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[Refactor] #37353 歌に関するマクロ定義を realm-song.h へ移動.
[hengband/hengband.git] / src / warning.c
1 
2
3 #include "angband.h"
4 #include "util.h"
5
6 #include "artifact.h"
7 #include "player-move.h"
8 #include "feature.h"
9 #include "floor.h"
10 #include "warning.h"
11 #include "player-status.h"
12 #include "monster.h"
13 #include "monster-spell.h"
14 #include "spells.h"
15 #include "object-flavor.h"
16 #include "dungeon.h"
17 #include "player-race.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(void)
28 {
29         int i;
30         int choices[INVEN_TOTAL - INVEN_RARM];
31         int number = 0;
32
33         /* Paranoia -- Player has no warning ability */
34         if (!p_ptr->warning) return NULL;
35
36         /* Search Inventory */
37         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
38         {
39                 BIT_FLAGS flgs[TR_FLAG_SIZE];
40                 object_type *o_ptr = &p_ptr->inventory_list[i];
41
42                 object_flags(o_ptr, flgs);
43                 if (have_flag(flgs, TR_WARNING))
44                 {
45                         choices[number] = i;
46                         number++;
47                 }
48         }
49
50         /* Choice one of them */
51         return number ? &p_ptr->inventory_list[choices[randint0(number)]] : NULL;
52 }
53
54 /*!
55  * @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 /
56  * Calculate spell damages
57  * @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
58  * @param typ 効果属性のID
59  * @param dam 基本ダメージ
60  * @param max 算出した最大ダメージを返すポインタ
61  * @return なし
62  */
63 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
64 {
65         monster_race *r_ptr = &r_info[m_ptr->r_idx];
66         int          rlev = r_ptr->level;
67         bool         ignore_wraith_form = FALSE;
68
69         /* Vulnerability, resistance and immunity */
70         switch (typ)
71         {
72         case GF_ELEC:
73                 if (p_ptr->immune_elec)
74                 {
75                         dam = 0;
76                         ignore_wraith_form = TRUE;
77                 }
78                 else
79                 {
80                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
81                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
82                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
83                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
84                         if (IS_OPPOSE_ELEC())
85                                 dam = (dam + 2) / 3;
86                 }
87                 break;
88
89         case GF_POIS:
90                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
91                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
92                 break;
93
94         case GF_ACID:
95                 if (p_ptr->immune_acid)
96                 {
97                         dam = 0;
98                         ignore_wraith_form = TRUE;
99                 }
100                 else
101                 {
102                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
103                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
104                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
105                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
106                 }
107                 break;
108
109         case GF_COLD:
110         case GF_ICE:
111                 if (p_ptr->immune_cold)
112                 {
113                         dam = 0;
114                         ignore_wraith_form = TRUE;
115                 }
116                 else
117                 {
118                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
119                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
120                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
121                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
122                 }
123                 break;
124
125         case GF_FIRE:
126                 if (p_ptr->immune_fire)
127                 {
128                         dam = 0;
129                         ignore_wraith_form = TRUE;
130                 }
131                 else
132                 {
133                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
134                         if (prace_is_(RACE_ENT)) dam += dam / 3;
135                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
136                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
137                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
138                 }
139                 break;
140
141         case GF_PSY_SPEAR:
142                 ignore_wraith_form = TRUE;
143                 break;
144
145         case GF_ARROW:
146                 if (!p_ptr->blind &&
147                         ((p_ptr->inventory_list[INVEN_RARM].k_idx && (p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU)) ||
148                         (p_ptr->inventory_list[INVEN_LARM].k_idx && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))))
149                 {
150                         dam = 0;
151                         ignore_wraith_form = TRUE;
152                 }
153                 break;
154
155         case GF_LITE:
156                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
157                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
158                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
159
160                 /*
161                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
162                  * "dam *= 2;" for later "dam /= 2"
163                  */
164                 if (p_ptr->wraith_form) dam *= 2;
165                 break;
166
167         case GF_DARK:
168                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
169                 {
170                         dam = 0;
171                         ignore_wraith_form = TRUE;
172                 }
173                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
174                 break;
175
176         case GF_SHARDS:
177                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
178                 break;
179
180         case GF_SOUND:
181                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
182                 break;
183
184         case GF_CONFUSION:
185                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
186                 break;
187
188         case GF_CHAOS:
189                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
190                 break;
191
192         case GF_NETHER:
193                 if (prace_is_(RACE_SPECTRE))
194                 {
195                         dam = 0;
196                         ignore_wraith_form = TRUE;
197                 }
198                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
199                 break;
200
201         case GF_DISENCHANT:
202                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
203                 break;
204
205         case GF_NEXUS:
206                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
207                 break;
208
209         case GF_TIME:
210                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
211                 break;
212
213         case GF_GRAVITY:
214                 if (p_ptr->levitation) dam = (dam * 2) / 3;
215                 break;
216
217         case GF_ROCKET:
218                 if (p_ptr->resist_shard) dam /= 2;
219                 break;
220
221         case GF_NUKE:
222                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
223                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
224                 break;
225
226         case GF_DEATH_RAY:
227                 if (p_ptr->mimic_form)
228                 {
229                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
230                         {
231                                 dam = 0;
232                                 ignore_wraith_form = TRUE;
233                         }
234                 }
235                 else
236                 {
237                         switch (p_ptr->prace)
238                         {
239                         case RACE_GOLEM:
240                         case RACE_SKELETON:
241                         case RACE_ZOMBIE:
242                         case RACE_VAMPIRE:
243                         case RACE_DEMON:
244                         case RACE_SPECTRE:
245                                 dam = 0;
246                                 ignore_wraith_form = TRUE;
247                                 break;
248                         }
249                 }
250                 break;
251
252         case GF_HOLY_FIRE:
253                 if (p_ptr->align > 10) dam /= 2;
254                 else if (p_ptr->align < -10) dam *= 2;
255                 break;
256
257         case GF_HELL_FIRE:
258                 if (p_ptr->align > 10) dam *= 2;
259                 break;
260
261         case GF_MIND_BLAST:
262         case GF_BRAIN_SMASH:
263                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
264                 {
265                         dam = 0;
266                         ignore_wraith_form = TRUE;
267                 }
268                 break;
269
270         case GF_CAUSE_1:
271         case GF_CAUSE_2:
272         case GF_CAUSE_3:
273         case GF_HAND_DOOM:
274                 if (100 + rlev / 2 <= p_ptr->skill_sav)
275                 {
276                         dam = 0;
277                         ignore_wraith_form = TRUE;
278                 }
279                 break;
280
281         case GF_CAUSE_4:
282                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
283                 {
284                         dam = 0;
285                         ignore_wraith_form = TRUE;
286                 }
287                 break;
288         }
289
290         if (p_ptr->wraith_form && !ignore_wraith_form)
291         {
292                 dam /= 2;
293                 if (!dam) dam = 1;
294         }
295
296         if (dam > *max) *max = dam;
297 }
298
299 /*!
