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[Refactor] #38997 is_known_trap() とis_hidden_door()にplayer_type * 引数を追加 / Added playe...
[hengband/hengband.git] / src / warning.c
1 
2 #include "angband.h"
3 #include "util.h"
4
5 #include "artifact.h"
6 #include "player-move.h"
7 #include "feature.h"
8 #include "floor.h"
9 #include "warning.h"
10 #include "player-status.h"
11 #include "monster.h"
12 #include "monster-spell.h"
13 #include "spells.h"
14 #include "object-flavor.h"
15 #include "dungeon.h"
16 #include "player-race.h"
17 #include "player-class.h"
18 #include "melee.h"
19 #include "realm-song.h"
20
21 /*!
22  * @brief 警告を放つアイテムを選択する /
23  * Choose one of items that have warning flag
24  * Calculate spell damages
25  * @return 警告を行う
26  */
27 object_type *choose_warning_item(player_type *creature_ptr)
28 {
29         int choices[INVEN_TOTAL - INVEN_RARM];
30
31         /* Paranoia -- Player has no warning ability */
32         if (!creature_ptr->warning) return NULL;
33
34         /* Search Inventory */
35         int number = 0;
36         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
37         {
38                 BIT_FLAGS flgs[TR_FLAG_SIZE];
39                 object_type *o_ptr = &creature_ptr->inventory_list[i];
40
41                 object_flags(o_ptr, flgs);
42                 if (have_flag(flgs, TR_WARNING))
43                 {
44                         choices[number] = i;
45                         number++;
46                 }
47         }
48
49         /* Choice one of them */
50         return number ? &creature_ptr->inventory_list[choices[randint0(number)]] : NULL;
51 }
52
53 /*!
54  * @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 /
55  * Calculate spell damages
56  * @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
57  * @param typ 効果属性のID
58  * @param dam 基本ダメージ
59  * @param max 算出した最大ダメージを返すポインタ
60  * @return なし
61  */
62 static void spell_damcalc(player_type *target_ptr, monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
63 {
64         monster_race *r_ptr = &r_info[m_ptr->r_idx];
65         int rlev = r_ptr->level;
66         bool ignore_wraith_form = FALSE;
67
68         /* Vulnerability, resistance and immunity */
69         switch (typ)
70         {
71         case GF_ELEC:
72                 if (target_ptr->immune_elec)
73                 {
74                         dam = 0;
75                         ignore_wraith_form = TRUE;
76                         break;
77                 }
78
79                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
80                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
81                 if (PRACE_IS_(target_ptr, RACE_ANDROID)) dam += dam / 3;
82                 if (target_ptr->resist_elec) dam = (dam + 2) / 3;
83                 if (is_oppose_elec(target_ptr)) dam = (dam + 2) / 3;
84                 break;
85
86         case GF_POIS:
87                 if (target_ptr->resist_pois) dam = (dam + 2) / 3;
88                 if (is_oppose_pois(target_ptr)) dam = (dam + 2) / 3;
89                 break;
90
91         case GF_ACID:
92                 if (target_ptr->immune_acid)
93                 {
94                         dam = 0;
95                         ignore_wraith_form = TRUE;
96                         break;
97                 }
98
99                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
100                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
101                 if (target_ptr->resist_acid) dam = (dam + 2) / 3;
102                 if (is_oppose_acid(target_ptr)) dam = (dam + 2) / 3;
103                 break;
104
105         case GF_COLD:
106         case GF_ICE:
107                 if (target_ptr->immune_cold)
108                 {
109                         dam = 0;
110                         ignore_wraith_form = TRUE;
111                         break;
112                 }
113
114                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
115                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
116                 if (target_ptr->resist_cold) dam = (dam + 2) / 3;
117                 if (is_oppose_cold(target_ptr)) dam = (dam + 2) / 3;
118                 break;
119
120         case GF_FIRE:
121                 if (target_ptr->immune_fire)
122                 {
123                         dam = 0;
124                         ignore_wraith_form = TRUE;
125                         break;
126                 }
127
128                 if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
129                 if (PRACE_IS_(target_ptr, RACE_ENT)) dam += dam / 3;
130                 if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
131                 if (target_ptr->resist_fire) dam = (dam + 2) / 3;
132                 if (is_oppose_fire(target_ptr)) dam = (dam + 2) / 3;
133                 break;
134
135         case GF_PSY_SPEAR:
136                 ignore_wraith_form = TRUE;
137                 break;
138
139         case GF_ARROW:
140                 if (!target_ptr->blind &&
141                         ((target_ptr->inventory_list[INVEN_RARM].k_idx && (target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU)) ||
