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[Refactor] #40514 calc_time_damage_rate() 実装. / Implement calc_time_damage_rate().
[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 (is_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 (is_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 (is_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 (is_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         if (target_ptr->levitation)
184             dam = (dam * 2) / 3;
185         break;
186
187     case GF_ROCKET:
188         dam = dam * calc_rocket_damage_rate(target_ptr, CALC_MAX) / 100;
189         break;
190
191     case GF_NUKE:
192         dam = dam * calc_nuke_damage_rate(target_ptr) / 100;
193         break;
194
195     case GF_DEATH_RAY:
196         if (target_ptr->mimic_form) {
197             if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) {
198                 dam = 0;
199                 ignore_wraith_form = TRUE;
200             }
201
202             break;
203         }
204
205         switch (target_ptr->prace) {
206         case RACE_GOLEM:
207         case RACE_SKELETON:
208         case RACE_ZOMBIE:
209         case RACE_VAMPIRE:
210         case RACE_BALROG:
211         case RACE_SPECTRE:
212             dam = 0;
213             ignore_wraith_form = TRUE;
214             break;
215         }
216
217         break;
218
219     case GF_HOLY_FIRE:
220         dam = dam * calc_holy_fire_damage_rate(target_ptr, CALC_MAX) / 100;
221         break;
222
223     case GF_HELL_FIRE:
224         dam = dam * calc_hell_fire_damage_rate(target_ptr, CALC_MAX) / 100;
225         break;
226
227     case GF_MIND_BLAST:
228     case GF_BRAIN_SMASH:
229         if (100 + rlev / 2 <= MAX(5, target_ptr->skill_sav)) {
230             dam = 0;
231             ignore_wraith_form = TRUE;
232         }
233
234         break;
235
236     case GF_CAUSE_1:
237     case GF_CAUSE_2:
238     case GF_CAUSE_3:
239     case GF_HAND_DOOM:
240         if (100 + rlev / 2 <= target_ptr->skill_sav) {
241             dam = 0;
242             ignore_wraith_form = TRUE;
243         }
244
245         break;
246
247     case GF_CAUSE_4:
248         if ((100 + rlev / 2 <= target_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) {
249             dam = 0;
250             ignore_wraith_form = TRUE;
251         }
252
253         break;
254     }
255
256     if (target_ptr->wraith_form && !ignore_wraith_form) {
257         dam /= 2;
258         if (!dam)
259             dam = 1;
260     }
261
262     if (dam > *max)
263         *max = dam;
264 }
265
266 /*!
267  * @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。 /
268  * Calculate spell damages
269  * @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
270  * @param typ 効果属性のID
271  * @param m_idx 魔法を行使するモンスターのID
272  * @param max 算出した最大ダメージを返すポインタ
273  * @return なし
274  */
275 void spell_damcalc_by_spellnum(player_type *creature_ptr, monster_spell_type ms_type, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
276 {
277     monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
278     HIT_POINT dam = monspell_damage(creature_ptr, ms_type, m_idx, DAM_MAX);
279     spell_damcalc(creature_ptr, m_ptr, typ, dam, max);
280 }
281
282 /*!
283  * @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 /
284  * Calculate blow damages
285  * @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
286  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
287  * @return 算出された最大ダメージを返す。
288  */
289 static int blow_damcalc(monster_type *m_ptr, player_type *target_ptr, monster_blow *blow_ptr)
290 {
291     int dam = blow_ptr->d_dice * blow_ptr->d_side;
292     int dummy_max = 0;
293
294     if (blow_ptr->method == RBM_EXPLODE) {
295         dam = (dam + 1) / 2;
296         spell_damcalc(target_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
297         dam = dummy_max;
298         return dam;
299     }
300
301     ARMOUR_CLASS ac = target_ptr->ac + target_ptr->to_a;
302     bool check_wraith_form = TRUE;
303     switch (blow_ptr->effect) {
304     case RBE_SUPERHURT: {
305         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
306         dam = MAX(dam, tmp_dam * 2);
307         break;
308     }
309
310     case RBE_HURT:
311     case RBE_SHATTER:
312         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
313         break;
314
315     case RBE_ACID:
316         spell_damcalc(target_ptr, m_ptr, GF_ACID, dam, &dummy_max);
317         dam = dummy_max;
318         check_wraith_form = FALSE;
319         break;
320
321     case RBE_ELEC:
322         spell_damcalc(target_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
323         dam = dummy_max;
324         check_wraith_form = FALSE;
325         break;
326
327     case RBE_FIRE:
328         spell_damcalc(target_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
329         dam = dummy_max;
330         check_wraith_form = FALSE;
331         break;
332
333     case RBE_COLD:
334         spell_damcalc(target_ptr, m_ptr, GF_COLD, dam, &dummy_max);
335         dam = dummy_max;
336         check_wraith_form = FALSE;
337         break;
338
339     case RBE_DR_MANA:
340         dam = 0;
341         check_wraith_form = FALSE;
342         break;
343     }
344
345     if (check_wraith_form && target_ptr->wraith_form) {
346         dam /= 2;
347         if (!dam)
348             dam = 1;
349     }
350
351     return dam;
352 }
353
354 /*!
