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[Refactor] #37353 モンスターの状態判定マクロ4種を monster.h へ移動。
[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 #include "player-status.h"
9 #include "monster.h"
10
11 /*!
12  * @brief 警告を放つアイテムを選択する /
13  * Choose one of items that have warning flag
14  * Calculate spell damages
15  * @return 警告を行う
16  */
17 object_type *choose_warning_item(void)
18 {
19         int i;
20         int choices[INVEN_TOTAL - INVEN_RARM];
21         int number = 0;
22
23         /* Paranoia -- Player has no warning ability */
24         if (!p_ptr->warning) return NULL;
25
26         /* Search Inventory */
27         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
28         {
29                 BIT_FLAGS flgs[TR_FLAG_SIZE];
30                 object_type *o_ptr = &inventory[i];
31
32                 object_flags(o_ptr, flgs);
33                 if (have_flag(flgs, TR_WARNING))
34                 {
35                         choices[number] = i;
36                         number++;
37                 }
38         }
39
40         /* Choice one of them */
41         return number ? &inventory[choices[randint0(number)]] : NULL;
42 }
43
44 /*!
45  * @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 /
46  * Calculate spell damages
47  * @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
48  * @param typ 効果属性のID
49  * @param dam 基本ダメージ
50  * @param max 算出した最大ダメージを返すポインタ
51  * @return なし
52  */
53 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
54 {
55         monster_race *r_ptr = &r_info[m_ptr->r_idx];
56         int          rlev = r_ptr->level;
57         bool         ignore_wraith_form = FALSE;
58
59         /* Vulnerability, resistance and immunity */
60         switch (typ)
61         {
62         case GF_ELEC:
63                 if (p_ptr->immune_elec)
64                 {
65                         dam = 0;
66                         ignore_wraith_form = TRUE;
67                 }
68                 else
69                 {
70                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
71                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
72                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
73                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
74                         if (IS_OPPOSE_ELEC())
75                                 dam = (dam + 2) / 3;
76                 }
77                 break;
78
79         case GF_POIS:
80                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
81                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
82                 break;
83
84         case GF_ACID:
85                 if (p_ptr->immune_acid)
86                 {
87                         dam = 0;
88                         ignore_wraith_form = TRUE;
89                 }
90                 else
91                 {
92                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
93                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
94                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
95                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
96                 }
97                 break;
98
99         case GF_COLD:
100         case GF_ICE:
101                 if (p_ptr->immune_cold)
102                 {
103                         dam = 0;
104                         ignore_wraith_form = TRUE;
105                 }
106                 else
107                 {
108                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
109                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
110                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
111                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
112                 }
113                 break;
114
115         case GF_FIRE:
116                 if (p_ptr->immune_fire)
117                 {
118                         dam = 0;
119                         ignore_wraith_form = TRUE;
120                 }
121                 else
122                 {
123                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
124                         if (prace_is_(RACE_ENT)) dam += dam / 3;
125                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
126                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
127                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
128                 }
129                 break;
130
131         case GF_PSY_SPEAR:
132                 ignore_wraith_form = TRUE;
133                 break;
134
135         case GF_ARROW:
136                 if (!p_ptr->blind &&
137                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
138                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
139                 {
140                         dam = 0;
141                         ignore_wraith_form = TRUE;
142                 }
143                 break;
144
145         case GF_LITE:
146                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
147                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
148                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
149
150                 /*
151                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
152                  * "dam *= 2;" for later "dam /= 2"
153                  */
154                 if (p_ptr->wraith_form) dam *= 2;
155                 break;
156
157         case GF_DARK:
158                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
159                 {
160                         dam = 0;
161                         ignore_wraith_form = TRUE;
162                 }
163                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
164                 break;
165
166         case GF_SHARDS:
167                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
168                 break;
169
170         case GF_SOUND:
171                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
172                 break;
173
174         case GF_CONFUSION:
175                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
176                 break;
177
178         case GF_CHAOS:
179                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
180                 break;
181
182         case GF_NETHER:
183                 if (prace_is_(RACE_SPECTRE))
184                 {
185                         dam = 0;
186                         ignore_wraith_form = TRUE;
187                 }
188                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
189                 break;
190
191         case GF_DISENCHANT:
192                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
193                 break;
194
195         case GF_NEXUS:
196                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
197                 break;
198
199         case GF_TIME:
200                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
201                 break;
202
203         case GF_GRAVITY:
204                 if (p_ptr->levitation) dam = (dam * 2) / 3;
205                 break;
206
207         case GF_ROCKET:
208                 if (p_ptr->resist_shard) dam /= 2;
209                 break;
210
211         case GF_NUKE:
212                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
213                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
214                 break;
215
216         case GF_DEATH_RAY:
217                 if (p_ptr->mimic_form)
218                 {
219                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
220                         {
221                                 dam = 0;
222                                 ignore_wraith_form = TRUE;
223                         }
224                 }
225                 else
226                 {
227                         switch (p_ptr->prace)
228                         {
229                         case RACE_GOLEM:
230                         case RACE_SKELETON:
231                         case RACE_ZOMBIE:
232                         case RACE_VAMPIRE:
233                         case RACE_DEMON:
234                         case RACE_SPECTRE:
235                                 dam = 0;
236                                 ignore_wraith_form = TRUE;
237                                 break;
238                         }
239                 }
240                 break;
241
242         case GF_HOLY_FIRE:
243                 if (p_ptr->align > 10) dam /= 2;
244                 else if (p_ptr->align < -10) dam *= 2;
245                 break;
246
247         case GF_HELL_FIRE:
248                 if (p_ptr->align > 10) dam *= 2;
249                 break;
250
251         case GF_MIND_BLAST:
252         case GF_BRAIN_SMASH:
253                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
254                 {
255                         dam = 0;
256                         ignore_wraith_form = TRUE;
257                 }
258                 break;
259
260         case GF_CAUSE_1:
261         case GF_CAUSE_2:
262         case GF_CAUSE_3:
263         case GF_HAND_DOOM:
264                 if (100 + rlev / 2 <= p_ptr->skill_sav)
265                 {
266                         dam = 0;
267                         ignore_wraith_form = TRUE;
268                 }
269                 break;
270
271         case GF_CAUSE_4:
272                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
273                 {
274                         dam = 0;
275                         ignore_wraith_form = TRUE;
276                 }
277                 break;
278         }
279
280         if (p_ptr->wraith_form && !ignore_wraith_form)
281         {
282                 dam /= 2;
283                 if (!dam) dam = 1;
284         }
285
286         if (dam > *max) *max = dam;
287 }
288
289 /*!