142                         (target_ptr->inventory_list[INVEN_LARM].k_idx && (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))))
143                 {
144                         dam = 0;
145                         ignore_wraith_form = TRUE;
146                 }
147
148                 break;
149
150         case GF_LITE:
151                 if (target_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
152                 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
153                 else if (PRACE_IS_(target_ptr, RACE_S_FAIRY)) dam = dam * 4 / 3;
154
155                 if (target_ptr->wraith_form) dam *= 2;
156                 break;
157
158         case GF_DARK:
159                 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form)
160                 {
161                         dam = 0;
162                         ignore_wraith_form = TRUE;
163                 }
164                 else if (target_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
165                 break;
166
167         case GF_SHARDS:
168                 if (target_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
169                 break;
170
171         case GF_SOUND:
172                 if (target_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
173                 break;
174
175         case GF_CONFUSION:
176                 if (target_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
177                 break;
178
179         case GF_CHAOS:
180                 if (target_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
181                 break;
182
183         case GF_NETHER:
184                 if (PRACE_IS_(target_ptr, RACE_SPECTRE))
185                 {
186                         dam = 0;
187                         ignore_wraith_form = TRUE;
188                 }
189                 else if (target_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
190                 break;
191
192         case GF_DISENCHANT:
193                 if (target_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
194                 break;
195
196         case GF_NEXUS:
197                 if (target_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
198                 break;
199
200         case GF_TIME:
201                 if (target_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
202                 break;
203
204         case GF_GRAVITY:
205                 if (target_ptr->levitation) dam = (dam * 2) / 3;
206                 break;
207
208         case GF_ROCKET:
209                 if (target_ptr->resist_shard) dam /= 2;
210                 break;
211
212         case GF_NUKE:
213                 if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
214                 if (is_oppose_pois(target_ptr)) dam = (2 * dam + 2) / 5;
215                 break;
216
217         case GF_DEATH_RAY:
218                 if (target_ptr->mimic_form)
219                 {
220                         if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
221                         {
222                                 dam = 0;
223                                 ignore_wraith_form = TRUE;
224                         }
225
226                         break;
227                 }
228
229                 switch (target_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 (target_ptr->align > 10) dam /= 2;
246                 else if (target_ptr->align < -10) dam *= 2;
247                 break;
248
249         case GF_HELL_FIRE:
250                 if (target_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, target_ptr->skill_sav))
256                 {
257                         dam = 0;
258                         ignore_wraith_form = TRUE;
259                 }
260
261                 break;
262
263         case GF_CAUSE_1:
264         case GF_CAUSE_2:
265         case GF_CAUSE_3:
266         case GF_HAND_DOOM:
267                 if (100 + rlev / 2 <= target_ptr->skill_sav)
268                 {
269                         dam = 0;
270                         ignore_wraith_form = TRUE;
271                 }
272
273                 break;
274
275         case GF_CAUSE_4:
276                 if ((100 + rlev / 2 <= target_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
277                 {
278                         dam = 0;
279                         ignore_wraith_form = TRUE;
280                 }
281
282                 break;
283         }
284
285         if (target_ptr->wraith_form && !ignore_wraith_form)
286         {
287                 dam /= 2;
288                 if (!dam) dam = 1;
289         }
290
291         if (dam > *max) *max = dam;
292 }
293
294 /*!
295 * @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。 /
296 * Calculate spell damages
297 * @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
298 * @param typ 効果属性のID
299 * @param m_idx 魔法を行使するモンスターのID
300 * @param max 算出した最大ダメージを返すポインタ
301 * @return なし
302 */
303 void spell_damcalc_by_spellnum(player_type *creature_ptr, int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
304 {
305         monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
306         HIT_POINT dam = monspell_damage(creature_ptr, spell_num, m_idx, DAM_MAX);
307         spell_damcalc(creature_ptr, m_ptr, typ, dam, max);
308 }
309
310 /*!