355  * @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 /
356  * Examine the grid (xx,yy) and warn the player if there are any danger
357  * @param xx 危険性を調査するマスのX座標
358  * @param yy 危険性を調査するマスのY座標
359  * @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。
360  */
361 bool process_warning(player_type *creature_ptr, POSITION xx, POSITION yy)
362 {
363     POSITION mx, my;
364     grid_type *g_ptr;
365     GAME_TEXT o_name[MAX_NLEN];
366
367 #define WARNING_AWARE_RANGE 12
368     int dam_max = 0;
369     static int old_damage = 0;
370
371     for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++) {
372         for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++) {
373             int dam_max0 = 0;
374             monster_type *m_ptr;
375             monster_race *r_ptr;
376
377             if (!in_bounds(creature_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE))
378                 continue;
379
380             g_ptr = &creature_ptr->current_floor_ptr->grid_array[my][mx];
381
382             if (!g_ptr->m_idx)
383                 continue;
384
385             m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
386
387             if (monster_csleep_remaining(m_ptr))
388                 continue;
389             if (!is_hostile(m_ptr))
390                 continue;
391
392             r_ptr = &r_info[m_ptr->r_idx];
393
394             /* Monster spells (only powerful ones)*/
395             if (projectable(creature_ptr, my, mx, yy, xx)) {
396                 BIT_FLAGS f4 = r_ptr->flags4;
397                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
398                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
399
400                 if (!(d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC)) {
401                     if (f4 & RF4_BA_CHAO)
402                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
403                     if (f5 & RF5_BA_MANA)
404                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
405                     if (f5 & RF5_BA_DARK)
406                         spell_damcalc_by_spellnum(creature_ptr, MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
407                     if (f5 & RF5_BA_LITE)
408                         spell_damcalc_by_spellnum(creature_ptr, MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
409                     if (f6 & RF6_HAND_DOOM)
410                         spell_damcalc_by_spellnum(creature_ptr, MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
411                     if (f6 & RF6_PSY_SPEAR)
412                         spell_damcalc_by_spellnum(creature_ptr, MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
413                 }
414
415                 if (f4 & RF4_ROCKET)
416                     spell_damcalc_by_spellnum(creature_ptr, MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
417                 if (f4 & RF4_BR_ACID)
418                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
419                 if (f4 & RF4_BR_ELEC)
420                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
421                 if (f4 & RF4_BR_FIRE)
422                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
423                 if (f4 & RF4_BR_COLD)
424                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
425                 if (f4 & RF4_BR_POIS)
426                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
427                 if (f4 & RF4_BR_NETH)
428                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
429                 if (f4 & RF4_BR_LITE)
430                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
431                 if (f4 & RF4_BR_DARK)
432                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
433                 if (f4 & RF4_BR_CONF)
434                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
435                 if (f4 & RF4_BR_SOUN)
436                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
437                 if (f4 & RF4_BR_CHAO)
438                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
439                 if (f4 & RF4_BR_DISE)
440                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
441                 if (f4 & RF4_BR_NEXU)
442                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
443                 if (f4 & RF4_BR_TIME)
444                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
445                 if (f4 & RF4_BR_INER)
446                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
447                 if (f4 & RF4_BR_GRAV)
448                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
449                 if (f4 & RF4_BR_SHAR)
450                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
451                 if (f4 & RF4_BR_PLAS)
452                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
453                 if (f4 & RF4_BR_WALL)
454                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
455                 if (f4 & RF4_BR_MANA)
456                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
457                 if (f4 & RF4_BR_NUKE)
458                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
459                 if (f4 & RF4_BR_DISI)
460                     spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
461             }
462
463             /* Monster melee attacks */
464             if ((r_ptr->flags1 & RF1_NEVER_BLOW) || (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)) {
465                 dam_max += dam_max0;
466                 continue;
467             }
468
469             if (!(mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)) {
470                 dam_max += dam_max0;
471                 continue;
472             }
473
474             int dam_melee = 0;
475             for (int m = 0; m < 4; m++) {
476                 /* Skip non-attacks */
477                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT))
478                     continue;
479
480                 /* Extract the attack info */
481                 dam_melee += blow_damcalc(m_ptr, creature_ptr, &r_ptr->blow[m]);
482                 if (r_ptr->blow[m].method == RBM_EXPLODE)
483                     break;
484             }
485
486             if (dam_melee > dam_max0)
487                 dam_max0 = dam_melee;
488             dam_max += dam_max0;
489         }
490     }
491
492     /* Prevent excessive warning */
493     if (dam_max > old_damage) {
494         old_damage = dam_max * 3 / 2;
495
496         if (dam_max > creature_ptr->chp / 2) {
497             object_type *o_ptr = choose_warning_item(creature_ptr);
498
499             if (o_ptr)
500                 describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
501             else
502                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
503             msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
504
505             disturb(creature_ptr, FALSE, TRUE);
506             return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
507         }
508     } else
509         old_damage = old_damage / 2;
510
511     g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
512     bool is_warning = (!easy_disarm && is_trap(creature_ptr, g_ptr->feat)) || (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat));
513     is_warning &= !one_in_(13);
514     if (!is_warning)
515         return TRUE;
516
517     object_type *o_ptr = choose_warning_item(creature_ptr);
518     if (o_ptr != NULL)
519         describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
520     else
521         strcpy(o_name, _("体", "body")); /* Warning ability without item */
522     msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
523     disturb(creature_ptr, FALSE, TRUE);
524     return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
525 }