1 #include "spell-kind/spells-detection.h"
2 #include "dungeon/dungeon.h"
3 #include "floor/floor-save.h"
4 #include "floor/floor.h"
7 #include "monster-race/monster-race.h"
8 #include "monster-race/race-flags2.h"
9 #include "monster-race/race-flags3.h"
10 #include "monster-race/monster-race-hook.h"
11 #include "monster/monster-flag-types.h"
12 #include "monster/monster-info.h"
13 #include "monster/monster-status.h"
14 #include "monster/monster-update.h"
15 #include "object-hook/hook-checker.h"
16 #include "object-hook/hook-enchant.h"
17 #include "object/object-mark-types.h"
18 #include "object/tval-types.h"
19 #include "realm/realm-song-numbers.h"
20 #include "realm/realm-song.h"
21 #include "system/object-type-definition.h"
22 #include "util/bit-flags-calculator.h"
23 #include "util/string-processor.h"
24 #include "view/display-messages.h"
27 * @brief プレイヤー周辺の地形を感知する
28 * @param caster_ptr プレーヤーへの参照ポインタ
31 * @param known 地形から危険フラグを外すならTRUE
32 * @return 効力があった場合TRUEを返す
34 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
36 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
41 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
42 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++) {
43 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
46 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
47 if (flag == FF_TRAP) {
48 /* Mark as detected */
49 if (dist <= range && known) {
50 if (dist <= range - 1)
51 g_ptr->info |= (CAVE_IN_DETECT);
53 g_ptr->info &= ~(CAVE_UNSAFE);
55 lite_spot(caster_ptr, y, x);
59 if (cave_have_flag_grid(g_ptr, flag)) {
60 disclose_grid(caster_ptr, y, x);
61 g_ptr->info |= (CAVE_MARK);
62 lite_spot(caster_ptr, y, x);
72 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
73 * @param caster_ptr プレーヤーへの参照ポインタ
75 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
76 * @return 効力があった場合TRUEを返す
78 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
80 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
83 caster_ptr->dtrap = TRUE;
85 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
88 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
95 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
96 * @param caster_ptr プレーヤーへの参照ポインタ
98 * @return 効力があった場合TRUEを返す
100 bool detect_doors(player_type *caster_ptr, POSITION range)
102 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
104 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
107 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
114 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
115 * @param caster_ptr プレーヤーへの参照ポインタ
117 * @return 効力があった場合TRUEを返す
119 bool detect_stairs(player_type *caster_ptr, POSITION range)
121 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
123 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
126 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
133 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
134 * @param caster_ptr プレーヤーへの参照ポインタ
136 * @return 効力があった場合TRUEを返す
138 bool detect_treasure(player_type *caster_ptr, POSITION range)
140 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
142 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
145 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
151 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
152 * @param caster_ptr プレーヤーへの参照ポインタ
154 * @return 効力があった場合TRUEを返す
156 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
158 POSITION range2 = range;
159 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
165 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
166 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
168 if (!object_is_valid(o_ptr))
170 if (object_is_held_monster(o_ptr))
175 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
178 if (o_ptr->tval == TV_GOLD) {
179 o_ptr->marked |= OM_FOUND;
180 lite_spot(caster_ptr, y, x);
185 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
188 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
191 if (detect_monsters_string(caster_ptr, range, "$")) {
199 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
200 * @param caster_ptr プレーヤーへの参照ポインタ
202 * @return 効力があった場合TRUEを返す
204 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
206 POSITION range2 = range;
207 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
211 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
212 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
214 if (!object_is_valid(o_ptr))
216 if (object_is_held_monster(o_ptr))
219 POSITION y = o_ptr->iy;
220 POSITION x = o_ptr->ix;
222 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
225 if (o_ptr->tval != TV_GOLD) {
226 o_ptr->marked |= OM_FOUND;
227 lite_spot(caster_ptr, y, x);
232 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
235 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
238 if (detect_monsters_string(caster_ptr, range, "!=?|/`")) {
246 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
247 * @param caster_ptr プレーヤーへの参照ポインタ
249 * @return 効力があった場合TRUEを返す
252 * This will light up all spaces with "magic" items, including artifacts,
253 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
254 * and "enchanted" items of the "good" variety.
256 * It can probably be argued that this function is now too powerful.
