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[Merge] #40883 Win版が通る所までマージ完了.他環境でのチェックや他見落としはこれからチェックする。 / Merge is completed until...
[hengbandforosx/hengbandosx.git] / src / object / warning.c
1 #include "object/warning.h"
2 #include "art-definition/art-sword-types.h"
3 #include "core/asking-player.h"
4 #include "core/disturbance.h"
5 #include "dungeon/dungeon-flag-types.h"
6 #include "dungeon/dungeon.h"
7 #include "flavor/flavor-describer.h"
8 #include "flavor/object-flavor-types.h"
9 #include "floor/cave.h"
10 #include "game-option/input-options.h"
11 #include "grid/feature.h"
12 #include "grid/grid.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "monster-attack/monster-attack-effect.h"
15 #include "monster-attack/monster-attack-types.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags-ability1.h"
18 #include "monster-race/race-flags-ability2.h"
19 #include "monster-race/race-flags1.h"
20 #include "monster-race/race-flags4.h"
21 #include "monster-race/race-indice-types.h"
22 #include "monster/monster-info.h"
23 #include "monster/monster-status.h"
24 #include "mspell/mspell-damage-calculator.h"
25 #include "mspell/mspell-type.h"
26 #include "mutation/mutation-flag-types.h"
27 #include "object-enchant/tr-types.h"
28 #include "object/object-flags.h"
29 #include "player/mimic-info-table.h"
30 #include "player/player-class.h"
31 #include "player/player-race-types.h"
32 #include "player/special-defense-types.h"
33 #include "player/player-status-flags.h"
34 #include "player/player-status-resist.h"
35 #include "spell/spell-types.h"
36 #include "status/element-resistance.h"
37 #include "system/floor-type-definition.h"
38 #include "target/projection-path-calculator.h"
39 #include "util/bit-flags-calculator.h"
40 #include "view/display-messages.h"
41
42 /*!
43  * @brief 警告を放つアイテムを選択する /
44  * Choose one of items that have warning flag
45  * Calculate spell damages
46  * @return 警告を行う
47  */
48 object_type *choose_warning_item(player_type *creature_ptr)
49 {
50     int choices[INVEN_TOTAL - INVEN_RARM];
51
52     /* Paranoia -- Player has no warning ability */
53     if (!creature_ptr->warning)
54         return NULL;
55
56     /* Search Inventory */
57     int number = 0;
58     for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
59         BIT_FLAGS flgs[TR_FLAG_SIZE];
60         object_type *o_ptr = &creature_ptr->inventory_list[i];
61
62         object_flags(creature_ptr, o_ptr, flgs);
63         if (has_flag(flgs, TR_WARNING)) {
64             choices[number] = i;
65             number++;
66         }
67     }
68
69     /* Choice one of them */
70     return number ? &creature_ptr->inventory_list[choices[randint0(number)]] : NULL;
71 }
72
73 /*!
74  * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する /
75  * Calculate spell damages
76  * @param m_ptr 魔法を行使するモンスターの構造体参照ポインタ
77  * @param typ 効果属性のID
78  * @param dam 基本ダメージ
79  * @param max 算出した最大ダメージを返すポインタ
80  * @return なし
81  */
82 static void spell_damcalc(player_type *target_ptr, monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
83 {
84     monster_race *r_ptr = &r_info[m_ptr->r_idx];
85     int rlev = r_ptr->level;
86     bool ignore_wraith_form = FALSE;
87
88     /* Vulnerability, resistance and immunity */
89     switch (typ) {
90     case GF_ELEC:
91         if (has_immune_elec(target_ptr)) {
92             ignore_wraith_form = TRUE;
93         }
94         dam = dam * calc_elec_damage_rate(target_ptr) / 100;
95         break;
96
97     case GF_POIS:
98         dam = dam * calc_pois_damage_rate(target_ptr) / 100;
99         break;
100
101     case GF_ACID:
102         if (has_immune_acid(target_ptr)) {
103             ignore_wraith_form = TRUE;
104         }
105         dam = dam * calc_acid_damage_rate(target_ptr) / 100;
106         break;
107
108     case GF_COLD:
109     case GF_ICE:
110         if (has_immune_cold(target_ptr)) {
111             ignore_wraith_form = TRUE;
