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[Refactor] #37353 GF_* と gf_color を整理。
[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 "floor.h"
8 #include "warning.h"
9 #include "player-status.h"
10 #include "monster.h"
11 #include "monster-spell.h"
12 #include "spells.h"
13
14 /*!
15  * @brief 警告を放つアイテムを選択する /
16  * Choose one of items that have warning flag
17  * Calculate spell damages
18  * @return 警告を行う
19  */
20 object_type *choose_warning_item(void)
21 {
22         int i;
23         int choices[INVEN_TOTAL - INVEN_RARM];
24         int number = 0;
25
26         /* Paranoia -- Player has no warning ability */
27         if (!p_ptr->warning) return NULL;
28
29         /* Search Inventory */
30         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
31         {
32                 BIT_FLAGS flgs[TR_FLAG_SIZE];
33                 object_type *o_ptr = &inventory[i];
34
35                 object_flags(o_ptr, flgs);
36                 if (have_flag(flgs, TR_WARNING))
37                 {
38                         choices[number] = i;
39                         number++;
40                 }
41         }
42
43         /* Choice one of them */
44         return number ? &inventory[choices[randint0(number)]] : NULL;
45 }
46
47 /*!
48  * @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 /
49  * Calculate spell damages
50  * @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
51  * @param typ 効果属性のID
52  * @param dam 基本ダメージ
53  * @param max 算出した最大ダメージを返すポインタ
54  * @return なし
55  */
56 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
57 {
58         monster_race *r_ptr = &r_info[m_ptr->r_idx];
59         int          rlev = r_ptr->level;
60         bool         ignore_wraith_form = FALSE;
61
62         /* Vulnerability, resistance and immunity */
63         switch (typ)
64         {
65         case GF_ELEC:
66                 if (p_ptr->immune_elec)
67                 {
68                         dam = 0;
69                         ignore_wraith_form = TRUE;
70                 }
71                 else
72                 {
73                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
74                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
75                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
76                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
77                         if (IS_OPPOSE_ELEC())
78                                 dam = (dam + 2) / 3;
79                 }
80                 break;
81
82         case GF_POIS:
83                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
84                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
85                 break;
86
87         case GF_ACID:
88                 if (p_ptr->immune_acid)
89                 {
90                         dam = 0;
91                         ignore_wraith_form = TRUE;
92                 }
93                 else
94                 {
95                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
96                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
97                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
98                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
99                 }
100                 break;
101
102         case GF_COLD:
103         case GF_ICE:
104                 if (p_ptr->immune_cold)
105                 {
106                         dam = 0;
107                         ignore_wraith_form = TRUE;
108                 }
109                 else
110                 {
111                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
112                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
113                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
114                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
115                 }
116                 break;
117
118         case GF_FIRE:
119                 if (p_ptr->immune_fire)
120                 {
121                         dam = 0;
122                         ignore_wraith_form = TRUE;
123                 }
124                 else
125                 {
126                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
127                         if (prace_is_(RACE_ENT)) dam += dam / 3;
128                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
129                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
130                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
131                 }
132                 break;
133
134         case GF_PSY_SPEAR:
135                 ignore_wraith_form = TRUE;
136                 break;
137
138         case GF_ARROW:
139                 if (!p_ptr->blind &&
140                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
141                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
142                 {
143                         dam = 0;
144                         ignore_wraith_form = TRUE;
145                 }
146                 break;
147
148         case GF_LITE:
149                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
150                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
