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[Refactor] Separated art-sword-types.h from artifact.h
[hengband/hengband.git] / src / object / warning.c
1 #include "object/warning.h"
2 #include "art-definition/art-sword-types.h"
3 #include "dungeon/dungeon.h"
4 #include "floor/floor.h"
5 #include "grid/feature.h"
6 #include "monster-attack/monster-attack-effect.h"
7 #include "monster-attack/monster-attack-types.h"
8 #include "monster/monster.h"
9 #include "mspell/monster-spell.h"
10 #include "mspell/mspell-damage-calculator.h"
11 #include "mspell/mspell-type.h"
12 #include "object-enchant/tr-types.h"
13 #include "object/object-flavor.h"
14 #include "object/object1.h"
15 #include "player/mimic-info-table.h"
16 #include "player/player-class.h"
17 #include "player/player-move.h"
18 #include "player/player-races-table.h"
19 #include "player/player-status.h"
20 #include "spell/spells-type.h"
21 #include "util/util.h"
22
23 /*!
24  * @brief 警告を放つアイテムを選択する /
25  * Choose one of items that have warning flag
26  * Calculate spell damages
27  * @return 警告を行う
28  */
29 object_type *choose_warning_item(player_type *creature_ptr)
30 {
31         int choices[INVEN_TOTAL - INVEN_RARM];
32
33         /* Paranoia -- Player has no warning ability */
34         if (!creature_ptr->warning) return NULL;
35
36         /* Search Inventory */
37         int number = 0;
38         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
39         {
40                 BIT_FLAGS flgs[TR_FLAG_SIZE];
41                 object_type *o_ptr = &creature_ptr->inventory_list[i];
42
43                 object_flags(o_ptr, flgs);
44                 if (have_flag(flgs, TR_WARNING))
45                 {
46                         choices[number] = i;
47                         number++;
48                 }
49         }
50
51         /* Choice one of them */
52         return number ? &creature_ptr->inventory_list[choices[randint0(number)]] : NULL;
53 }
54
55 /*!
56  * @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 /
57  * Calculate spell damages
58  * @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
59  * @param typ 効果属性のID
60  * @param dam 基本ダメージ
61  * @param max 算出した最大ダメージを返すポインタ
62  * @return なし
63  */
64 static void spell_damcalc(player_type *target_ptr, monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
65 {
66         monster_race *r_ptr = &r_info[m_ptr->r_idx];
67         int rlev = r_ptr->level;
68         bool ignore_wraith_form = FALSE;
69
70         /* Vulnerability, resistance and immunity */
71         switch (typ)
72         {
73         case GF_ELEC:
74                 if (target_ptr->immune_elec)
75                 {
76                         dam = 0;
77                         ignore_wraith_form = TRUE;
78                         break;
79                 }
80
81                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
82                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
83                 if (PRACE_IS_(target_ptr, RACE_ANDROID)) dam += dam / 3;
84                 if (target_ptr->resist_elec) dam = (dam + 2) / 3;
85                 if (is_oppose_elec(target_ptr)) dam = (dam + 2) / 3;
86                 break;
87
88         case GF_POIS:
89                 if (target_ptr->resist_pois) dam = (dam + 2) / 3;
90                 if (is_oppose_pois(target_ptr)) dam = (dam + 2) / 3;
91                 break;
92
93         case GF_ACID:
94                 if (target_ptr->immune_acid)
95                 {
96                         dam = 0;
97                         ignore_wraith_form = TRUE;
98                         break;
99                 }
100
101                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
102                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
103                 if (target_ptr->resist_acid) dam = (dam + 2) / 3;
104                 if (is_oppose_acid(target_ptr)) dam = (dam + 2) / 3;
105                 break;
106
107         case GF_COLD:
108         case GF_ICE:
109                 if (target_ptr->immune_cold)
110                 {
111                         dam = 0;
112                         ignore_wraith_form = TRUE;
113                         break;
114                 }
115
116                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
117                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
118                 if (target_ptr->resist_cold) dam = (dam + 2) / 3;
119                 if (is_oppose_cold(target_ptr)) dam = (dam + 2) / 3;
120                 break;
121
122         case GF_FIRE:
123                 if (target_ptr->immune_fire)
124                 {
125                         dam = 0;
126                         ignore_wraith_form = TRUE;
127                         break;
128                 }
129
130                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
131                 if (PRACE_IS_(target_ptr, RACE_ENT)) dam += dam / 3;
132                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
133                 if (target_ptr->resist_fire) dam = (dam + 2) / 3;
134                 if (is_oppose_fire(target_ptr)) dam = (dam + 2) / 3;
135                 break;
136
137         case GF_PSY_SPEAR:
138                 ignore_wraith_form = TRUE;
139                 break;
140
141         case GF_ARROW:
142                 if (!target_ptr->blind &&
143                         ((target_ptr->inventory_list[INVEN_RARM].k_idx && (target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU)) ||
144                         (target_ptr->inventory_list[INVEN_LARM].k_idx && (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))))
145                 {
146                         dam = 0;