112         }
113         dam = dam * calc_cold_damage_rate(target_ptr) / 100;
114         break;
115
116     case GF_FIRE:
117         if (has_immune_fire(target_ptr)) {
118             dam = 0;
119             ignore_wraith_form = TRUE;
120             break;
121         }
122         dam = dam * calc_fire_damage_rate(target_ptr) / 100;
123
124     case GF_PSY_SPEAR:
125         ignore_wraith_form = TRUE;
126         break;
127
128     case GF_ARROW:
129         if (!target_ptr->blind
130             && (has_invuln_arrow(target_ptr))) {
131             dam = 0;
132             ignore_wraith_form = TRUE;
133         }
134         break;
135
136     case GF_LITE:
137         dam = dam * calc_lite_damage_rate(target_ptr, CALC_MAX) / 100;
138         break;
139
140     case GF_DARK:
141         dam = dam * calc_dark_damage_rate(target_ptr, CALC_MAX) / 100;
142         if (is_specific_player_race(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form)
143             ignore_wraith_form = TRUE;
144         break;
145
146     case GF_SHARDS:
147         dam = dam * calc_shards_damage_rate(target_ptr, CALC_MAX) / 100;
148         break;
149
150     case GF_SOUND:
151         dam = dam * calc_sound_damage_rate(target_ptr, CALC_MAX) / 100;
152         break;
153
154     case GF_CONFUSION:
155         dam = dam * calc_conf_damage_rate(target_ptr, CALC_MAX) / 100;
156         break;
157
158     case GF_CHAOS:
159         dam = dam * calc_chaos_damage_rate(target_ptr, CALC_MAX) / 100;
160         break;
161
162     case GF_NETHER:
163         dam = dam * calc_nether_damage_rate(target_ptr, CALC_MAX) / 100;
164         if (is_specific_player_race(target_ptr, RACE_SPECTRE)) {
165             ignore_wraith_form = TRUE;
166             dam = 0;
167         }
168         break;
169
170     case GF_DISENCHANT:
171         dam = dam * calc_disenchant_damage_rate(target_ptr, CALC_MAX) / 100;
172         break;
173
174     case GF_NEXUS:
175         dam = dam * calc_nexus_damage_rate(target_ptr, CALC_MAX) / 100;
176         break;
177
178     case GF_TIME:
179         dam = dam * calc_time_damage_rate(target_ptr, CALC_MAX) / 100;
180         break;
181
182     case GF_GRAVITY:
183         dam = dam * calc_gravity_damage_rate(target_ptr, CALC_MAX) / 100;
184         break;
185
186     case GF_ROCKET:
187         dam = dam * calc_rocket_damage_rate(target_ptr, CALC_MAX) / 100;
188         break;
189
190     case GF_NUKE:
191         dam = dam * calc_nuke_damage_rate(target_ptr) / 100;
192         break;
193
194     case GF_DEATH_RAY:
195         dam = dam * calc_deathray_damage_rate(target_ptr, CALC_MAX) / 100;
196         if (dam == 0) ignore_wraith_form = TRUE;
197         break;
198
199     case GF_HOLY_FIRE:
200         dam = dam * calc_holy_fire_damage_rate(target_ptr, CALC_MAX) / 100;
201         break;
202
203     case GF_HELL_FIRE:
204         dam = dam * calc_hell_fire_damage_rate(target_ptr, CALC_MAX) / 100;
205         break;
206
207     case GF_MIND_BLAST:
208     case GF_BRAIN_SMASH:
209         if (100 + rlev / 2 <= MAX(5, target_ptr->skill_sav)) {
210             dam = 0;
211             ignore_wraith_form = TRUE;
212         }
213
214         break;
215
216     case GF_CAUSE_1:
217     case GF_CAUSE_2:
218     case GF_CAUSE_3:
219     case GF_HAND_DOOM:
220         if (100 + rlev / 2 <= target_ptr->skill_sav) {
221             dam = 0;
222             ignore_wraith_form = TRUE;
223         }
224
225         break;
226
227     case GF_CAUSE_4:
228         if ((100 + rlev / 2 <= target_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) {
229             dam = 0;
230             ignore_wraith_form = TRUE;
231         }
232
233         break;
234     }
235
236     if (target_ptr->wraith_form && !ignore_wraith_form) {
237         dam /= 2;
238         if (!dam)
239             dam = 1;
240     }
241
242     if (dam > *max)
243         *max = dam;
244 }
245
246 /*!