290 * @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。 /
291 * Calculate spell damages
292 * @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
293 * @param typ 効果属性のID
294 * @param m_idx 魔法を行使するモンスターのID
295 * @param max 算出した最大ダメージを返すポインタ
296 * @return なし
297 */
298 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
299 {
300         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
301         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
302         spell_damcalc(m_ptr, typ, dam, max);
303 }
304
305 /*!
306  * @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 /
307  * Calculate blow damages
308  * @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
309  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
310  * @return 算出された最大ダメージを返す。
311  */
312 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
313 {
314         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
315         int  dummy_max = 0;
316         bool check_wraith_form = TRUE;
317
318         if (blow_ptr->method != RBM_EXPLODE)
319         {
320                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
321
322                 switch (blow_ptr->effect)
323                 {
324                 case RBE_SUPERHURT:
325                 {
326                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
327                         dam = MAX(dam, tmp_dam * 2);
328                         break;
329                 }
330
331                 case RBE_HURT:
332                 case RBE_SHATTER:
333                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
334                         break;
335
336                 case RBE_ACID:
337                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
338                         dam = dummy_max;
339                         check_wraith_form = FALSE;
340                         break;
341
342                 case RBE_ELEC:
343                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
344                         dam = dummy_max;
345                         check_wraith_form = FALSE;
346                         break;
347
348                 case RBE_FIRE:
349                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
350                         dam = dummy_max;
351                         check_wraith_form = FALSE;
352                         break;
353
354                 case RBE_COLD:
355                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
356                         dam = dummy_max;
357                         check_wraith_form = FALSE;
358                         break;
359
360                 case RBE_DR_MANA:
361                         dam = 0;
362                         check_wraith_form = FALSE;
363                         break;
364                 }
365
366                 if (check_wraith_form && p_ptr->wraith_form)
367                 {
368                         dam /= 2;
369                         if (!dam) dam = 1;
370                 }
371         }
372         else
373         {
374                 dam = (dam + 1) / 2;
375                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
376                 dam = dummy_max;
377         }
378
379         return dam;
380 }
381
382 /*!
383  * @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 /
384  * Examine the grid (xx,yy) and warn the player if there are any danger
385  * @param xx 危険性を調査するマスのX座標
386  * @param yy 危険性を調査するマスのY座標
387  * @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。
388  */
389 bool process_warning(POSITION xx, POSITION yy)
390 {
391         POSITION mx, my;
392         grid_type *g_ptr;
393         GAME_TEXT o_name[MAX_NLEN];
394
395 #define WARNING_AWARE_RANGE 12
396         int dam_max = 0;
397         static int old_damage = 0;
398
399         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
400         {
401                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
402                 {
403                         int dam_max0 = 0;
404                         monster_type *m_ptr;
405                         monster_race *r_ptr;
406
407                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
408
409                         g_ptr = &current_floor_ptr->grid_array[my][mx];
410
411                         if (!g_ptr->m_idx) continue;
412
413                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
414
415                         if (MON_CSLEEP(m_ptr)) continue;
416                         if (!is_hostile(m_ptr)) continue;
417
418                         r_ptr = &r_info[m_ptr->r_idx];
419
420                         /* Monster spells (only powerful ones)*/
421                         if (projectable(my, mx, yy, xx))
422                         {
423                                 BIT_FLAGS f4 = r_ptr->flags4;
424                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
425                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
426
427                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
428                                 {
429                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
430                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
431                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
432                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
433                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
434                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
435                                 }
436                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
437                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
438                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
439                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
440                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
459                         }
460
461                         /* Monster melee attacks */
462                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
463                         {
464                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
465                                 {
466                                         int m;
467                                         int dam_melee = 0;
468                                         for (m = 0; m < 4; m++)
469                                         {
470                                                 /* Skip non-attacks */
471                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
472
473                                                 /* Extract the attack info */
474                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
475                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
476                                         }
477                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
478                                 }
479                         }
480
481                         /* Contribution from this monster */
482                         dam_max += dam_max0;
483                 }
484         }
485
486         /* Prevent excessive warning */
487         if (dam_max > old_damage)
488         {
489                 old_damage = dam_max * 3 / 2;
490
491                 if (dam_max > p_ptr->chp / 2)
492                 {
493                         object_type *o_ptr = choose_warning_item();
494
495                         if (o_ptr)
496                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
497                         else
498                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
499                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
500
501                         disturb(FALSE, TRUE);
502                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
503                 }
504         }
505         else old_damage = old_damage / 2;
506
507         g_ptr = &current_floor_ptr->grid_array[yy][xx];
508         if (((!easy_disarm && is_trap(g_ptr->feat))
509                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
510         {
511                 object_type *o_ptr = choose_warning_item();
512
513                 if (o_ptr)
514                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
515                 else
516                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
517                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
518                 disturb(FALSE, TRUE);
519                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
520         }
521
522         return TRUE;
523 }
524