1 #include "spell-kind/spells-detection.h"
2 #include "core/window-redrawer.h"
3 #include "dungeon/dungeon-flag-types.h"
4 #include "dungeon/dungeon.h"
5 #include "floor/cave.h"
6 #include "floor/floor-save-util.h"
9 #include "monster-race/monster-race.h"
10 #include "monster-race/race-flags2.h"
11 #include "monster-race/race-flags3.h"
12 #include "monster-race/monster-race-hook.h"
13 #include "monster/monster-flag-types.h"
14 #include "monster/monster-info.h"
15 #include "monster/monster-status.h"
16 #include "monster/monster-update.h"
17 #include "object-hook/hook-checker.h"
18 #include "object-hook/hook-enchant.h"
19 #include "object/object-mark-types.h"
20 #include "object/tval-types.h"
21 #include "realm/realm-song-numbers.h"
22 #include "realm/realm-song.h"
23 #include "system/floor-type-definition.h"
24 #include "system/object-type-definition.h"
25 #include "util/string-processor.h"
26 #include "view/display-messages.h"
29 * @brief プレイヤー周辺の地形を感知する
30 * @param caster_ptr プレーヤーへの参照ポインタ
33 * @param known 地形から危険フラグを外すならTRUE
34 * @return 効力があった場合TRUEを返す
36 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
38 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
43 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
44 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++) {
45 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
48 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
49 if (flag == FF_TRAP) {
50 /* Mark as detected */
51 if (dist <= range && known) {
52 if (dist <= range - 1)
53 g_ptr->info |= (CAVE_IN_DETECT);
55 g_ptr->info &= ~(CAVE_UNSAFE);
57 lite_spot(caster_ptr, y, x);
61 if (cave_has_flag_grid(g_ptr, flag)) {
62 disclose_grid(caster_ptr, y, x);
63 g_ptr->info |= (CAVE_MARK);
64 lite_spot(caster_ptr, y, x);
74 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
75 * @param caster_ptr プレーヤーへの参照ポインタ
77 * @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
78 * @return 効力があった場合TRUEを返す
80 * 吟遊詩人による感知についてはFALSEを返す
82 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
84 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
86 detect_feat_flag(caster_ptr, range, FF_TRAP, true);
89 caster_ptr->dtrap = TRUE;
91 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
95 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
101 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
102 * @param caster_ptr プレーヤーへの参照ポインタ
104 * @return 効力があった場合TRUEを返す
106 bool detect_doors(player_type *caster_ptr, POSITION range)
108 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
110 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
113 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
120 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
121 * @param caster_ptr プレーヤーへの参照ポインタ
123 * @return 効力があった場合TRUEを返す
125 bool detect_stairs(player_type *caster_ptr, POSITION range)
127 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
129 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0)
132 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
139 * @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
140 * @param caster_ptr プレーヤーへの参照ポインタ
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(player_type *caster_ptr, POSITION range)
146 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
148 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
151 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!"));
157 * @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
158 * @param caster_ptr プレーヤーへの参照ポインタ
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
164 POSITION range2 = range;
165 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
171 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
172 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
174 if (!object_is_valid(o_ptr))
176 if (object_is_held_monster(o_ptr))
181 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
184 if (o_ptr->tval == TV_GOLD) {
185 o_ptr->marked |= OM_FOUND;
186 lite_spot(caster_ptr, y, x);
191 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
194 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
197 if (detect_monsters_string(caster_ptr, range, "$")) {
205 * @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
206 * @param caster_ptr プレーヤーへの参照ポインタ
208 * @return 効力があった場合TRUEを返す
210 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
212 POSITION range2 = range;
213 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
217 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
218 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
220 if (!object_is_valid(o_ptr))
222 if (object_is_held_monster(o_ptr))
225 POSITION y = o_ptr->iy;
226 POSITION x = o_ptr->ix;
228 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2)
231 if (o_ptr->tval != TV_GOLD) {
232 o_ptr->marked |= OM_FOUND;
233 lite_spot(caster_ptr, y, x);
238 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6)
241 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
244 if (detect_monsters_string(caster_ptr, range, "!=?|/`")) {
252 * @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.
253 * @param caster_ptr プレーヤーへの参照ポインタ
255 * @return 効力があった場合TRUEを返す
258 * This will light up all spaces with "magic" items, including artifacts,
259 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
260 * and "enchanted" items of the "good" variety.
262 * It can probably be argued that this function is now too powerful.