151                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
152
153                 /*
154                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
155                  * "dam *= 2;" for later "dam /= 2"
156                  */
157                 if (p_ptr->wraith_form) dam *= 2;
158                 break;
159
160         case GF_DARK:
161                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
162                 {
163                         dam = 0;
164                         ignore_wraith_form = TRUE;
165                 }
166                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
167                 break;
168
169         case GF_SHARDS:
170                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
171                 break;
172
173         case GF_SOUND:
174                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
175                 break;
176
177         case GF_CONFUSION:
178                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
179                 break;
180
181         case GF_CHAOS:
182                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
183                 break;
184
185         case GF_NETHER:
186                 if (prace_is_(RACE_SPECTRE))
187                 {
188                         dam = 0;
189                         ignore_wraith_form = TRUE;
190                 }
191                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
192                 break;
193
194         case GF_DISENCHANT:
195                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
196                 break;
197
198         case GF_NEXUS:
199                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
200                 break;
201
202         case GF_TIME:
203                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
204                 break;
205
206         case GF_GRAVITY:
207                 if (p_ptr->levitation) dam = (dam * 2) / 3;
208                 break;
209
210         case GF_ROCKET:
211                 if (p_ptr->resist_shard) dam /= 2;
212                 break;
213
214         case GF_NUKE:
215                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
216                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
217                 break;
218
219         case GF_DEATH_RAY:
220                 if (p_ptr->mimic_form)
221                 {
222                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
223                         {
224                                 dam = 0;
225                                 ignore_wraith_form = TRUE;
226                         }
227                 }
228                 else
229                 {
230                         switch (p_ptr->prace)
231                         {
232                         case RACE_GOLEM:
233                         case RACE_SKELETON:
234                         case RACE_ZOMBIE:
235                         case RACE_VAMPIRE:
236                         case RACE_DEMON:
237                         case RACE_SPECTRE:
238                                 dam = 0;
239                                 ignore_wraith_form = TRUE;
240                                 break;
241                         }
242                 }
243                 break;
244
245         case GF_HOLY_FIRE:
246                 if (p_ptr->align > 10) dam /= 2;
247                 else if (p_ptr->align < -10) dam *= 2;
248                 break;
249
250         case GF_HELL_FIRE:
251                 if (p_ptr->align > 10) dam *= 2;
252                 break;
253
254         case GF_MIND_BLAST:
255         case GF_BRAIN_SMASH:
256                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
257                 {
258                         dam = 0;
259                         ignore_wraith_form = TRUE;
260                 }
261                 break;
262
263         case GF_CAUSE_1:
264         case GF_CAUSE_2:
265         case GF_CAUSE_3:
266         case GF_HAND_DOOM:
267                 if (100 + rlev / 2 <= p_ptr->skill_sav)
268                 {
269                         dam = 0;
270                         ignore_wraith_form = TRUE;
271                 }
272                 break;
273
274         case GF_CAUSE_4:
275                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
276                 {
277                         dam = 0;
278                         ignore_wraith_form = TRUE;
279                 }
280                 break;
281         }
282
283         if (p_ptr->wraith_form && !ignore_wraith_form)
284         {
285                 dam /= 2;
286                 if (!dam) dam = 1;
287         }
288
289         if (dam > *max) *max = dam;
290 }
291
292 /*!
293 * @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。 /
294 * Calculate spell damages
295 * @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
296 * @param typ 効果属性のID
297 * @param m_idx 魔法を行使するモンスターのID
298 * @param max 算出した最大ダメージを返すポインタ
299 * @return なし
300 */
301 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
302 {
303         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
304         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
305         spell_damcalc(m_ptr, typ, dam, max);
306 }
307
308 /*!
