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[Refactor] #37353 PET_* と PF_* を cmd-petに移動。
[hengband/hengband.git] / src / warning.c
1 
2
3 #include "angband.h"
4 #include "artifact.h"
5 #include "player-move.h"
6 #include "feature.h"
7 #include "floor.h"
8 #include "warning.h"
9 #include "player-status.h"
10 #include "monster.h"
11 #include "monster-spell.h"
12
13 /*!
14  * @brief 警告を放つアイテムを選択する /
15  * Choose one of items that have warning flag
16  * Calculate spell damages
17  * @return 警告を行う
18  */
19 object_type *choose_warning_item(void)
20 {
21         int i;
22         int choices[INVEN_TOTAL - INVEN_RARM];
23         int number = 0;
24
25         /* Paranoia -- Player has no warning ability */
26         if (!p_ptr->warning) return NULL;
27
28         /* Search Inventory */
29         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
30         {
31                 BIT_FLAGS flgs[TR_FLAG_SIZE];
32                 object_type *o_ptr = &inventory[i];
33
34                 object_flags(o_ptr, flgs);
35                 if (have_flag(flgs, TR_WARNING))
36                 {
37                         choices[number] = i;
38                         number++;
39                 }
40         }
41
42         /* Choice one of them */
43         return number ? &inventory[choices[randint0(number)]] : NULL;
44 }
45
46 /*!
47  * @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 /
48  * Calculate spell damages
49  * @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
50  * @param typ 効果属性のID
51  * @param dam 基本ダメージ
52  * @param max 算出した最大ダメージを返すポインタ
53  * @return なし
54  */
55 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
56 {
57         monster_race *r_ptr = &r_info[m_ptr->r_idx];
58         int          rlev = r_ptr->level;
59         bool         ignore_wraith_form = FALSE;
60
61         /* Vulnerability, resistance and immunity */
62         switch (typ)
63         {
64         case GF_ELEC:
65                 if (p_ptr->immune_elec)
66                 {
67                         dam = 0;
68                         ignore_wraith_form = TRUE;
69                 }
70                 else
71                 {
72                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
73                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
74                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
75                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
76                         if (IS_OPPOSE_ELEC())
77                                 dam = (dam + 2) / 3;
78                 }
79                 break;
80
81         case GF_POIS:
82                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
83                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
84                 break;
85
86         case GF_ACID:
87                 if (p_ptr->immune_acid)
88                 {
89                         dam = 0;
90                         ignore_wraith_form = TRUE;
91                 }
92                 else
93                 {
94                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
95                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
96                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
97                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
98                 }
99                 break;
100
101         case GF_COLD:
102         case GF_ICE:
103                 if (p_ptr->immune_cold)
104                 {
105                         dam = 0;
106                         ignore_wraith_form = TRUE;
107                 }
108                 else
109                 {
110                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
111                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
112                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
113                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
114                 }
115                 break;
116
117         case GF_FIRE:
118                 if (p_ptr->immune_fire)
119                 {
120                         dam = 0;
121                         ignore_wraith_form = TRUE;
122                 }
123                 else
124                 {
125                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
126                         if (prace_is_(RACE_ENT)) dam += dam / 3;
127                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
128                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
129                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
130                 }
131                 break;
132
133         case GF_PSY_SPEAR:
134                 ignore_wraith_form = TRUE;
135                 break;
136
137         case GF_ARROW:
138                 if (!p_ptr->blind &&
139                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
140                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
141                 {
142                         dam = 0;
143                         ignore_wraith_form = TRUE;
144                 }
145                 break;
146
147         case GF_LITE:
148                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
149                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