311  * @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 /
312  * Calculate blow damages
313  * @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
314  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
315  * @return 算出された最大ダメージを返す。
316  */
317 static int blow_damcalc(monster_type *m_ptr, player_type *target_ptr, monster_blow *blow_ptr)
318 {
319         int dam = blow_ptr->d_dice * blow_ptr->d_side;
320         int dummy_max = 0;
321
322         if (blow_ptr->method == RBM_EXPLODE)
323         {
324                 dam = (dam + 1) / 2;
325                 spell_damcalc(target_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
326                 dam = dummy_max;
327                 return dam;
328         }
329
330         ARMOUR_CLASS ac = target_ptr->ac + target_ptr->to_a;
331         bool check_wraith_form = TRUE;
332         switch (blow_ptr->effect)
333         {
334         case RBE_SUPERHURT:
335         {
336                 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
337                 dam = MAX(dam, tmp_dam * 2);
338                 break;
339         }
340
341         case RBE_HURT:
342         case RBE_SHATTER:
343                 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
344                 break;
345
346         case RBE_ACID:
347                 spell_damcalc(target_ptr, m_ptr, GF_ACID, dam, &dummy_max);
348                 dam = dummy_max;
349                 check_wraith_form = FALSE;
350                 break;
351
352         case RBE_ELEC:
353                 spell_damcalc(target_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
354                 dam = dummy_max;
355                 check_wraith_form = FALSE;
356                 break;
357
358         case RBE_FIRE:
359                 spell_damcalc(target_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
360                 dam = dummy_max;
361                 check_wraith_form = FALSE;
362                 break;
363
364         case RBE_COLD:
365                 spell_damcalc(target_ptr, m_ptr, GF_COLD, dam, &dummy_max);
366                 dam = dummy_max;
367                 check_wraith_form = FALSE;
368                 break;
369
370         case RBE_DR_MANA:
371                 dam = 0;
372                 check_wraith_form = FALSE;
373                 break;
374         }
375
376         if (check_wraith_form && target_ptr->wraith_form)
377         {
378                 dam /= 2;
379                 if (!dam) dam = 1;
380         }
381
382         return dam;
383 }
384
385
386 /*!
387  * @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 /
388  * Examine the grid (xx,yy) and warn the player if there are any danger
389  * @param xx 危険性を調査するマスのX座標
390  * @param yy 危険性を調査するマスのY座標
391  * @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。
392  */
393 bool process_warning(player_type *creature_ptr, POSITION xx, POSITION yy)
394 {
395         POSITION mx, my;
396         grid_type *g_ptr;
397         GAME_TEXT o_name[MAX_NLEN];
398
399 #define WARNING_AWARE_RANGE 12
400         int dam_max = 0;
401         static int old_damage = 0;
402
403         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
404         {
405                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
406                 {
407                         int dam_max0 = 0;
408                         monster_type *m_ptr;
409                         monster_race *r_ptr;
410
411                         if (!in_bounds(creature_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
412
413                         g_ptr = &creature_ptr->current_floor_ptr->grid_array[my][mx];
414
415                         if (!g_ptr->m_idx) continue;
416
417                         m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
418
419                         if (MON_CSLEEP(m_ptr)) continue;
420                         if (!is_hostile(m_ptr)) continue;
421
422                         r_ptr = &r_info[m_ptr->r_idx];
423
424                         /* Monster spells (only powerful ones)*/
425                         if (projectable(creature_ptr, my, mx, yy, xx))
426                         {
427                                 BIT_FLAGS f4 = r_ptr->flags4;
428                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
429                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
430
431                                 if (!(d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
432                                 {
433                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
434                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
435                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
436                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
437                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(creature_ptr, MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
438                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(creature_ptr, MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
439                                 }
440
441                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(creature_ptr, MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(creature_ptr, MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(creature_ptr, MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(creature_ptr, MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(creature_ptr, MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
464                         }
465
466                         /* Monster melee attacks */
467                         if ((r_ptr->flags1 & RF1_NEVER_BLOW) || (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
468                         {
469                                 dam_max += dam_max0;
470                                 continue;
471                         }
472
473                         if (!(mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1))
474                         {
475                                 dam_max += dam_max0;
476                                 continue;
477                         }
478
479                         int dam_melee = 0;
480                         for (int m = 0; m < 4; m++)
481                         {
482                                 /* Skip non-attacks */
483                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
484
485                                 /* Extract the attack info */
486                                 dam_melee += blow_damcalc(m_ptr, creature_ptr, &r_ptr->blow[m]);
487                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
488                         }
489
490                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
491                         dam_max += dam_max0;
492                 }
493         }
494
495         /* Prevent excessive warning */
496         if (dam_max > old_damage)
497         {
498                 old_damage = dam_max * 3 / 2;
499
500                 if (dam_max > creature_ptr->chp / 2)
501                 {
502                         object_type *o_ptr = choose_warning_item(creature_ptr);
503
504                         if (o_ptr)
505                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
506                         else
507                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
508                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
509
510                         disturb(creature_ptr, FALSE, TRUE);
511                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
512                 }
513         }
514         else old_damage = old_damage / 2;
515
516         g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
517         bool is_warning = (!easy_disarm && is_trap(creature_ptr, g_ptr->feat)) || (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat));
518         is_warning = !one_in_(13);
519         if (!is_warning) return TRUE;
520
521         object_type *o_ptr = choose_warning_item(creature_ptr);
522         if (o_ptr != NULL)
523                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
524         else
525                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
526         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
527         disturb(creature_ptr, FALSE, TRUE);
528         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
529 }