#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
#include "floor/cave.h"
-#include "floor/geometry.h"
#include "floor/floor-save-util.h"
+#include "floor/geometry.h"
#include "grid/feature.h"
#include "grid/grid.h"
#include "grid/trap.h"
+#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
-#include "monster-race/monster-race-hook.h"
#include "monster/monster-flag-types.h"
#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
-#include "object-hook/hook-checker.h"
-#include "object-hook/hook-enchant.h"
#include "object/object-mark-types.h"
#include "object/tval-types.h"
#include "realm/realm-song-numbers.h"
#include "realm/realm-song.h"
#include "spell-realm/spells-song.h"
#include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
#include "system/monster-race-definition.h"
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
/*!
* @brief プレイヤー周辺の地形を感知する
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @param flag 特定地形ID
* @param known 地形から危険フラグを外すならTRUE
* @return 効力があった場合TRUEを返す
*/
-static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
+static bool detect_feat_flag(PlayerType *player_ptr, POSITION range, FloorFeatureType flag, bool known)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
grid_type *g_ptr;
- bool detect = FALSE;
- for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
- for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++) {
- int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
- if (dist > range)
+ bool detect = false;
+ for (POSITION y = 1; y < player_ptr->current_floor_ptr->height - 1; y++) {
+ for (POSITION x = 1; x <= player_ptr->current_floor_ptr->width - 1; x++) {
+ int dist = distance(player_ptr->y, player_ptr->x, y, x);
+ if (dist > range) {
continue;
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
- if (flag == FF_TRAP) {
+ }
+ g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+ if (flag == FloorFeatureType::TRAP) {
/* Mark as detected */
if (dist <= range && known) {
- if (dist <= range - 1)
+ if (dist <= range - 1) {
g_ptr->info |= (CAVE_IN_DETECT);
+ }
g_ptr->info &= ~(CAVE_UNSAFE);
- lite_spot(caster_ptr, y, x);
+ lite_spot(player_ptr, y, x);
}
}
- if (cave_has_flag_grid(g_ptr, flag)) {
- disclose_grid(caster_ptr, y, x);
+ if (g_ptr->cave_has_flag(flag)) {
+ disclose_grid(player_ptr, y, x);
g_ptr->info |= (CAVE_MARK);
- lite_spot(caster_ptr, y, x);
- detect = TRUE;
+ lite_spot(player_ptr, y, x);
+ detect = true;
}
}
}
/*!
* @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @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
* @return 効力があった場合TRUEを返す
* @details
* 吟遊詩人による感知についてはFALSEを返す
*/
-bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
+bool detect_traps(PlayerType *player_ptr, POSITION range, bool known)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
- if (!known && detect)
- detect_feat_flag(caster_ptr, range, FF_TRAP, true);
+ bool detect = detect_feat_flag(player_ptr, range, FloorFeatureType::TRAP, known);
+ if (!known && detect) {
+ detect_feat_flag(player_ptr, range, FloorFeatureType::TRAP, true);
+ }
- if (known || detect)
- caster_ptr->dtrap = TRUE;
+ if (known || detect) {
+ player_ptr->dtrap = true;
+ }
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 0)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 0) {
+ detect = false;
+ }
- if (detect)
+ if (detect) {
msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
+ }
return detect;
}
/*!
* @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_doors(player_type *caster_ptr, POSITION range)
+bool detect_doors(PlayerType *player_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
+ bool detect = detect_feat_flag(player_ptr, range, FloorFeatureType::DOOR, true);
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 0)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 0) {
+ detect = false;
+ }
if (detect) {
msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
}
/*!