247  * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する。 /
248  * Calculate spell damages
249  * @param spell_num RF4ならRF4_SPELL_STARTのように32区切りのベースとなる数値
250  * @param typ 効果属性のID
251  * @param m_idx 魔法を行使するモンスターのID
252  * @param max 算出した最大ダメージを返すポインタ
253  * @return なし
254  */
255 void spell_damcalc_by_spellnum(player_type *creature_ptr, monster_spell_type ms_type, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
256 {
257     monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
258     HIT_POINT dam = monspell_damage(creature_ptr, ms_type, m_idx, DAM_MAX);
259     spell_damcalc(creature_ptr, m_ptr, typ, dam, max);
260 }
261
262 /*!
263  * @brief 警告基準を定めるためにモンスターの打撃最大ダメージを算出する /
264  * Calculate blow damages
265  * @param m_ptr 打撃を行使するモンスターの構造体参照ポインタ
266  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
267  * @return 算出された最大ダメージを返す。
268  */
269 static int blow_damcalc(monster_type *m_ptr, player_type *target_ptr, monster_blow *blow_ptr)
270 {
271     int dam = blow_ptr->d_dice * blow_ptr->d_side;
272     int dummy_max = 0;
273
274     if (blow_ptr->method == RBM_EXPLODE) {
275         dam = (dam + 1) / 2;
276         spell_damcalc(target_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
277         dam = dummy_max;
278         return dam;
279     }
280
281     ARMOUR_CLASS ac = target_ptr->ac + target_ptr->to_a;
282     bool check_wraith_form = TRUE;
283     switch (blow_ptr->effect) {
284     case RBE_SUPERHURT: {
285         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
286         dam = MAX(dam, tmp_dam * 2);
287         break;
288     }
289
290     case RBE_HURT:
291     case RBE_SHATTER:
292         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
293         break;
294
295     case RBE_ACID:
296         spell_damcalc(target_ptr, m_ptr, GF_ACID, dam, &dummy_max);
297         dam = dummy_max;
298         check_wraith_form = FALSE;
299         break;
300
301     case RBE_ELEC:
302         spell_damcalc(target_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
303         dam = dummy_max;
304         check_wraith_form = FALSE;
305         break;
306
307     case RBE_FIRE:
308         spell_damcalc(target_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
309         dam = dummy_max;
310         check_wraith_form = FALSE;
311         break;
312
313     case RBE_COLD:
314         spell_damcalc(target_ptr, m_ptr, GF_COLD, dam, &dummy_max);
315         dam = dummy_max;
316         check_wraith_form = FALSE;
317         break;
318
319     case RBE_DR_MANA:
320         dam = 0;
321         check_wraith_form = FALSE;
322         break;
323     }
324
325     if (check_wraith_form && target_ptr->wraith_form) {
326         dam /= 2;
327         if (!dam)
328             dam = 1;
329     }
330
331     return dam;
332 }
333
334 /*!
