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[Refactor] #37353 dungeon.c/h を追加。
[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
18 /*!
19  * @brief 警告を放つアイテムを選択する /
20  * Choose one of items that have warning flag
21  * Calculate spell damages
22  * @return 警告を行う
23  */
24 object_type *choose_warning_item(void)
25 {
26         int i;
27         int choices[INVEN_TOTAL - INVEN_RARM];
28         int number = 0;
29
30         /* Paranoia -- Player has no warning ability */
31         if (!p_ptr->warning) return NULL;
32
33         /* Search Inventory */
34         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
35         {
36                 BIT_FLAGS flgs[TR_FLAG_SIZE];
37                 object_type *o_ptr = &inventory[i];
38
39                 object_flags(o_ptr, flgs);
40                 if (have_flag(flgs, TR_WARNING))
41                 {
42                         choices[number] = i;
43                         number++;
44                 }
45         }
46
47         /* Choice one of them */
48         return number ? &inventory[choices[randint0(number)]] : NULL;
49 }
50
51 /*!
52  * @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 /
53  * Calculate spell damages
54  * @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
55  * @param typ 効果属性のID
56  * @param dam 基本ダメージ
57  * @param max 算出した最大ダメージを返すポインタ
58  * @return なし
59  */
60 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
61 {
62         monster_race *r_ptr = &r_info[m_ptr->r_idx];
63         int          rlev = r_ptr->level;
64         bool         ignore_wraith_form = FALSE;
65
66         /* Vulnerability, resistance and immunity */
67         switch (typ)
68         {
69         case GF_ELEC:
70                 if (p_ptr->immune_elec)
71                 {
72                         dam = 0;
73                         ignore_wraith_form = TRUE;
74                 }
75                 else
76                 {
77                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
78                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
79                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
80                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
81                         if (IS_OPPOSE_ELEC())
82                                 dam = (dam + 2) / 3;
83                 }
84                 break;
85
86         case GF_POIS:
87                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
88                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
89                 break;
90
91         case GF_ACID:
92                 if (p_ptr->immune_acid)
93                 {
94                         dam = 0;
95                         ignore_wraith_form = TRUE;
96                 }
97                 else
98                 {
99                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
100                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
101                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
102                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
103                 }
104                 break;
105
106         case GF_COLD:
107         case GF_ICE:
108                 if (p_ptr->immune_cold)
109                 {
110                         dam = 0;
111                         ignore_wraith_form = TRUE;
112                 }
113                 else
114                 {
115                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
116                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
117                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
118                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
119                 }
120                 break;
121
122         case GF_FIRE:
123                 if (p_ptr->immune_fire)
124                 {
125                         dam = 0;
126                         ignore_wraith_form = TRUE;
127                 }
128                 else
129                 {
130                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
131                         if (prace_is_(RACE_ENT)) dam += dam / 3;
132                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
133                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
134                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
135                 }
136                 break;
137
138         case GF_PSY_SPEAR:
139                 ignore_wraith_form = TRUE;
140                 break;
141
142         case GF_ARROW:
143                 if (!p_ptr->blind &&
144                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
145                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
146                 {
147                         dam = 0;
148                         ignore_wraith_form = TRUE;
149                 }
150                 break;
151
152         case GF_LITE:
153                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
154                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
155                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
156
157                 /*
158                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
159                  * "dam *= 2;" for later "dam /= 2"
160                  */
161                 if (p_ptr->wraith_form) dam *= 2;
162                 break;
163
164         case GF_DARK:
165                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
166                 {
167                         dam = 0;
168                         ignore_wraith_form = TRUE;
169                 }
170                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
171                 break;
172
173         case GF_SHARDS:
174                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
175                 break;
176
177         case GF_SOUND:
178                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
179                 break;
180
181         case GF_CONFUSION:
182                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
183                 break;
184
185         case GF_CHAOS:
186                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
187                 break;
188
189         case GF_NETHER:
190                 if (prace_is_(RACE_SPECTRE))
191                 {
192                         dam = 0;
193                         ignore_wraith_form = TRUE;
194                 }
195                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
196                 break;
197
198         case GF_DISENCHANT:
199                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
200                 break;
201
202         case GF_NEXUS:
203                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
204                 break;
205
206         case GF_TIME:
207                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
208                 break;
209
210         case GF_GRAVITY:
211                 if (p_ptr->levitation) dam = (dam * 2) / 3;
212                 break;
213
214         case GF_ROCKET:
215                 if (p_ptr->resist_shard) dam /= 2;
216                 break;
217
218         case GF_NUKE:
219                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
220                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
221                 break;
222
223         case GF_DEATH_RAY:
224                 if (p_ptr->mimic_form)
225                 {
226                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
227                         {
228                                 dam = 0;
229                                 ignore_wraith_form = TRUE;
230                         }
231                 }
232                 else
233                 {
234                         switch (p_ptr->prace)
235                         {
236                         case RACE_GOLEM:
237                         case RACE_SKELETON:
238                         case RACE_ZOMBIE:
239                         case RACE_VAMPIRE:
240                         case RACE_DEMON:
241                         case RACE_SPECTRE:
242                                 dam = 0;
243                                 ignore_wraith_form = TRUE;
244                                 break;
245                         }
246                 }
247                 break;
248
249         case GF_HOLY_FIRE:
250                 if (p_ptr->align > 10) dam /= 2;
251                 else if (p_ptr->align < -10) dam *= 2;
252                 break;
253
254         case GF_HELL_FIRE:
255                 if (p_ptr->align > 10) dam *= 2;
256                 break;
257
258         case GF_MIND_BLAST:
259         case GF_BRAIN_SMASH:
260                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
261                 {
262                         dam = 0;
263                         ignore_wraith_form = TRUE;
264                 }
265                 break;
266
267         case GF_CAUSE_1:
268         case GF_CAUSE_2:
269         case GF_CAUSE_3:
270         case GF_HAND_DOOM:
271                 if (100 + rlev / 2 <= p_ptr->skill_sav)
272                 {
273                         dam = 0;
274                         ignore_wraith_form = TRUE;
275                 }
276                 break;
277
278         case GF_CAUSE_4:
279                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
280                 {
281                         dam = 0;
282                         ignore_wraith_form = TRUE;
283                 }
284                 break;
285         }
286
287         if (p_ptr->wraith_form && !ignore_wraith_form)
288         {
289                 dam /= 2;
290                 if (!dam) dam = 1;
291         }
292
293         if (dam > *max) *max = dam;
294 }
295
296 /*!
