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[Refactor] #37353 mbe_info_type 構造体と関連変数を melee.h, melee1.c 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
20 /*!
21  * @brief 警告を放つアイテムを選択する /
22  * Choose one of items that have warning flag
23  * Calculate spell damages
24  * @return 警告を行う
25  */
26 object_type *choose_warning_item(void)
27 {
28         int i;
29         int choices[INVEN_TOTAL - INVEN_RARM];
30         int number = 0;
31
32         /* Paranoia -- Player has no warning ability */
33         if (!p_ptr->warning) return NULL;
34
35         /* Search Inventory */
36         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
37         {
38                 BIT_FLAGS flgs[TR_FLAG_SIZE];
39                 object_type *o_ptr = &p_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 ? &p_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(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 (p_ptr->immune_elec)
73                 {
74                         dam = 0;
75                         ignore_wraith_form = TRUE;
76                 }
77                 else
78                 {
79                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
80                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
81                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
82                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
83                         if (IS_OPPOSE_ELEC())
84                                 dam = (dam + 2) / 3;
85                 }
86                 break;
87
88         case GF_POIS:
89                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
90                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
91                 break;
92
93         case GF_ACID:
94                 if (p_ptr->immune_acid)
95                 {
96                         dam = 0;
97                         ignore_wraith_form = TRUE;
98                 }
99                 else
100                 {
101                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
102                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
103                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
104                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
105                 }
106                 break;
107
108         case GF_COLD:
109         case GF_ICE:
110                 if (p_ptr->immune_cold)
111                 {
112                         dam = 0;
113                         ignore_wraith_form = TRUE;
114                 }
115                 else
116                 {
117                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
118                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
119                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
120                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
121                 }
122                 break;
123
124         case GF_FIRE:
125                 if (p_ptr->immune_fire)
126                 {
127                         dam = 0;
128                         ignore_wraith_form = TRUE;
129                 }
130                 else
131                 {
132                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
133                         if (prace_is_(RACE_ENT)) dam += dam / 3;
134                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
135                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
136                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
137                 }
138                 break;
139
140         case GF_PSY_SPEAR:
141                 ignore_wraith_form = TRUE;
142                 break;
143
144         case GF_ARROW:
145                 if (!p_ptr->blind &&
146                         ((p_ptr->inventory_list[INVEN_RARM].k_idx && (p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU)) ||
147                         (p_ptr->inventory_list[INVEN_LARM].k_idx && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))))
148                 {
149                         dam = 0;
150                         ignore_wraith_form = TRUE;
151                 }
152                 break;
153
154         case GF_LITE:
155                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
156                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
157                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
158
159                 /*
160                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
161                  * "dam *= 2;" for later "dam /= 2"
162                  */
163                 if (p_ptr->wraith_form) dam *= 2;
164                 break;
165
166         case GF_DARK:
167                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
168                 {
169                         dam = 0;
170                         ignore_wraith_form = TRUE;
171                 }
172                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
173                 break;
174
175         case GF_SHARDS:
176                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
177                 break;
178
179         case GF_SOUND:
180                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
181                 break;
182
183         case GF_CONFUSION:
184                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
185                 break;
186
187         case GF_CHAOS:
188                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
189                 break;
190
191         case GF_NETHER:
192                 if (prace_is_(RACE_SPECTRE))
193                 {
194                         dam = 0;
195                         ignore_wraith_form = TRUE;
196                 }
197                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
198                 break;
199
200         case GF_DISENCHANT:
201                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
202                 break;
203
204         case GF_NEXUS:
205                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
206                 break;
207
208         case GF_TIME:
209                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
210                 break;
211
212         case GF_GRAVITY:
213                 if (p_ptr->levitation) dam = (dam * 2) / 3;
214                 break;
215
216         case GF_ROCKET:
217                 if (p_ptr->resist_shard) dam /= 2;
218                 break;
219
220         case GF_NUKE:
221                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
222                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
223                 break;
224
225         case GF_DEATH_RAY:
226                 if (p_ptr->mimic_form)
227                 {
228                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
229                         {
230                                 dam = 0;
231                                 ignore_wraith_form = TRUE;
232                         }
233                 }
234                 else
235                 {
236                         switch (p_ptr->prace)
237                         {
238                         case RACE_GOLEM:
239                         case RACE_SKELETON:
240                         case RACE_ZOMBIE:
241                         case RACE_VAMPIRE:
242                         case RACE_DEMON:
243                         case RACE_SPECTRE:
244                                 dam = 0;
245                                 ignore_wraith_form = TRUE;
246                                 break;
247                         }
248                 }
249                 break;
250
251         case GF_HOLY_FIRE:
252                 if (p_ptr->align > 10) dam /= 2;
253                 else if (p_ptr->align < -10) dam *= 2;
254                 break;
255
256         case GF_HELL_FIRE:
257                 if (p_ptr->align > 10) dam *= 2;
258                 break;
259
260         case GF_MIND_BLAST:
261         case GF_BRAIN_SMASH:
262                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
263                 {
264                         dam = 0;
265                         ignore_wraith_form = TRUE;
266                 }
267                 break;
268
269         case GF_CAUSE_1:
270         case GF_CAUSE_2:
271         case GF_CAUSE_3:
272         case GF_HAND_DOOM:
273                 if (100 + rlev / 2 <= p_ptr->skill_sav)
274                 {
275                         dam = 0;
276                         ignore_wraith_form = TRUE;
277                 }
278                 break;
279
280         case GF_CAUSE_4:
281                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
282                 {
283                         dam = 0;
284                         ignore_wraith_form = TRUE;
285                 }
286                 break;
287         }
288
289         if (p_ptr->wraith_form && !ignore_wraith_form)
290         {
291                 dam /= 2;
292                 if (!dam) dam = 1;
293         }
294
295         if (dam > *max) *max = dam;
296 }
297
298 /*!