* @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_stairs(player_type *caster_ptr, POSITION range)
+bool detect_stairs(PlayerType *player_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
+ bool detect = detect_feat_flag(player_ptr, range, FloorFeatureType::STAIRS, true);
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 0)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 0) {
+ detect = false;
+ }
if (detect) {
msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_treasure(player_type *caster_ptr, POSITION range)
+bool detect_treasure(PlayerType *player_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
+ bool detect = detect_feat_flag(player_ptr, range, FloorFeatureType::HAS_GOLD, true);
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 6)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 6) {
+ detect = false;
+ }
if (detect) {
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!"));
}
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_gold(player_type *caster_ptr, POSITION range)
+bool detect_objects_gold(PlayerType *player_ptr, POSITION range)
{
POSITION range2 = range;
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range2 /= 3;
+ }
/* Scan objects */
- bool detect = FALSE;
+ bool detect = false;
POSITION y, x;
- for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
- object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
+ for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
- if (!object_is_valid(o_ptr))
+ if (!o_ptr->is_valid()) {
continue;
- if (object_is_held_monster(o_ptr))
+ }
+ if (o_ptr->is_held_by_monster()) {
continue;
+ }
y = o_ptr->iy;
x = o_ptr->ix;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range2) {
continue;
+ }
- if (o_ptr->tval == TV_GOLD) {
+ if (o_ptr->tval == ItemKindType::GOLD) {
o_ptr->marked |= OM_FOUND;
- lite_spot(caster_ptr, y, x);
- detect = TRUE;
+ lite_spot(player_ptr, y, x);
+ detect = true;
}
}
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 6)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 6) {
+ detect = false;
+ }
if (detect) {
msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
}
- if (detect_monsters_string(caster_ptr, range, "$")) {
- detect = TRUE;
+ if (detect_monsters_string(player_ptr, range, "$")) {
+ detect = true;
}
return detect;
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_normal(player_type *caster_ptr, POSITION range)
+bool detect_objects_normal(PlayerType *player_ptr, POSITION range)
{
POSITION range2 = range;
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range2 /= 3;
+ }
- bool detect = FALSE;
- for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
- object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
+ bool detect = false;
+ for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
- if (!object_is_valid(o_ptr))
+ if (!o_ptr->is_valid()) {
continue;
- if (object_is_held_monster(o_ptr))
+ }
+ if (o_ptr->is_held_by_monster()) {
continue;
+ }
POSITION y = o_ptr->iy;
POSITION x = o_ptr->ix;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range2) {
continue;
+ }
- if (o_ptr->tval != TV_GOLD) {
+ if (o_ptr->tval != ItemKindType::GOLD) {
o_ptr->marked |= OM_FOUND;
- lite_spot(caster_ptr, y, x);
- detect = TRUE;
+ lite_spot(player_ptr, y, x);
+ detect = true;
}
}
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 6)
- detect = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 6) {
+ detect = false;
+ }
if (detect) {
msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
}
- if (detect_monsters_string(caster_ptr, range, "!=?|/`")) {
- detect = TRUE;
+ if (detect_monsters_string(player_ptr, range, "!=?|/`")) {
+ detect = true;
}
return detect;
/*!
* @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.
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
* @details
* It can probably be argued that this function is now too powerful.
* </pre>
*/
-bool detect_objects_magic(player_type *caster_ptr, POSITION range)
+bool detect_objects_magic(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- tval_type tv;
- bool detect = FALSE;
- for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
- object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
+ ItemKindType tv;
+ bool detect = false;
+ for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
- if (!object_is_valid(o_ptr))
+ if (!o_ptr->is_valid()) {
continue;
- if (object_is_held_monster(o_ptr))
+ }
+ if (o_ptr->is_held_by_monster()) {
continue;
+ }
POSITION y = o_ptr->iy;
POSITION x = o_ptr->ix;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
tv = o_ptr->tval;
- if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) || (tv == TV_WHISTLE) || (tv == TV_AMULET) || (tv == TV_RING) || (tv == TV_STAFF)
- || (tv == TV_WAND) || (tv == TV_ROD) || (tv == TV_SCROLL) || (tv == TV_POTION) || (tv == TV_LIFE_BOOK) || (tv == TV_SORCERY_BOOK)
- || (tv == TV_NATURE_BOOK) || (tv == TV_CHAOS_BOOK) || (tv == TV_DEATH_BOOK) || (tv == TV_TRUMP_BOOK) || (tv == TV_ARCANE_BOOK)
- || (tv == TV_CRAFT_BOOK) || (tv == TV_DEMON_BOOK) || (tv == TV_CRUSADE_BOOK) || (tv == TV_MUSIC_BOOK) || (tv == TV_HISSATSU_BOOK)
- || (tv == TV_HEX_BOOK) || ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0))) {
+ if (o_ptr->is_artifact() || o_ptr->is_ego() || (tv == ItemKindType::WHISTLE) || (tv == ItemKindType::AMULET) || (tv == ItemKindType::RING) || (tv == ItemKindType::STAFF) || (tv == ItemKindType::WAND) || (tv == ItemKindType::ROD) || (tv == ItemKindType::SCROLL) || (tv == ItemKindType::POTION) || (tv == ItemKindType::LIFE_BOOK) || (tv == ItemKindType::SORCERY_BOOK) || (tv == ItemKindType::NATURE_BOOK) || (tv == ItemKindType::CHAOS_BOOK) || (tv == ItemKindType::DEATH_BOOK) || (tv == ItemKindType::TRUMP_BOOK) || (tv == ItemKindType::ARCANE_BOOK) || (tv == ItemKindType::CRAFT_BOOK) || (tv == ItemKindType::DEMON_BOOK) || (tv == ItemKindType::CRUSADE_BOOK) || (tv == ItemKindType::MUSIC_BOOK) || (tv == ItemKindType::HISSATSU_BOOK) || (tv == ItemKindType::HEX_BOOK) || ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0))) {
o_ptr->marked |= OM_FOUND;
- lite_spot(caster_ptr, y, x);
- detect = TRUE;
+ lite_spot(player_ptr, y, x);
+ detect = true;
}
}
/*!