297 * @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。 /
298 * Calculate spell damages
299 * @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
300 * @param typ 効果属性のID
301 * @param m_idx 魔法を行使するモンスターのID
302 * @param max 算出した最大ダメージを返すポインタ
303 * @return なし
304 */
305 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
306 {
307         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
308         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
309         spell_damcalc(m_ptr, typ, dam, max);
310 }
311
312 /*!
313  * @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 /
314  * Calculate blow damages
315  * @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
316  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
317  * @return 算出された最大ダメージを返す。
318  */
319 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
320 {
321         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
322         int  dummy_max = 0;
323         bool check_wraith_form = TRUE;
324
325         if (blow_ptr->method != RBM_EXPLODE)
326         {
327                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
328
329                 switch (blow_ptr->effect)
330                 {
331                 case RBE_SUPERHURT:
332                 {
333                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
334                         dam = MAX(dam, tmp_dam * 2);
335                         break;
336                 }
337
338                 case RBE_HURT:
339                 case RBE_SHATTER:
340                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
341                         break;
342
343                 case RBE_ACID:
344                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
345                         dam = dummy_max;
346                         check_wraith_form = FALSE;
347                         break;
348
349                 case RBE_ELEC:
350                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
351                         dam = dummy_max;
352                         check_wraith_form = FALSE;
353                         break;
354
355                 case RBE_FIRE:
356                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
357                         dam = dummy_max;
358                         check_wraith_form = FALSE;
359                         break;
360
361                 case RBE_COLD:
362                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
363                         dam = dummy_max;
364                         check_wraith_form = FALSE;
365                         break;
366
367                 case RBE_DR_MANA:
368                         dam = 0;
369                         check_wraith_form = FALSE;
370                         break;
371                 }
372
373                 if (check_wraith_form && p_ptr->wraith_form)
374                 {
375                         dam /= 2;
376                         if (!dam) dam = 1;
377                 }
378         }
379         else
380         {
381                 dam = (dam + 1) / 2;
382                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
383                 dam = dummy_max;
384         }
385
386         return dam;
387 }
388
389 /*!
390  * @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 /
391  * Examine the grid (xx,yy) and warn the player if there are any danger
392  * @param xx 危険性を調査するマスのX座標
393  * @param yy 危険性を調査するマスのY座標
394  * @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。
395  */
396 bool process_warning(POSITION xx, POSITION yy)
397 {
398         POSITION mx, my;
399         grid_type *g_ptr;
400         GAME_TEXT o_name[MAX_NLEN];
401
402 #define WARNING_AWARE_RANGE 12
403         int dam_max = 0;
404         static int old_damage = 0;
405
406         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
407         {
408                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
409                 {
410                         int dam_max0 = 0;
411                         monster_type *m_ptr;
412                         monster_race *r_ptr;
413
414                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
415
416                         g_ptr = &current_floor_ptr->grid_array[my][mx];
417
418                         if (!g_ptr->m_idx) continue;
419
420                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
421
422                         if (MON_CSLEEP(m_ptr)) continue;
423                         if (!is_hostile(m_ptr)) continue;
424
425                         r_ptr = &r_info[m_ptr->r_idx];
426
427                         /* Monster spells (only powerful ones)*/
428                         if (projectable(my, mx, yy, xx))
429                         {
430                                 BIT_FLAGS f4 = r_ptr->flags4;
431                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
432                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
433
434                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
435                                 {
436                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
437                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
438                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
439                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
440                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
441                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
442                                 }
443                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
463                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
464                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
465                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
466                         }
467
468                         /* Monster melee attacks */
469                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
470                         {
471                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
472                                 {
473                                         int m;
474                                         int dam_melee = 0;
475                                         for (m = 0; m < 4; m++)
476                                         {
477                                                 /* Skip non-attacks */
478                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
479
480                                                 /* Extract the attack info */
481                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
482                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
483                                         }
484                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
485                                 }
486                         }
487
488                         /* Contribution from this monster */
489                         dam_max += dam_max0;
490                 }
491         }
492
493         /* Prevent excessive warning */
494         if (dam_max > old_damage)
495         {
496                 old_damage = dam_max * 3 / 2;
497
498                 if (dam_max > p_ptr->chp / 2)
499                 {
500                         object_type *o_ptr = choose_warning_item();
501
502                         if (o_ptr)
503                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
504                         else
505                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
506                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
507
508                         disturb(FALSE, TRUE);
509                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
510                 }
511         }
512         else old_damage = old_damage / 2;
513
514         g_ptr = &current_floor_ptr->grid_array[yy][xx];
515         if (((!easy_disarm && is_trap(g_ptr->feat))
516                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
517         {
518                 object_type *o_ptr = choose_warning_item();
519
520                 if (o_ptr)
521                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
522                 else
523                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
524                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
525                 disturb(FALSE, TRUE);
526                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
527         }
528
529         return TRUE;
530 }
531