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[Refactor] #37353 player-race.c/h を作成して関連構造体と変数を移動.
[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
19 /*!
20  * @brief 警告を放つアイテムを選択する /
21  * Choose one of items that have warning flag
22  * Calculate spell damages
23  * @return 警告を行う
24  */
25 object_type *choose_warning_item(void)
26 {
27         int i;
28         int choices[INVEN_TOTAL - INVEN_RARM];
29         int number = 0;
30
31         /* Paranoia -- Player has no warning ability */
32         if (!p_ptr->warning) return NULL;
33
34         /* Search Inventory */
35         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
36         {
37                 BIT_FLAGS flgs[TR_FLAG_SIZE];
38                 object_type *o_ptr = &p_ptr->inventory_list[i];
39
40                 object_flags(o_ptr, flgs);
41                 if (have_flag(flgs, TR_WARNING))
42                 {
43                         choices[number] = i;
44                         number++;
45                 }
46         }
47
48         /* Choice one of them */
49         return number ? &p_ptr->inventory_list[choices[randint0(number)]] : NULL;
50 }
51
52 /*!
53  * @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 /
54  * Calculate spell damages
55  * @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
56  * @param typ 効果属性のID
57  * @param dam 基本ダメージ
58  * @param max 算出した最大ダメージを返すポインタ
59  * @return なし
60  */
61 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
62 {
63         monster_race *r_ptr = &r_info[m_ptr->r_idx];
64         int          rlev = r_ptr->level;
65         bool         ignore_wraith_form = FALSE;
66
67         /* Vulnerability, resistance and immunity */
68         switch (typ)
69         {
70         case GF_ELEC:
71                 if (p_ptr->immune_elec)
72                 {
73                         dam = 0;
74                         ignore_wraith_form = TRUE;
75                 }
76                 else
77                 {
78                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
79                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
80                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
81                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
82                         if (IS_OPPOSE_ELEC())
83                                 dam = (dam + 2) / 3;
84                 }
85                 break;
86
87         case GF_POIS:
88                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
89                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
90                 break;
91
92         case GF_ACID:
93                 if (p_ptr->immune_acid)
94                 {
95                         dam = 0;
96                         ignore_wraith_form = TRUE;
97                 }
98                 else
99                 {
100                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
101                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
102                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
103                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
104                 }
105                 break;
106
107         case GF_COLD:
108         case GF_ICE:
109                 if (p_ptr->immune_cold)
110                 {
111                         dam = 0;
112                         ignore_wraith_form = TRUE;
113                 }
114                 else
115                 {
116                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
117                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
118                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
119                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
120                 }
121                 break;
122
123         case GF_FIRE:
124                 if (p_ptr->immune_fire)
125                 {
126                         dam = 0;
127                         ignore_wraith_form = TRUE;
128                 }
129                 else
130                 {
131                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
132                         if (prace_is_(RACE_ENT)) dam += dam / 3;
133                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
134                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
135                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
136                 }
137                 break;
138
139         case GF_PSY_SPEAR:
140                 ignore_wraith_form = TRUE;
141                 break;
142
143         case GF_ARROW:
144                 if (!p_ptr->blind &&
145                         ((p_ptr->inventory_list[INVEN_RARM].k_idx && (p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU)) ||
146                         (p_ptr->inventory_list[INVEN_LARM].k_idx && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))))
147                 {
148                         dam = 0;
149                         ignore_wraith_form = TRUE;
150                 }
151                 break;
152
153         case GF_LITE:
154                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
155                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
