, FALSE);
1954 if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x))
1957 travel.y = travel.x = 0;
1959 else if (travel.run > 0)
1965 Term_xtra(TERM_XTRA_DELAY, delay_factor);
1969 #define TRAVEL_UNABLE 9999
1971 static int flow_head = 0;
1972 static int flow_tail = 0;
1973 static POSITION temp2_x[MAX_SHORT];
1974 static POSITION temp2_y[MAX_SHORT];
1977 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
1978 * @param creature_ptr プレーヤーへの参照ポインタ
1981 void forget_travel_flow(floor_type *floor_ptr)
1983 /* Check the entire dungeon / Forget the old data */
1984 for (POSITION y = 0; y < floor_ptr->height; y++)
1986 for (POSITION x = 0; x < floor_ptr->width; x++)
1988 travel.cost[y][x] = MAX_SHORT;
1992 travel.y = travel.x = 0;
1997 * @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
1998 * @param creature_ptr プレーヤーへの参照ポインタ
2003 static int travel_flow_cost(player_type *creature_ptr, POSITION y, POSITION x)
2005 /* Avoid obstacles (ex. trees) */
2007 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[y][x].feat];
2008 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
2011 if (have_flag(f_ptr->flags, FF_WATER))
2013 if (have_flag(f_ptr->flags, FF_DEEP) && !creature_ptr->levitation) cost += 5;
2017 if (have_flag(f_ptr->flags, FF_LAVA))
2020 if (!creature_ptr->resist_fire) lava *= 2;
2021 if (!creature_ptr->levitation) lava *= 2;
2022 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
2027 /* Detected traps and doors */
2028 if (creature_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_MARK))
2030 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
2031 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
2039 * @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
2040 * @param creature_ptr プレーヤーへの参照ポインタ
2044 * @param wall プレイヤーが壁の中にいるならばTRUE
2047 static void travel_flow_aux(player_type *creature_ptr, POSITION y, POSITION x, int n, bool wall)
2049 /* Ignore out of bounds */
2050 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2051 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2052 feature_type *f_ptr = &f_info[g_ptr->feat];
2053 if (!in_bounds(floor_ptr, y, x)) return;
2055 /* Ignore unknown grid except in wilderness */
2056 if (floor_ptr->dun_level > 0 && !(g_ptr->info & CAVE_KNOWN)) return;
2058 /* Ignore "walls" and "rubble" (include "secret doors") */
2060 int from_wall = (n / TRAVEL_UNABLE);
2061 if (have_flag(f_ptr->flags, FF_WALL) ||
2062 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2063 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic) ||
2064 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !creature_ptr->levitation))
2066 if (!wall || !from_wall) return;
2067 add_cost += TRAVEL_UNABLE;
2071 add_cost = travel_flow_cost(creature_ptr, y, x);
2074 int base_cost = (n % TRAVEL_UNABLE);
2075 int cost = base_cost + add_cost;
2077 /* Ignore lower cost entries */
2078 if (travel.cost[y][x] <= cost) return;
2080 /* Save the flow cost */
2081 travel.cost[y][x] = cost;
2083 /* Enqueue that entry */
2084 int old_head = flow_head;
2085 temp2_y[flow_head] = y;
2086 temp2_x[flow_head] = x;
2088 /* Advance the queue */
2089 if (++flow_head == MAX_SHORT) flow_head = 0;
2091 /* Hack -- notice overflow by forgetting new entry */
2092 if (flow_head == flow_tail) flow_head = old_head;
2097 * @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
2098 * @param creature_ptr プレーヤーへの参照ポインタ
2099 * @param ty 目標地点のY座標
2100 * @param tx 目標地点のX座標
2103 static void travel_flow(player_type *creature_ptr, POSITION ty, POSITION tx)
2105 flow_head = flow_tail = 0;
2107 /* is player in the wall? */
2109 feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2110 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
2112 /* Start at the target grid */
2113 travel_flow_aux(creature_ptr, ty, tx, 0, wall);
2115 /* Now process the queue */
2117 while (flow_head != flow_tail)
2119 /* Extract the next entry */
2120 y = temp2_y[flow_tail];
2121 x = temp2_x[flow_tail];
2123 /* Forget that entry */
2124 if (++flow_tail == MAX_SHORT) flow_tail = 0;
2126 /* Add the "children" */
2127 for (DIRECTION d = 0; d < 8; d++)
2129 /* Add that child if "legal" */
2130 travel_flow_aux(creature_ptr, y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
2134 flow_head = flow_tail = 0;
2139 * @brief トラベル処理のメインルーチン
2142 void do_cmd_travel(player_type *creature_ptr)
2145 if (travel.x != 0 && travel.y != 0 &&
2146 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
2151 else if (!tgt_pt(creature_ptr, &x, &y)) return;
2153 if ((x == creature_ptr->x) && (y == creature_ptr->y))
2155 msg_print(_("すでにそこにいます!", "You are already there!!"));
2159 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2160 feature_type *f_ptr;
2161 f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
2163 if ((floor_ptr->grid_array[y][x].info & CAVE_MARK) &&
2164 (have_flag(f_ptr->flags, FF_WALL) ||
2165 have_flag(f_ptr->flags, FF_CAN_DIG) ||
2166 (have_flag(f_ptr->flags, FF_DOOR) && floor_ptr->grid_array[y][x].mimic)))
2168 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
2172 forget_travel_flow(creature_ptr->current_floor_ptr);
2173 travel_flow(creature_ptr, y, x);
2178 /* Travel till 255 steps */
2182 /* Decides first direction */
2183 POSITION dx = abs(creature_ptr->x - x);
2184 POSITION dy = abs(creature_ptr->y - y);
2185 POSITION sx = ((x == creature_ptr->x) || (dx < dy)) ? 0 : ((x > creature_ptr->x) ? 1 : -1);
2186 POSITION sy = ((y == creature_ptr->y) || (dy < dx)) ? 0 : ((y > creature_ptr->y) ? 1 : -1);
2188 for (int i = 1; i <= 9; i++)
2190 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
2196 * Something has happened to disturb the player.
2197 * The first arg indicates a major disturbance, which affects search.
2198 * The second arg is currently unused, but could induce output flush.
2199 * All disturbance cancels repeated commands, resting, and running.
2201 void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
2203 /* Cancel repeated commands */
2209 /* Redraw the state (later) */
2210 creature_ptr->redraw |= (PR_STATE);
2213 /* Cancel Resting */
2214 if ((creature_ptr->action == ACTION_REST) || (creature_ptr->action == ACTION_FISH) || (stop_search && (creature_ptr->action == ACTION_SEARCH)))
2217 set_action(creature_ptr, ACTION_NONE);
2220 /* Cancel running */
2221 if (creature_ptr->running)
2224 creature_ptr->running = 0;
2226 /* Check for new panel if appropriate */
2227 if (center_player && !center_running) verify_panel(creature_ptr);
2229 /* Calculate torch radius */
2230 creature_ptr->update |= (PU_TORCH);
2232 /* Update monster flow */
2233 creature_ptr->update |= (PU_FLOW);
2241 /* Check for new panel if appropriate */
2242 if (center_player && !center_running) verify_panel(creature_ptr);
2244 /* Calculate torch radius */
2245 creature_ptr->update |= (PU_TORCH);
2248 if (flush_disturb) flush();