309  * @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 /
310  * Calculate blow damages
311  * @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
312  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
313  * @return 算出された最大ダメージを返す。
314  */
315 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
316 {
317         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
318         int  dummy_max = 0;
319         bool check_wraith_form = TRUE;
320
321         if (blow_ptr->method != RBM_EXPLODE)
322         {
323                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
324
325                 switch (blow_ptr->effect)
326                 {
327                 case RBE_SUPERHURT:
328                 {
329                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
330                         dam = MAX(dam, tmp_dam * 2);
331                         break;
332                 }
333
334                 case RBE_HURT:
335                 case RBE_SHATTER:
336                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
337                         break;
338
339                 case RBE_ACID:
340                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
341                         dam = dummy_max;
342                         check_wraith_form = FALSE;
343                         break;
344
345                 case RBE_ELEC:
346                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
347                         dam = dummy_max;
348                         check_wraith_form = FALSE;
349                         break;
350
351                 case RBE_FIRE:
352                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
353                         dam = dummy_max;
354                         check_wraith_form = FALSE;
355                         break;
356
357                 case RBE_COLD:
358                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
359                         dam = dummy_max;
360                         check_wraith_form = FALSE;
361                         break;
362
363                 case RBE_DR_MANA:
364                         dam = 0;
365                         check_wraith_form = FALSE;
366                         break;
367                 }
368
369                 if (check_wraith_form && p_ptr->wraith_form)
370                 {
371                         dam /= 2;
372                         if (!dam) dam = 1;
373                 }
374         }
375         else
376         {
377                 dam = (dam + 1) / 2;
378                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
379                 dam = dummy_max;
380         }
381
382         return dam;
383 }
384
385 /*!
386  * @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 /
387  * Examine the grid (xx,yy) and warn the player if there are any danger
388  * @param xx 危険性を調査するマスのX座標
389  * @param yy 危険性を調査するマスのY座標
390  * @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。
391  */
392 bool process_warning(POSITION xx, POSITION yy)
393 {
394         POSITION mx, my;
395         grid_type *g_ptr;
396         GAME_TEXT o_name[MAX_NLEN];
397
398 #define WARNING_AWARE_RANGE 12
399         int dam_max = 0;
400         static int old_damage = 0;
401
402         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
403         {
404                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
405                 {
406                         int dam_max0 = 0;
407                         monster_type *m_ptr;
408                         monster_race *r_ptr;
409
410                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
411
412                         g_ptr = &current_floor_ptr->grid_array[my][mx];
413
414                         if (!g_ptr->m_idx) continue;
415
416                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
417
418                         if (MON_CSLEEP(m_ptr)) continue;
419                         if (!is_hostile(m_ptr)) continue;
420
421                         r_ptr = &r_info[m_ptr->r_idx];
422
423                         /* Monster spells (only powerful ones)*/
424                         if (projectable(my, mx, yy, xx))
425                         {
426                                 BIT_FLAGS f4 = r_ptr->flags4;
427                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
428                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
429
430                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
431                                 {
432                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
433                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
434                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
435                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
436                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
437                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
438                                 }
439                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
440                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
462                         }
463
464                         /* Monster melee attacks */
465                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
466                         {
467                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
468                                 {
469                                         int m;
470                                         int dam_melee = 0;
471                                         for (m = 0; m < 4; m++)
472                                         {
473                                                 /* Skip non-attacks */
474                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
475
476                                                 /* Extract the attack info */
477                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
478                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
479                                         }
480                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
481                                 }
482                         }
483
484                         /* Contribution from this monster */
485                         dam_max += dam_max0;
486                 }
487         }
488
489         /* Prevent excessive warning */
490         if (dam_max > old_damage)
491         {
492                 old_damage = dam_max * 3 / 2;
493
494                 if (dam_max > p_ptr->chp / 2)
495                 {
496                         object_type *o_ptr = choose_warning_item();
497
498                         if (o_ptr)
499                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
500                         else
501                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
502                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
503
504                         disturb(FALSE, TRUE);
505                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
506                 }
507         }
508         else old_damage = old_damage / 2;
509
510         g_ptr = &current_floor_ptr->grid_array[yy][xx];
511         if (((!easy_disarm && is_trap(g_ptr->feat))
512                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
513         {
514                 object_type *o_ptr = choose_warning_item();
515
516                 if (o_ptr)
517                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
518                 else
519                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
520                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
521                 disturb(FALSE, TRUE);
522                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
523         }
524
525         return TRUE;
526 }
527