259 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
261 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
266 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
267 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
269 if (!object_is_valid(o_ptr))
271 if (object_is_held_monster(o_ptr))
274 POSITION y = o_ptr->iy;
275 POSITION x = o_ptr->ix;
277 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
281 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) || (tv == TV_WHISTLE) || (tv == TV_AMULET) || (tv == TV_RING) || (tv == TV_STAFF)
282 || (tv == TV_WAND) || (tv == TV_ROD) || (tv == TV_SCROLL) || (tv == TV_POTION) || (tv == TV_LIFE_BOOK) || (tv == TV_SORCERY_BOOK)
283 || (tv == TV_NATURE_BOOK) || (tv == TV_CHAOS_BOOK) || (tv == TV_DEATH_BOOK) || (tv == TV_TRUMP_BOOK) || (tv == TV_ARCANE_BOOK)
284 || (tv == TV_CRAFT_BOOK) || (tv == TV_DAEMON_BOOK) || (tv == TV_CRUSADE_BOOK) || (tv == TV_MUSIC_BOOK) || (tv == TV_HISSATSU_BOOK)
285 || (tv == TV_HEX_BOOK) || ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0))) {
286 o_ptr->marked |= OM_FOUND;
287 lite_spot(caster_ptr, y, x);
293 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
300 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
301 * @param caster_ptr プレーヤーへの参照ポインタ
303 * @return 効力があった場合TRUEを返す
305 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
307 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
311 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
312 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
313 monster_race *r_ptr = &r_info[m_ptr->r_idx];
314 if (!monster_is_valid(m_ptr))
317 POSITION y = m_ptr->fy;
318 POSITION x = m_ptr->fx;
319 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
322 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv) {
323 repair_monsters = TRUE;
324 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
325 update_monster(caster_ptr, i, FALSE);
330 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3)
333 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
340 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
341 * @param caster_ptr プレーヤーへの参照ポインタ
343 * @return 効力があった場合TRUEを返す
345 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
347 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
351 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
352 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
353 monster_race *r_ptr = &r_info[m_ptr->r_idx];
355 if (!monster_is_valid(m_ptr))
358 POSITION y = m_ptr->fy;
359 POSITION x = m_ptr->fx;
361 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
364 if (r_ptr->flags2 & RF2_INVISIBLE) {
365 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
366 caster_ptr->window |= (PW_MONSTER);
369 repair_monsters = TRUE;
370 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
371 update_monster(caster_ptr, i, FALSE);
376 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3)
379 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
386 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
387 * @param caster_ptr プレーヤーへの参照ポインタ
389 * @return 効力があった場合TRUEを返す
391 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
393 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
397 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
398 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
399 monster_race *r_ptr = &r_info[m_ptr->r_idx];
400 if (!monster_is_valid(m_ptr))
403 POSITION y = m_ptr->fy;
404 POSITION x = m_ptr->fx;
406 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
409 if (r_ptr->flags3 & RF3_EVIL) {
410 if (is_original_ap(m_ptr)) {
411 r_ptr->r_flags3 |= (RF3_EVIL);
412 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
413 caster_ptr->window |= (PW_MONSTER);
417 repair_monsters = TRUE;
418 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
419 update_monster(caster_ptr, i, FALSE);
425 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
432 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
433 * @param caster_ptr プレーヤーへの参照ポインタ
435 * @return 効力があった場合TRUEを返す
437 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
439 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
443 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
444 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
445 if (!monster_is_valid(m_ptr))
448 POSITION y = m_ptr->fy;
449 POSITION x = m_ptr->fx;
450 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
453 if (!monster_living(m_ptr->r_idx)) {
454 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
455 caster_ptr->window |= (PW_MONSTER);
458 repair_monsters = TRUE;
459 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
460 update_monster(caster_ptr, i, FALSE);
466 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
473 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
474 * @param caster_ptr プレーヤーへの参照ポインタ
476 * @return 効力があった場合TRUEを返す
478 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
480 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
484 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
485 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
486 monster_race *r_ptr = &r_info[m_ptr->r_idx];
487 if (!monster_is_valid(m_ptr))
490 POSITION y = m_ptr->fy;
491 POSITION x = m_ptr->fx;
493 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
496 if (!(r_ptr->flags2 & RF2_EMPTY_MIND)) {
497 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
498 caster_ptr->window |= (PW_MONSTER);
501 repair_monsters = TRUE;
502 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
503 update_monster(caster_ptr, i, FALSE);
509 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
516 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
517 * @param caster_ptr プレーヤーへの参照ポインタ
519 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
520 * @return 効力があった場合TRUEを返す
522 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
524 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
528 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
529 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
530 monster_race *r_ptr = &r_info[m_ptr->r_idx];
531 if (!monster_is_valid(m_ptr))
534 POSITION y = m_ptr->fy;
535 POSITION x = m_ptr->fx;
537 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
540 if (angband_strchr(Match, r_ptr->d_char)) {
541 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
542 caster_ptr->window |= (PW_MONSTER);
545 repair_monsters = TRUE;
546 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
547 update_monster(caster_ptr, i, FALSE);
552 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3)
555 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
562 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
563 * @param caster_ptr プレーヤーへの参照ポインタ
565 * @param match_flag 感知フラグ
566 * @return 効力があった場合TRUEを返す
568 bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
570 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
574 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
575 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
577 if (!monster_is_valid(m_ptr))
580 POSITION y = m_ptr->fy;
581 POSITION x = m_ptr->fx;
583 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
586 if (r_ptr->flags3 & (match_flag)) {
587 if (is_original_ap(m_ptr)) {
588 r_ptr->r_flags3 |= (match_flag);
589 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
590 caster_ptr->window |= (PW_MONSTER);
594 repair_monsters = TRUE;
595 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
596 update_monster(caster_ptr, i, FALSE);
601 concptr desc_monsters = _("変なモンスター", "weird monsters");
603 switch (match_flag) {
605 desc_monsters = _("デーモン", "demons");
608 desc_monsters = _("アンデッド", "the undead");
612 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
620 * @brief 全感知処理 / Detect everything
621 * @param caster_ptr プレーヤーへの参照ポインタ
623 * @return 効力があった場合TRUEを返す
625 bool detect_all(player_type *caster_ptr, POSITION range)
628 if (detect_traps(caster_ptr, range, TRUE))
630 if (detect_doors(caster_ptr, range))
632 if (detect_stairs(caster_ptr, range))
634 if (detect_objects_gold(caster_ptr, range))
636 if (detect_objects_normal(caster_ptr, range))
638 if (detect_monsters_invis(caster_ptr, range))
640 if (detect_monsters_normal(caster_ptr, range))