299 * @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。 /
300 * Calculate spell damages
301 * @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
302 * @param typ 効果属性のID
303 * @param m_idx 魔法を行使するモンスターのID
304 * @param max 算出した最大ダメージを返すポインタ
305 * @return なし
306 */
307 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
308 {
309         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
310         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
311         spell_damcalc(m_ptr, typ, dam, max);
312 }
313
314 /*!
315  * @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 /
316  * Calculate blow damages
317  * @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
318  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
319  * @return 算出された最大ダメージを返す。
320  */
321 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
322 {
323         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
324         int  dummy_max = 0;
325         bool check_wraith_form = TRUE;
326
327         if (blow_ptr->method != RBM_EXPLODE)
328         {
329                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
330
331                 switch (blow_ptr->effect)
332                 {
333                 case RBE_SUPERHURT:
334                 {
335                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
336                         dam = MAX(dam, tmp_dam * 2);
337                         break;
338                 }
339
340                 case RBE_HURT:
341                 case RBE_SHATTER:
342                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
343                         break;
344
345                 case RBE_ACID:
346                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
347                         dam = dummy_max;
348                         check_wraith_form = FALSE;
349                         break;
350
351                 case RBE_ELEC:
352                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
353                         dam = dummy_max;
354                         check_wraith_form = FALSE;
355                         break;
356
357                 case RBE_FIRE:
358                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
359                         dam = dummy_max;
360                         check_wraith_form = FALSE;
361                         break;
362
363                 case RBE_COLD:
364                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
365                         dam = dummy_max;
366                         check_wraith_form = FALSE;
367                         break;
368
369                 case RBE_DR_MANA:
370                         dam = 0;
371                         check_wraith_form = FALSE;
372                         break;
373                 }
374
375                 if (check_wraith_form && p_ptr->wraith_form)
376                 {
377                         dam /= 2;
378                         if (!dam) dam = 1;
379                 }
380         }
381         else
382         {
383                 dam = (dam + 1) / 2;
384                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
385                 dam = dummy_max;
386         }
387
388         return dam;
389 }
390
391 /*!
392  * @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 /
393  * Examine the grid (xx,yy) and warn the player if there are any danger
394  * @param xx 危険性を調査するマスのX座標
395  * @param yy 危険性を調査するマスのY座標
396  * @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。
397  */
398 bool process_warning(POSITION xx, POSITION yy)
399 {
400         POSITION mx, my;
401         grid_type *g_ptr;
402         GAME_TEXT o_name[MAX_NLEN];
403
404 #define WARNING_AWARE_RANGE 12
405         int dam_max = 0;
406         static int old_damage = 0;
407
408         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
409         {
410                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
411                 {
412                         int dam_max0 = 0;
413                         monster_type *m_ptr;
414                         monster_race *r_ptr;
415
416                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
417
418                         g_ptr = &current_floor_ptr->grid_array[my][mx];
419
420                         if (!g_ptr->m_idx) continue;
421
422                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
423
424                         if (MON_CSLEEP(m_ptr)) continue;
425                         if (!is_hostile(m_ptr)) continue;
426
427                         r_ptr = &r_info[m_ptr->r_idx];
428
429                         /* Monster spells (only powerful ones)*/
430                         if (projectable(my, mx, yy, xx))
431                         {
432                                 BIT_FLAGS f4 = r_ptr->flags4;
433                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
434                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
435
436                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
437                                 {
438                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
439                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
440                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
441                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
442                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
443                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
444                                 }
445                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
464                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
465                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
466                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
467                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
468                         }
469
470                         /* Monster melee attacks */
471                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
472                         {
473                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
474                                 {
475                                         int m;
476                                         int dam_melee = 0;
477                                         for (m = 0; m < 4; m++)
478                                         {
479                                                 /* Skip non-attacks */
480                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
481
482                                                 /* Extract the attack info */
483                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
484                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
485                                         }
486                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
487                                 }
488                         }
489
490                         /* Contribution from this monster */
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 > p_ptr->chp / 2)
501                 {
502                         object_type *o_ptr = choose_warning_item();
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(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 = &current_floor_ptr->grid_array[yy][xx];
517         if (((!easy_disarm && is_trap(g_ptr->feat))
518                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
519         {
520                 object_type *o_ptr = choose_warning_item();
521
522                 if (o_ptr)
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(FALSE, TRUE);
528                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
529         }
530
531         return TRUE;
532 }
533