<ClCompile Include="..\..\src\util.c" />\r
<ClCompile Include="..\..\src\variable.c" />\r
<ClCompile Include="..\..\src\view-mainwindow.c" />\r
+ <ClCompile Include="..\..\src\warning.c" />\r
<ClCompile Include="..\..\src\wild.c" />\r
<ClCompile Include="..\..\src\wizard1.c" />\r
<ClCompile Include="..\..\src\wizard2.c" />\r
<ClInclude Include="..\..\src\term.h" />\r
<ClInclude Include="..\..\src\trap.h" />\r
<ClInclude Include="..\..\src\types.h" />\r
+ <ClInclude Include="..\..\src\warning.h" />\r
<ClInclude Include="..\..\src\wild.h" />\r
<ClInclude Include="..\..\src\world.h" />\r
<ClInclude Include="..\..\src\z-config.h" />\r
sort.c sort.h \
store.h store.c tables.c trap.c trap.h types.h util.c \
variable.c wild.h wild.c wizard1.c wizard2.c \
- world.c world.h \
+ warning.c warning.h world.c world.h \
\
view-mainwindow.c\
\
extern void combine_pack(void);
extern void reorder_pack(void);
extern void display_koff(KIND_OBJECT_IDX k_idx);
-extern object_type *choose_warning_item(void);
-extern bool process_warning(POSITION xx, POSITION yy);
extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
extern void torch_lost_fuel(object_type *o_ptr);
#include "grid.h"
#include "player-move.h"
#include "wild.h"
+#include "warning.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
}
}
-/*!
- * @brief 警告を放つアイテムを選択する /
- * Choose one of items that have warning flag
- * Calculate spell damages
- * @return 警告を行う
- */
-object_type *choose_warning_item(void)
-{
- int i;
- int choices[INVEN_TOTAL - INVEN_RARM];
- int number = 0;
-
- /* Paranoia -- Player has no warning ability */
- if (!p_ptr->warning) return NULL;
-
- /* Search Inventory */
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_type *o_ptr = &inventory[i];
-
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_WARNING))
- {
- choices[number] = i;
- number++;
- }
- }
-
- /* Choice one of them */
- return number ? &inventory[choices[randint0(number)]] : NULL;
-}
-
-/*!
- * @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 /
- * Calculate spell damages
- * @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
- * @param typ 効果属性のID
- * @param dam 基本ダメージ
- * @param max 算出した最大ダメージを返すポインタ
- * @return なし
- */
-static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = r_ptr->level;
- bool ignore_wraith_form = FALSE;
-
- /* Vulnerability, resistance and immunity */
- switch (typ)
- {
- case GF_ELEC:
- if (p_ptr->immune_elec)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else
- {
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (prace_is_(RACE_ANDROID)) dam += dam / 3;
- if (p_ptr->resist_elec) dam = (dam + 2) / 3;
- if (IS_OPPOSE_ELEC())
- dam = (dam + 2) / 3;
- }
- break;
-
- case GF_POIS:
- if (p_ptr->resist_pois) dam = (dam + 2) / 3;
- if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
- break;
-
- case GF_ACID:
- if (p_ptr->immune_acid)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else
- {
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (p_ptr->resist_acid) dam = (dam + 2) / 3;
- if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
- }
- break;
-
- case GF_COLD:
- case GF_ICE:
- if (p_ptr->immune_cold)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else
- {
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (p_ptr->resist_cold) dam = (dam + 2) / 3;
- if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
- }
- break;
-
- case GF_FIRE:
- if (p_ptr->immune_fire)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else
- {
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (prace_is_(RACE_ENT)) dam += dam / 3;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (p_ptr->resist_fire) dam = (dam + 2) / 3;
- if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
- }
- break;
-
- case GF_PSY_SPEAR:
- ignore_wraith_form = TRUE;
- break;
-
- case GF_ARROW:
- if (!p_ptr->blind &&
- ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
- (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- break;
-
- case GF_LITE:
- if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
- if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
- else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
-
- /*
- * Cannot use "ignore_wraith_form" strictly (for "random one damage")
- * "dam *= 2;" for later "dam /= 2"
- */
- if (p_ptr->wraith_form) dam *= 2;
- break;
-
- case GF_DARK:
- if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
- break;
-
- case GF_SHARDS:
- if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
- break;
-
- case GF_SOUND:
- if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
- break;
-
- case GF_CONFUSION:
- if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
- break;
-
- case GF_CHAOS:
- if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
- break;
-
- case GF_NETHER:
- if (prace_is_(RACE_SPECTRE))
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
- break;
-
- case GF_DISENCHANT:
- if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
- break;
-
- case GF_NEXUS:
- if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
- break;
-
- case GF_TIME:
- if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
- break;
-
- case GF_GRAVITY:
- if (p_ptr->levitation) dam = (dam * 2) / 3;
- break;
-
- case GF_ROCKET:
- if (p_ptr->resist_shard) dam /= 2;
- break;
-
- case GF_NUKE:
- if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
- if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
- break;
-
- case GF_DEATH_RAY:
- if (p_ptr->mimic_form)
- {
- if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- }
- else
- {
- switch (p_ptr->prace)
- {
- case RACE_GOLEM:
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_VAMPIRE:
- case RACE_DEMON:
- case RACE_SPECTRE:
- dam = 0;
- ignore_wraith_form = TRUE;
- break;
- }
- }
- break;
-
- case GF_HOLY_FIRE:
- if (p_ptr->align > 10) dam /= 2;
- else if (p_ptr->align < -10) dam *= 2;
- break;
-
- case GF_HELL_FIRE:
- if (p_ptr->align > 10) dam *= 2;
- break;
-
- case GF_MIND_BLAST:
- case GF_BRAIN_SMASH:
- if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- break;
-
- case GF_CAUSE_1:
- case GF_CAUSE_2:
- case GF_CAUSE_3:
- case GF_HAND_DOOM:
- if (100 + rlev / 2 <= p_ptr->skill_sav)
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- break;
-
- case GF_CAUSE_4:
- if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
- {
- dam = 0;
- ignore_wraith_form = TRUE;
- }
- break;
- }
-
- if (p_ptr->wraith_form && !ignore_wraith_form)
- {
- dam /= 2;
- if (!dam) dam = 1;
- }
-
- if (dam > *max) *max = dam;
-}
-
-/*!