265 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
267 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
272 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++) {
273 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
275 if (!object_is_valid(o_ptr))
277 if (object_is_held_monster(o_ptr))
280 POSITION y = o_ptr->iy;
281 POSITION x = o_ptr->ix;
283 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
287 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) || (tv == TV_WHISTLE) || (tv == TV_AMULET) || (tv == TV_RING) || (tv == TV_STAFF)
288 || (tv == TV_WAND) || (tv == TV_ROD) || (tv == TV_SCROLL) || (tv == TV_POTION) || (tv == TV_LIFE_BOOK) || (tv == TV_SORCERY_BOOK)
289 || (tv == TV_NATURE_BOOK) || (tv == TV_CHAOS_BOOK) || (tv == TV_DEATH_BOOK) || (tv == TV_TRUMP_BOOK) || (tv == TV_ARCANE_BOOK)
290 || (tv == TV_CRAFT_BOOK) || (tv == TV_DEMON_BOOK) || (tv == TV_CRUSADE_BOOK) || (tv == TV_MUSIC_BOOK) || (tv == TV_HISSATSU_BOOK)
291 || (tv == TV_HEX_BOOK) || ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0))) {
292 o_ptr->marked |= OM_FOUND;
293 lite_spot(caster_ptr, y, x);
299 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!"));
306 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
307 * @param caster_ptr プレーヤーへの参照ポインタ
309 * @return 効力があった場合TRUEを返す
311 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
313 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
317 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
318 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
319 monster_race *r_ptr = &r_info[m_ptr->r_idx];
320 if (!monster_is_valid(m_ptr))
323 POSITION y = m_ptr->fy;
324 POSITION x = m_ptr->fx;
325 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
328 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv) {
329 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
330 update_monster(caster_ptr, i, FALSE);
335 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3)
338 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
345 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
346 * @param caster_ptr プレーヤーへの参照ポインタ
348 * @return 効力があった場合TRUEを返す
350 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
352 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
356 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
357 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
358 monster_race *r_ptr = &r_info[m_ptr->r_idx];
360 if (!monster_is_valid(m_ptr))
363 POSITION y = m_ptr->fy;
364 POSITION x = m_ptr->fx;
366 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
369 if (r_ptr->flags2 & RF2_INVISIBLE) {
370 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
371 caster_ptr->window_flags |= (PW_MONSTER);
374 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
375 update_monster(caster_ptr, i, FALSE);
380 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3)
383 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
390 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
391 * @param caster_ptr プレーヤーへの参照ポインタ
393 * @return 効力があった場合TRUEを返す
395 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
397 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
401 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
402 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
403 monster_race *r_ptr = &r_info[m_ptr->r_idx];
404 if (!monster_is_valid(m_ptr))
407 POSITION y = m_ptr->fy;
408 POSITION x = m_ptr->fx;
410 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
413 if (r_ptr->flags3 & RF3_EVIL) {
414 if (is_original_ap(m_ptr)) {
415 r_ptr->r_flags3 |= (RF3_EVIL);
416 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
417 caster_ptr->window_flags |= (PW_MONSTER);
421 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
422 update_monster(caster_ptr, i, FALSE);
428 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
435 * @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
436 * @param caster_ptr プレーヤーへの参照ポインタ
438 * @return 効力があった場合TRUEを返す
440 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
442 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
446 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
447 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
448 if (!monster_is_valid(m_ptr))
451 POSITION y = m_ptr->fy;
452 POSITION x = m_ptr->fx;
453 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
456 if (!monster_living(m_ptr->r_idx)) {
457 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
458 caster_ptr->window_flags |= (PW_MONSTER);
461 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
462 update_monster(caster_ptr, i, FALSE);
468 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!"));
475 * @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
476 * @param caster_ptr プレーヤーへの参照ポインタ
478 * @return 効力があった場合TRUEを返す
480 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
482 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
486 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
487 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
488 monster_race *r_ptr = &r_info[m_ptr->r_idx];
489 if (!monster_is_valid(m_ptr))
492 POSITION y = m_ptr->fy;
493 POSITION x = m_ptr->fx;
495 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
498 if (!(r_ptr->flags2 & RF2_EMPTY_MIND)) {
499 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
500 caster_ptr->window_flags |= (PW_MONSTER);
503 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
504 update_monster(caster_ptr, i, FALSE);
510 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
517 * @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
518 * @param caster_ptr プレーヤーへの参照ポインタ
520 * @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)
521 * @return 効力があった場合TRUEを返す
523 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
525 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
529 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
530 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
531 monster_race *r_ptr = &r_info[m_ptr->r_idx];
532 if (!monster_is_valid(m_ptr))
535 POSITION y = m_ptr->fy;
536 POSITION x = m_ptr->fx;
538 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range)
541 if (angband_strchr(Match, r_ptr->d_char)) {
542 if (caster_ptr->monster_race_idx == m_ptr->r_idx) {
543 caster_ptr->window_flags |= (PW_MONSTER);
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_flags |= (PW_MONSTER);
594 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
595 update_monster(caster_ptr, i, FALSE);
600 concptr desc_monsters = _("変なモンスター", "weird monsters");
602 switch (match_flag) {
604 desc_monsters = _("デーモン", "demons");
607 desc_monsters = _("アンデッド", "the undead");
611 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
619 * @brief 全感知処理 / Detect everything
620 * @param caster_ptr プレーヤーへの参照ポインタ
622 * @return 効力があった場合TRUEを返す
624 bool detect_all(player_type *caster_ptr, POSITION range)
627 if (detect_traps(caster_ptr, range, TRUE))
629 if (detect_doors(caster_ptr, range))
631 if (detect_stairs(caster_ptr, range))
633 if (detect_objects_gold(caster_ptr, range))
635 if (detect_objects_normal(caster_ptr, range))
637 if (detect_monsters_invis(caster_ptr, range))
639 if (detect_monsters_normal(caster_ptr, range))