* @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
+bool detect_monsters_normal(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
- if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv) {
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ if (!(r_ptr->flags2 & RF2_INVISIBLE) || player_ptr->see_inv) {
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 3)
- flag = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 3) {
+ flag = false;
+ }
if (flag) {
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
/*!
* @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
+bool detect_monsters_invis(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
if (r_ptr->flags2 & RF2_INVISIBLE) {
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) {
+ player_ptr->window_flags |= (PW_MONSTER);
}
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 3)
- flag = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 3) {
+ flag = false;
+ }
if (flag) {
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
}
/*!
* @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
+bool detect_monsters_evil(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
- if (r_ptr->flags3 & RF3_EVIL) {
+ if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
if (is_original_ap(m_ptr)) {
- r_ptr->r_flags3 |= (RF3_EVIL);
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
+ r_ptr->r_kind_flags.set(MonsterKindType::EVIL);
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) {
+ player_ptr->window_flags |= (PW_MONSTER);
}
}
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
+bool detect_monsters_nonliving(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- if (!monster_is_valid(m_ptr))
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
if (!monster_living(m_ptr->r_idx)) {
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) {
+ player_ptr->window_flags |= (PW_MONSTER);
}
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
+bool detect_monsters_mind(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
if (!(r_ptr->flags2 & RF2_EMPTY_MIND)) {
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) {
+ player_ptr->window_flags |= (PW_MONSTER);
}
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
* @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)
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
+bool detect_monsters_string(PlayerType *player_ptr, POSITION range, concptr Match)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
range /= 3;
+ }
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
+ bool flag = false;
+ for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_is_valid(m_ptr)) {
continue;
+ }
POSITION y = m_ptr->fy;
POSITION x = m_ptr->fx;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
+ if (distance(player_ptr->y, player_ptr->x, y, x) > range) {
continue;
+ }
if (angband_strchr(Match, r_ptr->d_char)) {
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) {
+ player_ptr->window_flags |= (PW_MONSTER);
}
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
+ update_monster(player_ptr, i, false);
+ flag = true;
}
}
- if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 3)
- flag = FALSE;
+ if (music_singing(player_ptr, MUSIC_DETECT) && get_singing_count(player_ptr) > 3) {
+ flag = false;
+ }
if (flag) {
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
}
/*!
- * @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
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @brief 全感知処理 / Detect everything
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param range 効果範囲
- * @param match_flag 感知フラグ
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
+bool detect_all(PlayerType *player_ptr, POSITION range)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS))
- range /= 3;
-
- bool flag = FALSE;
- for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr))
- continue;
-
- POSITION y = m_ptr->fy;
- POSITION x = m_ptr->fx;
-
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
- continue;
-
- if (r_ptr->flags3 & (match_flag)) {
- if (is_original_ap(m_ptr)) {
- r_ptr->r_flags3 |= (match_flag);
- if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
- caster_ptr->window_flags |= (PW_MONSTER);
- }
- }
-
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
- flag = TRUE;
- }
+ bool detect = false;
+ if (detect_traps(player_ptr, range, true)) {
+ detect = true;
}
-
- concptr desc_monsters = _("変なモンスター", "weird monsters");
- if (flag) {
- switch (match_flag) {
- case RF3_DEMON:
- desc_monsters = _("デーモン", "demons");
- break;
- case RF3_UNDEAD:
- desc_monsters = _("アンデッド", "the undead");
- break;
- }
-
- msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
- msg_print(NULL);
+ if (detect_doors(player_ptr, range)) {
+ detect = true;
}
-
- return flag;
-}
-
-/*!
- * @brief 全感知処理 / Detect everything
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param range 効果範囲
- * @return 効力があった場合TRUEを返す
- */
-bool detect_all(player_type *caster_ptr, POSITION range)
-{
- bool detect = FALSE;
- if (detect_traps(caster_ptr, range, TRUE))
- detect = TRUE;
- if (detect_doors(caster_ptr, range))
- detect = TRUE;
- if (detect_stairs(caster_ptr, range))
- detect = TRUE;
- if (detect_objects_gold(caster_ptr, range))
- detect = TRUE;
- if (detect_objects_normal(caster_ptr, range))
- detect = TRUE;
- if (detect_monsters_invis(caster_ptr, range))
- detect = TRUE;
- if (detect_monsters_normal(caster_ptr, range))
- detect = TRUE;
- return (detect);
+ if (detect_stairs(player_ptr, range)) {
+ detect = true;
+ }
+ if (detect_objects_gold(player_ptr, range)) {
+ detect = true;
+ }
+ if (detect_objects_normal(player_ptr, range)) {
+ detect = true;
+ }
+ if (detect_monsters_invis(player_ptr, range)) {
+ detect = true;
+ }
+ if (detect_monsters_normal(player_ptr, range)) {
+ detect = true;
+ }
+ return detect;
}