5 #include "player-move.h"
9 #include "player-status.h"
11 #include "monster-spell.h"
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
20 object_type *choose_warning_item(void)
23 int choices[INVEN_TOTAL - INVEN_RARM];
26 /* Paranoia -- Player has no warning ability */
27 if (!p_ptr->warning) return NULL;
29 /* Search Inventory */
30 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
32 BIT_FLAGS flgs[TR_FLAG_SIZE];
33 object_type *o_ptr = &inventory[i];
35 object_flags(o_ptr, flgs);
36 if (have_flag(flgs, TR_WARNING))
43 /* Choice one of them */
44 return number ? &inventory[choices[randint0(number)]] : NULL;
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
53 * @param max 算出した最大ダメージを返すポインタ
56 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
58 monster_race *r_ptr = &r_info[m_ptr->r_idx];
59 int rlev = r_ptr->level;
60 bool ignore_wraith_form = FALSE;
62 /* Vulnerability, resistance and immunity */
66 if (p_ptr->immune_elec)
69 ignore_wraith_form = TRUE;
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;
83 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
84 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
88 if (p_ptr->immune_acid)
91 ignore_wraith_form = TRUE;
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;
104 if (p_ptr->immune_cold)
107 ignore_wraith_form = TRUE;
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;
119 if (p_ptr->immune_fire)
122 ignore_wraith_form = TRUE;
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;
135 ignore_wraith_form = TRUE;
140 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
141 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
144 ignore_wraith_form = TRUE;
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;
154 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
155 * "dam *= 2;" for later "dam /= 2"
157 if (p_ptr->wraith_form) dam *= 2;
161 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
164 ignore_wraith_form = TRUE;
166 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
170 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
174 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
178 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
182 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
186 if (prace_is_(RACE_SPECTRE))
189 ignore_wraith_form = TRUE;
191 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
195 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
199 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
203 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
207 if (p_ptr->levitation) dam = (dam * 2) / 3;
211 if (p_ptr->resist_shard) dam /= 2;
215 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
216 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
220 if (p_ptr->mimic_form)
222 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
225 ignore_wraith_form = TRUE;
230 switch (p_ptr->prace)
239 ignore_wraith_form = TRUE;
246 if (p_ptr->align > 10) dam /= 2;
247 else if (p_ptr->align < -10) dam *= 2;
251 if (p_ptr->align > 10) dam *= 2;
256 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
259 ignore_wraith_form = TRUE;
267 if (100 + rlev / 2 <= p_ptr->skill_sav)
270 ignore_wraith_form = TRUE;
275 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
278 ignore_wraith_form = TRUE;
283 if (p_ptr->wraith_form && !ignore_wraith_form)
289 if (dam > *max) *max = dam;
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
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
301 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
303 monster_type *m_ptr = ¤t_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);
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。
315 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
317 int dam = blow_ptr->d_dice * blow_ptr->d_side;
319 bool check_wraith_form = TRUE;
321 if (blow_ptr->method != RBM_EXPLODE)
323 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
325 switch (blow_ptr->effect)
329 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
330 dam = MAX(dam, tmp_dam * 2);
336 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
340 spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
342 check_wraith_form = FALSE;
346 spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
348 check_wraith_form = FALSE;
352 spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
354 check_wraith_form = FALSE;
358 spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
360 check_wraith_form = FALSE;
365 check_wraith_form = FALSE;
369 if (check_wraith_form && p_ptr->wraith_form)
378 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
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。
392 bool process_warning(POSITION xx, POSITION yy)
396 GAME_TEXT o_name[MAX_NLEN];
398 #define WARNING_AWARE_RANGE 12
400 static int old_damage = 0;
402 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
404 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
410 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
412 g_ptr = ¤t_floor_ptr->grid_array[my][mx];
414 if (!g_ptr->m_idx) continue;
416 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
418 if (MON_CSLEEP(m_ptr)) continue;
419 if (!is_hostile(m_ptr)) continue;
421 r_ptr = &r_info[m_ptr->r_idx];
423 /* Monster spells (only powerful ones)*/
424 if (projectable(my, mx, yy, xx))
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;
430 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
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);
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);
464 /* Monster melee attacks */
465 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
467 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
471 for (m = 0; m < 4; m++)
473 /* Skip non-attacks */
474 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
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;
480 if (dam_melee > dam_max0) dam_max0 = dam_melee;
484 /* Contribution from this monster */
489 /* Prevent excessive warning */
490 if (dam_max > old_damage)
492 old_damage = dam_max * 3 / 2;
494 if (dam_max > p_ptr->chp / 2)
496 object_type *o_ptr = choose_warning_item();
499 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
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);
504 disturb(FALSE, TRUE);
505 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
508 else old_damage = old_damage / 2;
510 g_ptr = ¤t_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))
514 object_type *o_ptr = choose_warning_item();
517 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
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? "));