-* @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。 /
-* Calculate spell damages
-* @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
-* @param typ 効果属性のID
-* @param m_idx 魔法を行使するモンスターのID
-* @param max 算出した最大ダメージを返すポインタ
-* @return なし
-*/
-void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
-{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
- spell_damcalc(m_ptr, typ, dam, max);
-}
-
-/*!
- * @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 /
- * Calculate blow damages
- * @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
- * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
- * @return 算出された最大ダメージを返す。
- */
-static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
-{
- int dam = blow_ptr->d_dice * blow_ptr->d_side;
- int dummy_max = 0;
- bool check_wraith_form = TRUE;
-
- if (blow_ptr->method != RBM_EXPLODE)
- {
- ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
-
- switch (blow_ptr->effect)
- {
- case RBE_SUPERHURT:
- {
- int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
- dam = MAX(dam, tmp_dam * 2);
- break;
- }
-
- case RBE_HURT:
- case RBE_SHATTER:
- dam -= (dam * ((ac < 150) ? ac : 150) / 250);
- break;
-
- case RBE_ACID:
- spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
-
- case RBE_ELEC:
- spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
-
- case RBE_FIRE:
- spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
-
- case RBE_COLD:
- spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
-
- case RBE_DR_MANA:
- dam = 0;
- check_wraith_form = FALSE;
- break;
- }
-
- if (check_wraith_form && p_ptr->wraith_form)
- {
- dam /= 2;
- if (!dam) dam = 1;
- }
- }
- else
- {
- dam = (dam + 1) / 2;
- spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
- dam = dummy_max;
- }
-
- return dam;
-}
-
-/*!
- * @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 /
- * Examine the grid (xx,yy) and warn the player if there are any danger
- * @param xx 危険性を調査するマスのX座標
- * @param yy 危険性を調査するマスのY座標
- * @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。
- */
-bool process_warning(POSITION xx, POSITION yy)
-{
- POSITION mx, my;
- grid_type *g_ptr;
- GAME_TEXT o_name[MAX_NLEN];
-
-#define WARNING_AWARE_RANGE 12
- int dam_max = 0;
- static int old_damage = 0;
-
- for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
- {
- for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
- {
- int dam_max0 = 0;
- monster_type *m_ptr;
- monster_race *r_ptr;
-
- if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
-
- g_ptr = ¤t_floor_ptr->grid_array[my][mx];
-
- if (!g_ptr->m_idx) continue;
-
- m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
-
- if (MON_CSLEEP(m_ptr)) continue;
- if (!is_hostile(m_ptr)) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- /* Monster spells (only powerful ones)*/
- if (projectable(my, mx, yy, xx))
- {
- BIT_FLAGS f4 = r_ptr->flags4;
- BIT_FLAGS f5 = r_ptr->a_ability_flags1;
- BIT_FLAGS f6 = r_ptr->a_ability_flags2;
-
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
- {
- if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
- if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
- if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
- }
- if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
- }
-
- /* Monster melee attacks */
- if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
- {
- if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
- {
- int m;
- int dam_melee = 0;
- for (m = 0; m < 4; m++)
- {
- /* Skip non-attacks */
- if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
-
- /* Extract the attack info */
- dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
- if (r_ptr->blow[m].method == RBM_EXPLODE) break;
- }
- if (dam_melee > dam_max0) dam_max0 = dam_melee;
- }
- }
-
- /* Contribution from this monster */
- dam_max += dam_max0;
- }
- }
-
- /* Prevent excessive warning */
- if (dam_max > old_damage)
- {
- old_damage = dam_max * 3 / 2;
-
- if (dam_max > p_ptr->chp / 2)
- {
- object_type *o_ptr = choose_warning_item();
-
- if (o_ptr)
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- else
- strcpy(o_name, _("体", "body")); /* Warning ability without item */
- msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
-
- disturb(FALSE, TRUE);
- return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
- }
- }
- else old_damage = old_damage / 2;
-
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
- if (((!easy_disarm && is_trap(g_ptr->feat))
- || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
- {
- object_type *o_ptr = choose_warning_item();
-
- if (o_ptr)
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- else
- strcpy(o_name, _("体", "body")); /* Warning ability without item */
- msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
- disturb(FALSE, TRUE);
- return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
- }
-
- return TRUE;
-}
-
/*!
