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[Refactor] #37353 警告の処理を warning.c に分離 / Separate warning.c from object2.c.
[hengband/hengband.git] / src / warning.c
1 
2
3 #include "angband.h"
4 #include "artifact.h"
5 #include "player-move.h"
6 #include "feature.h"
7 #include "warning.h"
8
9 /*!
10  * @brief 警告を放つアイテムを選択する /
11  * Choose one of items that have warning flag
12  * Calculate spell damages
13  * @return 警告を行う
14  */
15 object_type *choose_warning_item(void)
16 {
17         int i;
18         int choices[INVEN_TOTAL - INVEN_RARM];
19         int number = 0;
20
21         /* Paranoia -- Player has no warning ability */
22         if (!p_ptr->warning) return NULL;
23
24         /* Search Inventory */
25         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
26         {
27                 BIT_FLAGS flgs[TR_FLAG_SIZE];
28                 object_type *o_ptr = &inventory[i];
29
30                 object_flags(o_ptr, flgs);
31                 if (have_flag(flgs, TR_WARNING))
32                 {
33                         choices[number] = i;
34                         number++;
35                 }
36         }
37
38         /* Choice one of them */
39         return number ? &inventory[choices[randint0(number)]] : NULL;
40 }
41
42 /*!
43  * @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 /
44  * Calculate spell damages
45  * @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
46  * @param typ 効果属性のID
47  * @param dam 基本ダメージ
48  * @param max 算出した最大ダメージを返すポインタ
49  * @return なし
50  */
51 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
52 {
53         monster_race *r_ptr = &r_info[m_ptr->r_idx];
54         int          rlev = r_ptr->level;
55         bool         ignore_wraith_form = FALSE;
56
57         /* Vulnerability, resistance and immunity */
58         switch (typ)
59         {
60         case GF_ELEC:
61                 if (p_ptr->immune_elec)
62                 {
63                         dam = 0;
64                         ignore_wraith_form = TRUE;
65                 }
66                 else
67                 {
68                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
69                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
70                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
71                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
72                         if (IS_OPPOSE_ELEC())
73                                 dam = (dam + 2) / 3;
74                 }
75                 break;
76
77         case GF_POIS:
78                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
79                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
80                 break;
81
82         case GF_ACID:
83                 if (p_ptr->immune_acid)
84                 {
85                         dam = 0;
86                         ignore_wraith_form = TRUE;
87                 }
88                 else
89                 {
90                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
91                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
92                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
93                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
94                 }
95                 break;
96
97         case GF_COLD:
98         case GF_ICE:
99                 if (p_ptr->immune_cold)
100                 {
101                         dam = 0;
102                         ignore_wraith_form = TRUE;
103                 }
104                 else
105                 {
106                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
107                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
108                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
109                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
110                 }
111                 break;
112
113         case GF_FIRE:
114                 if (p_ptr->immune_fire)
115                 {
116                         dam = 0;
117                         ignore_wraith_form = TRUE;
118                 }
119                 else
120                 {
121                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
122                         if (prace_is_(RACE_ENT)) dam += dam / 3;
123                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
124                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
125                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
126                 }
127                 break;
128
129         case GF_PSY_SPEAR:
130                 ignore_wraith_form = TRUE;
131                 break;
132
133         case GF_ARROW:
134                 if (!p_ptr->blind &&
135                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
136                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
137                 {
138                         dam = 0;
139                         ignore_wraith_form = TRUE;
140                 }
141                 break;
142
143         case GF_LITE:
144                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
145                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