150                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
151
152                 /*
153                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
154                  * "dam *= 2;" for later "dam /= 2"
155                  */
156                 if (p_ptr->wraith_form) dam *= 2;
157                 break;
158
159         case GF_DARK:
160                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
161                 {
162                         dam = 0;
163                         ignore_wraith_form = TRUE;
164                 }
165                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
166                 break;
167
168         case GF_SHARDS:
169                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
170                 break;
171
172         case GF_SOUND:
173                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
174                 break;
175
176         case GF_CONFUSION:
177                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
178                 break;
179
180         case GF_CHAOS:
181                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
182                 break;
183
184         case GF_NETHER:
185                 if (prace_is_(RACE_SPECTRE))
186                 {
187                         dam = 0;
188                         ignore_wraith_form = TRUE;
189                 }
190                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
191                 break;
192
193         case GF_DISENCHANT:
194                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
195                 break;
196
197         case GF_NEXUS:
198                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
199                 break;
200
201         case GF_TIME:
202                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
203                 break;
204
205         case GF_GRAVITY:
206                 if (p_ptr->levitation) dam = (dam * 2) / 3;
207                 break;
208
209         case GF_ROCKET:
210                 if (p_ptr->resist_shard) dam /= 2;
211                 break;
212
213         case GF_NUKE:
214                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
215                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
216                 break;
217
218         case GF_DEATH_RAY:
219                 if (p_ptr->mimic_form)
220                 {
221                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
222                         {
223                                 dam = 0;
224                                 ignore_wraith_form = TRUE;
225                         }
226                 }
227                 else
228                 {
229                         switch (p_ptr->prace)
230                         {
231                         case RACE_GOLEM:
232                         case RACE_SKELETON:
233                         case RACE_ZOMBIE:
234                         case RACE_VAMPIRE:
235                         case RACE_DEMON:
236                         case RACE_SPECTRE:
237                                 dam = 0;
238                                 ignore_wraith_form = TRUE;
239                                 break;
240                         }
241                 }
242                 break;
243
244         case GF_HOLY_FIRE:
245                 if (p_ptr->align > 10) dam /= 2;
246                 else if (p_ptr->align < -10) dam *= 2;
247                 break;
248
249         case GF_HELL_FIRE:
250                 if (p_ptr->align > 10) dam *= 2;
251                 break;
252
253         case GF_MIND_BLAST:
254         case GF_BRAIN_SMASH:
255                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
256                 {
257                         dam = 0;
258                         ignore_wraith_form = TRUE;
259                 }
260                 break;
261
262         case GF_CAUSE_1:
263         case GF_CAUSE_2:
264         case GF_CAUSE_3:
265         case GF_HAND_DOOM:
266                 if (100 + rlev / 2 <= p_ptr->skill_sav)
267                 {
268                         dam = 0;
269                         ignore_wraith_form = TRUE;
270                 }
271                 break;
272
273         case GF_CAUSE_4:
274                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
275                 {
276                         dam = 0;
277                         ignore_wraith_form = TRUE;
278                 }
279                 break;
280         }
281
282         if (p_ptr->wraith_form && !ignore_wraith_form)
283         {
284                 dam /= 2;
285                 if (!dam) dam = 1;
286         }
287
288         if (dam > *max) *max = dam;
289 }
290
291 /*!
292 * @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。 /
293 * Calculate spell damages
294 * @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
295 * @param typ 効果属性のID
296 * @param m_idx 魔法を行使するモンスターのID
297 * @param max 算出した最大ダメージを返すポインタ
298 * @return なし
299 */
300 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
301 {
302         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
303         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
304         spell_damcalc(m_ptr, typ, dam, max);
305 }
306
307 /*!