335  * @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
336  * Examine the grid (xx,yy) and warn the player if there are any danger
337  * @param xx 危険性を調査するマスのX座標
338  * @param yy 危険性を調査するマスのY座標
339  * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
340  */
341 bool process_warning(player_type *creature_ptr, POSITION xx, POSITION yy)
342 {
343     POSITION mx, my;
344     grid_type *g_ptr;
345     GAME_TEXT o_name[MAX_NLEN];
346
347 #define WARNING_AWARE_RANGE 12
348     int dam_max = 0;
349     static int old_damage = 0;
350
351     for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++) {
352         for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++) {
353             int dam_max0 = 0;
354             monster_type *m_ptr;
355             monster_race *r_ptr;
356
357             if (!in_bounds(creature_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE))
358                 continue;
359
360             g_ptr = &creature_ptr->current_floor_ptr->grid_array[my][mx];
361
362             if (!g_ptr->m_idx)
363                 continue;
364
365             m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
366
367             if (monster_csleep_remaining(m_ptr))
368                 continue;
369             if (!is_hostile(m_ptr))
370                 continue;
371
372             r_ptr = &r_info[m_ptr->r_idx];
373
374             /* Monster spells (only powerful ones)*/
375             if (projectable(creature_ptr, my, mx, yy, xx)) {
376                 BIT_FLAGS f4 = r_ptr->flags4;
377                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
378                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
379
380                 if (!(d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC)) {
381                     if (f4 & RF4_BA_CHAO)
382                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
383                     if (f5 & RF5_BA_MANA)
384                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
385                     if (f5 & RF5_BA_DARK)
386                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
387                     if (f5 & RF5_BA_LITE)
388                         spell_damcalc_by_spellnum(creature_ptr, MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
389                     if (f6 & RF6_HAND_DOOM)
390                         spell_damcalc_by_spellnum(creature_ptr, MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
391                     if (f6 & RF6_PSY_SPEAR)
392                         spell_damcalc_by_spellnum(creature_ptr, MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
393                 }
394
395                 if (f4 & RF4_ROCKET)
396                     spell_damcalc_by_spellnum(creature_ptr, MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
397                 if (f4 & RF4_BR_ACID)
398                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
399                 if (f4 & RF4_BR_ELEC)
400                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
401                 if (f4 & RF4_BR_FIRE)
402                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
403                 if (f4 & RF4_BR_COLD)
404                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
405                 if (f4 & RF4_BR_POIS)
406                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
407                 if (f4 & RF4_BR_NETH)
408                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
409                 if (f4 & RF4_BR_LITE)
410                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
411                 if (f4 & RF4_BR_DARK)
412                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
413                 if (f4 & RF4_BR_CONF)
414                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
415                 if (f4 & RF4_BR_SOUN)
416                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
417                 if (f4 & RF4_BR_CHAO)
418                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
419                 if (f4 & RF4_BR_DISE)
420                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
421                 if (f4 & RF4_BR_NEXU)
422                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
423                 if (f4 & RF4_BR_TIME)
424                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
425                 if (f4 & RF4_BR_INER)
426                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
427                 if (f4 & RF4_BR_GRAV)
428                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
429                 if (f4 & RF4_BR_SHAR)
430                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
431                 if (f4 & RF4_BR_PLAS)
432                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
433                 if (f4 & RF4_BR_WALL)
434                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
435                 if (f4 & RF4_BR_MANA)
436                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
437                 if (f4 & RF4_BR_NUKE)
438                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
439                 if (f4 & RF4_BR_DISI)
440                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
441             }
442
443             /* Monster melee attacks */
444             if ((r_ptr->flags1 & RF1_NEVER_BLOW) || (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)) {
445                 dam_max += dam_max0;
446                 continue;
447             }
448
449             if (!(mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)) {
450                 dam_max += dam_max0;
451                 continue;
452             }
453
454             int dam_melee = 0;
455             for (int m = 0; m < 4; m++) {
456                 /* Skip non-attacks */
457                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT))
458                     continue;
459
460                 /* Extract the attack info */
461                 dam_melee += blow_damcalc(m_ptr, creature_ptr, &r_ptr->blow[m]);
462                 if (r_ptr->blow[m].method == RBM_EXPLODE)
463                     break;
464             }
465
466             if (dam_melee > dam_max0)
467                 dam_max0 = dam_melee;
468             dam_max += dam_max0;
469         }
470     }
471
472     /* Prevent excessive warning */
473     if (dam_max > old_damage) {
474         old_damage = dam_max * 3 / 2;
475
476         if (dam_max > creature_ptr->chp / 2) {
477             object_type *o_ptr = choose_warning_item(creature_ptr);
478
479             if (o_ptr)
480                 describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
481             else
482                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
483             msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
484
485             disturb(creature_ptr, FALSE, TRUE);
486             return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
487         }
488     } else
489         old_damage = old_damage / 2;
490
491     g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
492     bool is_warning = (!easy_disarm && is_trap(creature_ptr, g_ptr->feat)) || (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat));
493     is_warning &= !one_in_(13);
494     if (!is_warning)
495         return TRUE;
496
497     object_type *o_ptr = choose_warning_item(creature_ptr);
498     if (o_ptr != NULL)
499         describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
500     else
501         strcpy(o_name, _("体", "body")); /* Warning ability without item */
502     msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
503     disturb(creature_ptr, FALSE, TRUE);
504     return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
505 }