146                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
147
148                 /*
149                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
150                  * "dam *= 2;" for later "dam /= 2"
151                  */
152                 if (p_ptr->wraith_form) dam *= 2;
153                 break;
154
155         case GF_DARK:
156                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
157                 {
158                         dam = 0;
159                         ignore_wraith_form = TRUE;
160                 }
161                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
162                 break;
163
164         case GF_SHARDS:
165                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
166                 break;
167
168         case GF_SOUND:
169                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
170                 break;
171
172         case GF_CONFUSION:
173                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
174                 break;
175
176         case GF_CHAOS:
177                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
178                 break;
179
180         case GF_NETHER:
181                 if (prace_is_(RACE_SPECTRE))
182                 {
183                         dam = 0;
184                         ignore_wraith_form = TRUE;
185                 }
186                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
187                 break;
188
189         case GF_DISENCHANT:
190                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
191                 break;
192
193         case GF_NEXUS:
194                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
195                 break;
196
197         case GF_TIME:
198                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
199                 break;
200
201         case GF_GRAVITY:
202                 if (p_ptr->levitation) dam = (dam * 2) / 3;
203                 break;
204
205         case GF_ROCKET:
206                 if (p_ptr->resist_shard) dam /= 2;
207                 break;
208
209         case GF_NUKE:
210                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
211                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
212                 break;
213
214         case GF_DEATH_RAY:
215                 if (p_ptr->mimic_form)
216                 {
217                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
218                         {
219                                 dam = 0;
220                                 ignore_wraith_form = TRUE;
221                         }
222                 }
223                 else
224                 {
225                         switch (p_ptr->prace)
226                         {
227                         case RACE_GOLEM:
228                         case RACE_SKELETON:
229                         case RACE_ZOMBIE:
230                         case RACE_VAMPIRE:
231                         case RACE_DEMON:
232                         case RACE_SPECTRE:
233                                 dam = 0;
234                                 ignore_wraith_form = TRUE;
235                                 break;
236                         }
237                 }
238                 break;
239
240         case GF_HOLY_FIRE:
241                 if (p_ptr->align > 10) dam /= 2;
242                 else if (p_ptr->align < -10) dam *= 2;
243                 break;
244
245         case GF_HELL_FIRE:
246                 if (p_ptr->align > 10) dam *= 2;
247                 break;
248
249         case GF_MIND_BLAST:
250         case GF_BRAIN_SMASH:
251                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
252                 {
253                         dam = 0;
254                         ignore_wraith_form = TRUE;
255                 }
256                 break;
257
258         case GF_CAUSE_1:
259         case GF_CAUSE_2:
260         case GF_CAUSE_3:
261         case GF_HAND_DOOM:
262                 if (100 + rlev / 2 <= p_ptr->skill_sav)
263                 {
264                         dam = 0;
265                         ignore_wraith_form = TRUE;
266                 }
267                 break;
268
269         case GF_CAUSE_4:
270                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
271                 {
272                         dam = 0;
273                         ignore_wraith_form = TRUE;
274                 }
275                 break;
276         }
277
278         if (p_ptr->wraith_form && !ignore_wraith_form)
279         {
280                 dam /= 2;
281                 if (!dam) dam = 1;
282         }
283
284         if (dam > *max) *max = dam;
285 }
286
287 /*!
288 * @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。 /
289 * Calculate spell damages
290 * @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
291 * @param typ 効果属性のID
292 * @param m_idx 魔法を行使するモンスターのID
293 * @param max 算出した最大ダメージを返すポインタ
294 * @return なし
295 */
296 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
297 {
298         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
299         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
300         spell_damcalc(m_ptr, typ, dam, max);
301 }
302
303 /*!