156                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
157
158                 /*
159                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
160                  * "dam *= 2;" for later "dam /= 2"
161                  */
162                 if (p_ptr->wraith_form) dam *= 2;
163                 break;
164
165         case GF_DARK:
166                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
167                 {
168                         dam = 0;
169                         ignore_wraith_form = TRUE;
170                 }
171                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
172                 break;
173
174         case GF_SHARDS:
175                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
176                 break;
177
178         case GF_SOUND:
179                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
180                 break;
181
182         case GF_CONFUSION:
183                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
184                 break;
185
186         case GF_CHAOS:
187                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
188                 break;
189
190         case GF_NETHER:
191                 if (prace_is_(RACE_SPECTRE))
192                 {
193                         dam = 0;
194                         ignore_wraith_form = TRUE;
195                 }
196                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
197                 break;
198
199         case GF_DISENCHANT:
200                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
201                 break;
202
203         case GF_NEXUS:
204                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
205                 break;
206
207         case GF_TIME:
208                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
209                 break;
210
211         case GF_GRAVITY:
212                 if (p_ptr->levitation) dam = (dam * 2) / 3;
213                 break;
214
215         case GF_ROCKET:
216                 if (p_ptr->resist_shard) dam /= 2;
217                 break;
218
219         case GF_NUKE:
220                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
221                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
222                 break;
223
224         case GF_DEATH_RAY:
225                 if (p_ptr->mimic_form)
226                 {
227                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
228                         {
229                                 dam = 0;
230                                 ignore_wraith_form = TRUE;
231                         }
232                 }
233                 else
234                 {
235                         switch (p_ptr->prace)
236                         {
237                         case RACE_GOLEM:
238                         case RACE_SKELETON:
239                         case RACE_ZOMBIE:
240                         case RACE_VAMPIRE:
241                         case RACE_DEMON:
242                         case RACE_SPECTRE:
243                                 dam = 0;
244                                 ignore_wraith_form = TRUE;
245                                 break;
246                         }
247                 }
248                 break;
249
250         case GF_HOLY_FIRE:
251                 if (p_ptr->align > 10) dam /= 2;
252                 else if (p_ptr->align < -10) dam *= 2;
253                 break;
254
255         case GF_HELL_FIRE:
256                 if (p_ptr->align > 10) dam *= 2;
257                 break;
258
259         case GF_MIND_BLAST:
260         case GF_BRAIN_SMASH:
261                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
262                 {
263                         dam = 0;
264                         ignore_wraith_form = TRUE;
265                 }
266                 break;
267
268         case GF_CAUSE_1:
269         case GF_CAUSE_2:
270         case GF_CAUSE_3:
271         case GF_HAND_DOOM:
272                 if (100 + rlev / 2 <= p_ptr->skill_sav)
273                 {
274                         dam = 0;
275                         ignore_wraith_form = TRUE;
276                 }
277                 break;
278
279         case GF_CAUSE_4:
280                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
281                 {
282                         dam = 0;
283                         ignore_wraith_form = TRUE;
284                 }
285                 break;
286         }
287
288         if (p_ptr->wraith_form && !ignore_wraith_form)
289         {
290                 dam /= 2;
291                 if (!dam) dam = 1;
292         }
293
294         if (dam > *max) *max = dam;
295 }
296
297 /*!
298 * @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。 /
299 * Calculate spell damages
300 * @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
301 * @param typ 効果属性のID
302 * @param m_idx 魔法を行使するモンスターのID
303 * @param max 算出した最大ダメージを返すポインタ
304 * @return なし
305 */
306 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
307 {
308         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
309         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
310         spell_damcalc(m_ptr, typ, dam, max);
311 }
312
313 /*!