147                         ignore_wraith_form = TRUE;
148                 }
149
150                 break;
151
152         case GF_LITE:
153                 if (target_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
154                 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
155                 else if (PRACE_IS_(target_ptr, RACE_S_FAIRY)) dam = dam * 4 / 3;
156
157                 if (target_ptr->wraith_form) dam *= 2;
158                 break;
159
160         case GF_DARK:
161                 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form)
162                 {
163                         dam = 0;
164                         ignore_wraith_form = TRUE;
165                 }
166                 else if (target_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
167                 break;
168
169         case GF_SHARDS:
170                 if (target_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
171                 break;
172
173         case GF_SOUND:
174                 if (target_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
175                 break;
176
177         case GF_CONFUSION:
178                 if (target_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
179                 break;
180
181         case GF_CHAOS:
182                 if (target_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
183                 break;
184
185         case GF_NETHER:
186                 if (PRACE_IS_(target_ptr, RACE_SPECTRE))
187                 {
188                         dam = 0;
189                         ignore_wraith_form = TRUE;
190                 }
191                 else if (target_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
192                 break;
193
194         case GF_DISENCHANT:
195                 if (target_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
196                 break;
197
198         case GF_NEXUS:
199                 if (target_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
200                 break;
201
202         case GF_TIME:
203                 if (target_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
204                 break;
205
206         case GF_GRAVITY:
207                 if (target_ptr->levitation) dam = (dam * 2) / 3;
208                 break;
209
210         case GF_ROCKET:
211                 if (target_ptr->resist_shard) dam /= 2;
212                 break;
213
214         case GF_NUKE:
215                 if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
216                 if (is_oppose_pois(target_ptr)) dam = (2 * dam + 2) / 5;
217                 break;
218
219         case GF_DEATH_RAY:
220                 if (target_ptr->mimic_form)
221                 {
222                         if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
223                         {
224                                 dam = 0;
225                                 ignore_wraith_form = TRUE;
226                         }
227
228                         break;
229                 }
230
231                 switch (target_ptr->prace)
232                 {
233                 case RACE_GOLEM:
234                 case RACE_SKELETON:
235                 case RACE_ZOMBIE:
236                 case RACE_VAMPIRE:
237                 case RACE_BALROG:
238                 case RACE_SPECTRE:
239                         dam = 0;
240                         ignore_wraith_form = TRUE;
241                         break;
242                 }
243
244                 break;
245
246         case GF_HOLY_FIRE:
247                 if (target_ptr->align > 10) dam /= 2;
248                 else if (target_ptr->align < -10) dam *= 2;
249                 break;
250
251         case GF_HELL_FIRE:
252                 if (target_ptr->align > 10) dam *= 2;
253                 break;
254
255         case GF_MIND_BLAST:
256         case GF_BRAIN_SMASH:
257                 if (100 + rlev / 2 <= MAX(5, target_ptr->skill_sav))
258                 {
259                         dam = 0;
260                         ignore_wraith_form = TRUE;
261                 }
262
263                 break;
264
265         case GF_CAUSE_1:
266         case GF_CAUSE_2:
267         case GF_CAUSE_3:
268         case GF_HAND_DOOM:
269                 if (100 + rlev / 2 <= target_ptr->skill_sav)
270                 {
271                         dam = 0;
272                         ignore_wraith_form = TRUE;
273                 }
274
275                 break;
276
277         case GF_CAUSE_4:
278                 if ((100 + rlev / 2 <= target_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
279                 {
280                         dam = 0;
281                         ignore_wraith_form = TRUE;
282                 }
283
284                 break;
285         }
286
287         if (target_ptr->wraith_form && !ignore_wraith_form)
288         {
289                 dam /= 2;
290                 if (!dam) dam = 1;
291         }
292
293         if (dam > *max) *max = dam;
294 }
295
296 /*!
297 * @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。 /
298 * Calculate spell damages
299 * @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
300 * @param typ 効果属性のID
301 * @param m_idx 魔法を行使するモンスターのID
302 * @param max 算出した最大ダメージを返すポインタ
303 * @return なし
304 */
305 void spell_damcalc_by_spellnum(player_type *creature_ptr, monster_spell_type ms_type, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
306 {
307         monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
308         HIT_POINT dam = monspell_damage(creature_ptr, ms_type, m_idx, DAM_MAX);
309         spell_damcalc(creature_ptr, m_ptr, typ, dam, max);
310 }
311
312 /*!