304  * @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 /
305  * Calculate blow damages
306  * @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
307  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
308  * @return 算出された最大ダメージを返す。
309  */
310 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
311 {
312         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
313         int  dummy_max = 0;
314         bool check_wraith_form = TRUE;
315
316         if (blow_ptr->method != RBM_EXPLODE)
317         {
318                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
319
320                 switch (blow_ptr->effect)
321                 {
322                 case RBE_SUPERHURT:
323                 {
324                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
325                         dam = MAX(dam, tmp_dam * 2);
326                         break;
327                 }
328
329                 case RBE_HURT:
330                 case RBE_SHATTER:
331                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
332                         break;
333
334                 case RBE_ACID:
335                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
336                         dam = dummy_max;
337                         check_wraith_form = FALSE;
338                         break;
339
340                 case RBE_ELEC:
341                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
342                         dam = dummy_max;
343                         check_wraith_form = FALSE;
344                         break;
345
346                 case RBE_FIRE:
347                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
348                         dam = dummy_max;
349                         check_wraith_form = FALSE;
350                         break;
351
352                 case RBE_COLD:
353                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
354                         dam = dummy_max;
355                         check_wraith_form = FALSE;
356                         break;
357
358                 case RBE_DR_MANA:
359                         dam = 0;
360                         check_wraith_form = FALSE;
361                         break;
362                 }
363
364                 if (check_wraith_form && p_ptr->wraith_form)
365                 {
366                         dam /= 2;
367                         if (!dam) dam = 1;
368                 }
369         }
370         else
371         {
372                 dam = (dam + 1) / 2;
373                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
374                 dam = dummy_max;
375         }
376
377         return dam;
378 }
379
380 /*!
381  * @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 /
382  * Examine the grid (xx,yy) and warn the player if there are any danger
383  * @param xx 危険性を調査するマスのX座標
384  * @param yy 危険性を調査するマスのY座標
385  * @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。
386  */
387 bool process_warning(POSITION xx, POSITION yy)
388 {
389         POSITION mx, my;
390         grid_type *g_ptr;
391         GAME_TEXT o_name[MAX_NLEN];
392
393 #define WARNING_AWARE_RANGE 12
394         int dam_max = 0;
395         static int old_damage = 0;
396
397         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
398         {
399                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
400                 {
401                         int dam_max0 = 0;
402                         monster_type *m_ptr;
403                         monster_race *r_ptr;
404
405                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
406
407                         g_ptr = &current_floor_ptr->grid_array[my][mx];
408
409                         if (!g_ptr->m_idx) continue;
410
411                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
412
413                         if (MON_CSLEEP(m_ptr)) continue;
414                         if (!is_hostile(m_ptr)) continue;
415
416                         r_ptr = &r_info[m_ptr->r_idx];
417
418                         /* Monster spells (only powerful ones)*/
419                         if (projectable(my, mx, yy, xx))
420                         {
421                                 BIT_FLAGS f4 = r_ptr->flags4;
422                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
423                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
424
425                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
426                                 {
427                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
428                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
429                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
430                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
431                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
432                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
433                                 }
434                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
435                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
436                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
437                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
438                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
439                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
440                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
457                         }
458
459                         /* Monster melee attacks */
460                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
461                         {
462                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
463                                 {
464                                         int m;
465                                         int dam_melee = 0;
466                                         for (m = 0; m < 4; m++)
467                                         {
468                                                 /* Skip non-attacks */
469                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
470
471                                                 /* Extract the attack info */
472                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
473                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
474                                         }
475                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
476                                 }
477                         }
478
479                         /* Contribution from this monster */
480                         dam_max += dam_max0;
481                 }
482         }
483
484         /* Prevent excessive warning */
485         if (dam_max > old_damage)
486         {
487                 old_damage = dam_max * 3 / 2;
488
489                 if (dam_max > p_ptr->chp / 2)
490                 {
491                         object_type *o_ptr = choose_warning_item();
492
493                         if (o_ptr)
494                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
495                         else
496                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
497                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
498
499                         disturb(FALSE, TRUE);
500                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
501                 }
502         }
503         else old_damage = old_damage / 2;
504
505         g_ptr = &current_floor_ptr->grid_array[yy][xx];
506         if (((!easy_disarm && is_trap(g_ptr->feat))
507                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
508         {
509                 object_type *o_ptr = choose_warning_item();
510
511                 if (o_ptr)
512                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
513                 else
514                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
515                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
516                 disturb(FALSE, TRUE);
517                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
518         }
519
520         return TRUE;
521 }
522