300 * @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。 /
301 * Calculate spell damages
302 * @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
303 * @param typ 効果属性のID
304 * @param m_idx 魔法を行使するモンスターのID
305 * @param max 算出した最大ダメージを返すポインタ
306 * @return なし
307 */
308 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
309 {
310         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
311         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
312         spell_damcalc(m_ptr, typ, dam, max);
313 }
314
315 /*!
316  * @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 /
317  * Calculate blow damages
318  * @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
319  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
320  * @return 算出された最大ダメージを返す。
321  */
322 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
323 {
324         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
325         int  dummy_max = 0;
326         bool check_wraith_form = TRUE;
327
328         if (blow_ptr->method != RBM_EXPLODE)
329         {
330                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
331
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(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(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(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(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 && p_ptr->wraith_form)
377                 {
378                         dam /= 2;
379                         if (!dam) dam = 1;
380                 }
381         }
382         else
383         {
384                 dam = (dam + 1) / 2;
385                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
386                 dam = dummy_max;
387         }
388
389         return dam;
390 }
391
392 /*!
393  * @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 /
394  * Examine the grid (xx,yy) and warn the player if there are any danger
395  * @param xx 危険性を調査するマスのX座標
396  * @param yy 危険性を調査するマスのY座標
397  * @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。
398  */
399 bool process_warning(POSITION xx, POSITION yy)
400 {
401         POSITION mx, my;
402         grid_type *g_ptr;
403         GAME_TEXT o_name[MAX_NLEN];
404
405 #define WARNING_AWARE_RANGE 12
406         int dam_max = 0;
407         static int old_damage = 0;
408
409         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
410         {
411                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
412                 {
413                         int dam_max0 = 0;
414                         monster_type *m_ptr;
415                         monster_race *r_ptr;
416
417                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
418
419                         g_ptr = &current_floor_ptr->grid_array[my][mx];
420
421                         if (!g_ptr->m_idx) continue;
422
423                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
424
425                         if (MON_CSLEEP(m_ptr)) continue;
426                         if (!is_hostile(m_ptr)) continue;
427
428                         r_ptr = &r_info[m_ptr->r_idx];
429
430                         /* Monster spells (only powerful ones)*/
431                         if (projectable(my, mx, yy, xx))
432                         {
433                                 BIT_FLAGS f4 = r_ptr->flags4;
434                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
435                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
436
437                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
438                                 {
439                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
440                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
441                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
442                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
443                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
444                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
445                                 }
446                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
464                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
465                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
466                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
467                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
468                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
469                         }
470
471                         /* Monster melee attacks */
472                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
473                         {
474                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
475                                 {
476                                         int m;
477                                         int dam_melee = 0;
478                                         for (m = 0; m < 4; m++)
479                                         {
480                                                 /* Skip non-attacks */
481                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
482
483                                                 /* Extract the attack info */
484                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
485                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
486                                         }
487                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
488                                 }
489                         }
490
491                         /* Contribution from this monster */
492                         dam_max += dam_max0;
493                 }
494         }
495
496         /* Prevent excessive warning */
497         if (dam_max > old_damage)
498         {
499                 old_damage = dam_max * 3 / 2;
500
501                 if (dam_max > p_ptr->chp / 2)
502                 {
503                         object_type *o_ptr = choose_warning_item();
504
505                         if (o_ptr)
506                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
507                         else
508                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
509                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
510
511                         disturb(FALSE, TRUE);
512                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
513                 }
514         }
515         else old_damage = old_damage / 2;
516
517         g_ptr = &current_floor_ptr->grid_array[yy][xx];
518         if (((!easy_disarm && is_trap(g_ptr->feat))
519                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
520         {
521                 object_type *o_ptr = choose_warning_item();
522
523                 if (o_ptr)
524                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
525                 else
526                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
527                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
528                 disturb(FALSE, TRUE);
529                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
530         }
531
532         return TRUE;
533 }
534