313  * @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 /
314  * Calculate blow damages
315  * @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
316  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
317  * @return 算出された最大ダメージを返す。
318  */
319 static int blow_damcalc(monster_type *m_ptr, player_type *target_ptr, monster_blow *blow_ptr)
320 {
321         int dam = blow_ptr->d_dice * blow_ptr->d_side;
322         int dummy_max = 0;
323
324         if (blow_ptr->method == RBM_EXPLODE)
325         {
326                 dam = (dam + 1) / 2;
327                 spell_damcalc(target_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
328                 dam = dummy_max;
329                 return dam;
330         }
331
332         ARMOUR_CLASS ac = target_ptr->ac + target_ptr->to_a;
333         bool check_wraith_form = TRUE;
334         switch (blow_ptr->effect)
335         {
336         case RBE_SUPERHURT:
337         {
338                 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
339                 dam = MAX(dam, tmp_dam * 2);
340                 break;
341         }
342
343         case RBE_HURT:
344         case RBE_SHATTER:
345                 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
346                 break;
347
348         case RBE_ACID:
349                 spell_damcalc(target_ptr, m_ptr, GF_ACID, dam, &dummy_max);
350                 dam = dummy_max;
351                 check_wraith_form = FALSE;
352                 break;
353
354         case RBE_ELEC:
355                 spell_damcalc(target_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
356                 dam = dummy_max;
357                 check_wraith_form = FALSE;
358                 break;
359
360         case RBE_FIRE:
361                 spell_damcalc(target_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
362                 dam = dummy_max;
363                 check_wraith_form = FALSE;
364                 break;
365
366         case RBE_COLD:
367                 spell_damcalc(target_ptr, m_ptr, GF_COLD, dam, &dummy_max);
368                 dam = dummy_max;
369                 check_wraith_form = FALSE;
370                 break;
371
372         case RBE_DR_MANA:
373                 dam = 0;
374                 check_wraith_form = FALSE;
375                 break;
376         }
377
378         if (check_wraith_form && target_ptr->wraith_form)
379         {
380                 dam /= 2;
381                 if (!dam) dam = 1;
382         }
383
384         return dam;
385 }
386
387
388 /*!
389  * @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 /
390  * Examine the grid (xx,yy) and warn the player if there are any danger
391  * @param xx 危険性を調査するマスのX座標
392  * @param yy 危険性を調査するマスのY座標
393  * @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。
394  */
395 bool process_warning(player_type *creature_ptr, POSITION xx, POSITION yy)
396 {
397         POSITION mx, my;
398         grid_type *g_ptr;
399         GAME_TEXT o_name[MAX_NLEN];
400
401 #define WARNING_AWARE_RANGE 12
402         int dam_max = 0;
403         static int old_damage = 0;
404
405         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
406         {
407                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
408                 {
409                         int dam_max0 = 0;
410                         monster_type *m_ptr;
411                         monster_race *r_ptr;
412
413                         if (!in_bounds(creature_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
414
415                         g_ptr = &creature_ptr->current_floor_ptr->grid_array[my][mx];
416
417                         if (!g_ptr->m_idx) continue;
418
419                         m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
420
421                         if (MON_CSLEEP(m_ptr)) continue;
422                         if (!is_hostile(m_ptr)) continue;
423
424                         r_ptr = &r_info[m_ptr->r_idx];
425
426                         /* Monster spells (only powerful ones)*/
427                         if (projectable(creature_ptr, my, mx, yy, xx))
428                         {
429                                 BIT_FLAGS f4 = r_ptr->flags4;
430                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
431                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
432
433                                 if (!(d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
434                                 {
435                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
436                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
437                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
438                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
439                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(creature_ptr, MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
440                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(creature_ptr, MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
441                                 }
442
443                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(creature_ptr, MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(creature_ptr, MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(creature_ptr, MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(creature_ptr, MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(creature_ptr, MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
464                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
465                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
466                         }
467
468                         /* Monster melee attacks */
469                         if ((r_ptr->flags1 & RF1_NEVER_BLOW) || (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
470                         {
471                                 dam_max += dam_max0;
472                                 continue;
473                         }
474
475                         if (!(mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1))
476                         {
477                                 dam_max += dam_max0;
478                                 continue;
479                         }
480
481                         int dam_melee = 0;
482                         for (int m = 0; m < 4; m++)
483                         {
484                                 /* Skip non-attacks */
485                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
486
487                                 /* Extract the attack info */
488                                 dam_melee += blow_damcalc(m_ptr, creature_ptr, &r_ptr->blow[m]);
489                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
490                         }
491
492                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
493                         dam_max += dam_max0;
494                 }
495         }
496
497         /* Prevent excessive warning */
498         if (dam_max > old_damage)
499         {
500                 old_damage = dam_max * 3 / 2;
501
502                 if (dam_max > creature_ptr->chp / 2)
503                 {
504                         object_type *o_ptr = choose_warning_item(creature_ptr);
505
506                         if (o_ptr)
507                                 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
508                         else
509                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
510                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
511
512                         disturb(creature_ptr, FALSE, TRUE);
513                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
514                 }
515         }
516         else old_damage = old_damage / 2;
517
518         g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
519         bool is_warning = (!easy_disarm && is_trap(creature_ptr, g_ptr->feat)) || (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat));
520         is_warning &= !one_in_(13);
521         if (!is_warning) return TRUE;
522
523         object_type *o_ptr = choose_warning_item(creature_ptr);
524         if (o_ptr != NULL)
525                 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
526         else
527                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
528         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
529         disturb(creature_ptr, FALSE, TRUE);
530         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
531 }