314  * @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 /
315  * Calculate blow damages
316  * @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
317  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
318  * @return 算出された最大ダメージを返す。
319  */
320 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
321 {
322         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
323         int  dummy_max = 0;
324         bool check_wraith_form = TRUE;
325
326         if (blow_ptr->method != RBM_EXPLODE)
327         {
328                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
329
330                 switch (blow_ptr->effect)
331                 {
332                 case RBE_SUPERHURT:
333                 {
334                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
335                         dam = MAX(dam, tmp_dam * 2);
336                         break;
337                 }
338
339                 case RBE_HURT:
340                 case RBE_SHATTER:
341                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
342                         break;
343
344                 case RBE_ACID:
345                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
346                         dam = dummy_max;
347                         check_wraith_form = FALSE;
348                         break;
349
350                 case RBE_ELEC:
351                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
352                         dam = dummy_max;
353                         check_wraith_form = FALSE;
354                         break;
355
356                 case RBE_FIRE:
357                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
358                         dam = dummy_max;
359                         check_wraith_form = FALSE;
360                         break;
361
362                 case RBE_COLD:
363                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
364                         dam = dummy_max;
365                         check_wraith_form = FALSE;
366                         break;
367
368                 case RBE_DR_MANA:
369                         dam = 0;
370                         check_wraith_form = FALSE;
371                         break;
372                 }
373
374                 if (check_wraith_form && p_ptr->wraith_form)
375                 {
376                         dam /= 2;
377                         if (!dam) dam = 1;
378                 }
379         }
380         else
381         {
382                 dam = (dam + 1) / 2;
383                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
384                 dam = dummy_max;
385         }
386
387         return dam;
388 }
389
390 /*!
391  * @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 /
392  * Examine the grid (xx,yy) and warn the player if there are any danger
393  * @param xx 危険性を調査するマスのX座標
394  * @param yy 危険性を調査するマスのY座標
395  * @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。
396  */
397 bool process_warning(POSITION xx, POSITION yy)
398 {
399         POSITION mx, my;
400         grid_type *g_ptr;
401         GAME_TEXT o_name[MAX_NLEN];
402
403 #define WARNING_AWARE_RANGE 12
404         int dam_max = 0;
405         static int old_damage = 0;
406
407         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
408         {
409                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
410                 {
411                         int dam_max0 = 0;
412                         monster_type *m_ptr;
413                         monster_race *r_ptr;
414
415                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
416
417                         g_ptr = &current_floor_ptr->grid_array[my][mx];
418
419                         if (!g_ptr->m_idx) continue;
420
421                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
422
423                         if (MON_CSLEEP(m_ptr)) continue;
424                         if (!is_hostile(m_ptr)) continue;
425
426                         r_ptr = &r_info[m_ptr->r_idx];
427
428                         /* Monster spells (only powerful ones)*/
429                         if (projectable(my, mx, yy, xx))
430                         {
431                                 BIT_FLAGS f4 = r_ptr->flags4;
432                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
433                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
434
435                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
436                                 {
437                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
438                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
439                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
440                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
441                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
442                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
443                                 }
444                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
464                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
465                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
466                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
467                         }
468
469                         /* Monster melee attacks */
470                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
471                         {
472                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
473                                 {
474                                         int m;
475                                         int dam_melee = 0;
476                                         for (m = 0; m < 4; m++)
477                                         {
478                                                 /* Skip non-attacks */
479                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
480
481                                                 /* Extract the attack info */
482                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
483                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
484                                         }
485                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
486                                 }
487                         }
488
489                         /* Contribution from this monster */
490                         dam_max += dam_max0;
491                 }
492         }
493
494         /* Prevent excessive warning */
495         if (dam_max > old_damage)
496         {
497                 old_damage = dam_max * 3 / 2;
498
499                 if (dam_max > p_ptr->chp / 2)
500                 {
501                         object_type *o_ptr = choose_warning_item();
502
503                         if (o_ptr)
504                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
505                         else
506                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
507                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
508
509                         disturb(FALSE, TRUE);
510                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
511                 }
512         }
513         else old_damage = old_damage / 2;
514
515         g_ptr = &current_floor_ptr->grid_array[yy][xx];
516         if (((!easy_disarm && is_trap(g_ptr->feat))
517                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
518         {
519                 object_type *o_ptr = choose_warning_item();
520
521                 if (o_ptr)
522                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
523                 else
524                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
525                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
526                 disturb(FALSE, TRUE);
527                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
528         }
529
530         return TRUE;
531 }
532