308  * @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 /
309  * Calculate blow damages
310  * @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
311  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
312  * @return 算出された最大ダメージを返す。
313  */
314 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
315 {
316         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
317         int  dummy_max = 0;
318         bool check_wraith_form = TRUE;
319
320         if (blow_ptr->method != RBM_EXPLODE)
321         {
322                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
323
324                 switch (blow_ptr->effect)
325                 {
326                 case RBE_SUPERHURT:
327                 {
328                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
329                         dam = MAX(dam, tmp_dam * 2);
330                         break;
331                 }
332
333                 case RBE_HURT:
334                 case RBE_SHATTER:
335                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
336                         break;
337
338                 case RBE_ACID:
339                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
340                         dam = dummy_max;
341                         check_wraith_form = FALSE;
342                         break;
343
344                 case RBE_ELEC:
345                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
346                         dam = dummy_max;
347                         check_wraith_form = FALSE;
348                         break;
349
350                 case RBE_FIRE:
351                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
352                         dam = dummy_max;
353                         check_wraith_form = FALSE;
354                         break;
355
356                 case RBE_COLD:
357                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
358                         dam = dummy_max;
359                         check_wraith_form = FALSE;
360                         break;
361
362                 case RBE_DR_MANA:
363                         dam = 0;
364                         check_wraith_form = FALSE;
365                         break;
366                 }
367
368                 if (check_wraith_form && p_ptr->wraith_form)
369                 {
370                         dam /= 2;
371                         if (!dam) dam = 1;
372                 }
373         }
374         else
375         {
376                 dam = (dam + 1) / 2;
377                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
378                 dam = dummy_max;
379         }
380
381         return dam;
382 }
383
384 /*!
385  * @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 /
386  * Examine the grid (xx,yy) and warn the player if there are any danger
387  * @param xx 危険性を調査するマスのX座標
388  * @param yy 危険性を調査するマスのY座標
389  * @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。
390  */
391 bool process_warning(POSITION xx, POSITION yy)
392 {
393         POSITION mx, my;
394         grid_type *g_ptr;
395         GAME_TEXT o_name[MAX_NLEN];
396
397 #define WARNING_AWARE_RANGE 12
398         int dam_max = 0;
399         static int old_damage = 0;
400
401         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
402         {
403                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
404                 {
405                         int dam_max0 = 0;
406                         monster_type *m_ptr;
407                         monster_race *r_ptr;
408
409                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
410
411                         g_ptr = &current_floor_ptr->grid_array[my][mx];
412
413                         if (!g_ptr->m_idx) continue;
414
415                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
416
417                         if (MON_CSLEEP(m_ptr)) continue;
418                         if (!is_hostile(m_ptr)) continue;
419
420                         r_ptr = &r_info[m_ptr->r_idx];
421
422                         /* Monster spells (only powerful ones)*/
423                         if (projectable(my, mx, yy, xx))
424                         {
425                                 BIT_FLAGS f4 = r_ptr->flags4;
426                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
427                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
428
429                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
430                                 {
431                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
432                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
433                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
434                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
435                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
436                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
437                                 }
438                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
439                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
440                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(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[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
465                         {
466                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
467                                 {
468                                         int m;
469                                         int dam_melee = 0;
470                                         for (m = 0; m < 4; m++)
471                                         {
472                                                 /* Skip non-attacks */
473                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
474
475                                                 /* Extract the attack info */
476                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
477                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
478                                         }
479                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
480                                 }
481                         }
482
483                         /* Contribution from this monster */
484                         dam_max += dam_max0;
485                 }
486         }
487
488         /* Prevent excessive warning */
489         if (dam_max > old_damage)
490         {
491                 old_damage = dam_max * 3 / 2;
492
493                 if (dam_max > p_ptr->chp / 2)
494                 {
495                         object_type *o_ptr = choose_warning_item();
496
497                         if (o_ptr)
498                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
499                         else
500                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
501                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
502
503                         disturb(FALSE, TRUE);
504                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
505                 }
506         }
507         else old_damage = old_damage / 2;
508
509         g_ptr = &current_floor_ptr->grid_array[yy][xx];
510         if (((!easy_disarm && is_trap(g_ptr->feat))
511                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
512         {
513                 object_type *o_ptr = choose_warning_item();
514
515                 if (o_ptr)
516                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
517                 else
518                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
519                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
520                 disturb(FALSE, TRUE);
521                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
522         }
523
524         return TRUE;
525 }
526