* @brief 投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。
#include "player-status.h"
#include "spells-floor.h"
#include "feature.h"
+#include "warning.h"
--- /dev/null
+
+
+#include "angband.h"
+#include "artifact.h"
+#include "player-move.h"
+#include "feature.h"
+#include "warning.h"
+
+/*!
+ * @brief 警告を放つアイテムを選択する /
+ * Choose one of items that have warning flag
+ * Calculate spell damages
+ * @return 警告を行う
+ */
+object_type *choose_warning_item(void)
+{
+ int i;
+ int choices[INVEN_TOTAL - INVEN_RARM];
+ int number = 0;
+
+ /* Paranoia -- Player has no warning ability */
+ if (!p_ptr->warning) return NULL;
+
+ /* Search Inventory */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_type *o_ptr = &inventory[i];
+
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_WARNING))
+ {
+ choices[number] = i;
+ number++;
+ }
+ }
+
+ /* Choice one of them */
+ return number ? &inventory[choices[randint0(number)]] : NULL;
+}
+
+/*!
+ * @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 /
+ * Calculate spell damages
+ * @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
+ * @param typ 効果属性のID
+ * @param dam 基本ダメージ
+ * @param max 算出した最大ダメージを返すポインタ
+ * @return なし
+ */
+static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = r_ptr->level;
+ bool ignore_wraith_form = FALSE;
+
+ /* Vulnerability, resistance and immunity */
+ switch (typ)
+ {
+ case GF_ELEC:
+ if (p_ptr->immune_elec)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (prace_is_(RACE_ANDROID)) dam += dam / 3;
+ if (p_ptr->resist_elec) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_ELEC())
+ dam = (dam + 2) / 3;
+ }
+ break;
+
+ case GF_POIS:
+ if (p_ptr->resist_pois) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
+ break;
+
+ case GF_ACID:
+ if (p_ptr->immune_acid)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
+ }
+ break;
+
+ case GF_COLD:
+ case GF_ICE:
+ if (p_ptr->immune_cold)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_cold) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
+ }
+ break;
+
+ case GF_FIRE:
+ if (p_ptr->immune_fire)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (prace_is_(RACE_ENT)) dam += dam / 3;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_fire) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
+ }
+ break;
+
+ case GF_PSY_SPEAR:
+ ignore_wraith_form = TRUE;
+ break;
+
+ case GF_ARROW:
+ if (!p_ptr->blind &&
+ ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
+ (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+
+ case GF_LITE:
+ if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
+ else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
+
+ /*
+ * Cannot use "ignore_wraith_form" strictly (for "random one damage")
+ * "dam *= 2;" for later "dam /= 2"
+ */
+ if (p_ptr->wraith_form) dam *= 2;
+ break;
+
+ case GF_DARK:
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ break;
+
+ case GF_SHARDS:
+ if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_SOUND:
+ if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ break;
+
+ case GF_CONFUSION:
+ if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ break;
+
+ case GF_CHAOS:
+ if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_NETHER:
+ if (prace_is_(RACE_SPECTRE))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_DISENCHANT:
+ if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_NEXUS:
+ if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_TIME:
+ if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ break;
+
+ case GF_GRAVITY:
+ if (p_ptr->levitation) dam = (dam * 2) / 3;
+ break;
+
+ case GF_ROCKET:
+ if (p_ptr->resist_shard) dam /= 2;
+ break;
+
+ case GF_NUKE:
+ if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
+ if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
+ break;
+
+ case GF_DEATH_RAY:
+ if (p_ptr->mimic_form)
+ {
+ if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ }
+ else
+ {
+ switch (p_ptr->prace)
+ {
+ case RACE_GOLEM:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_VAMPIRE:
+ case RACE_DEMON:
+ case RACE_SPECTRE:
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ break;
+ }
+ }
+ break;
+
+ case GF_HOLY_FIRE:
+ if (p_ptr->align > 10) dam /= 2;
+ else if (p_ptr->align < -10) dam *= 2;
+ break;
+
+ case GF_HELL_FIRE:
+ if (p_ptr->align > 10) dam *= 2;
+ break;
+
+ case GF_MIND_BLAST:
+ case GF_BRAIN_SMASH:
+ if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+
+ case GF_CAUSE_1:
+ case GF_CAUSE_2:
+ case GF_CAUSE_3:
+ case GF_HAND_DOOM:
+ if (100 + rlev / 2 <= p_ptr->skill_sav)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+
+ case GF_CAUSE_4:
+ if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+ }
+
+ if (p_ptr->wraith_form && !ignore_wraith_form)
+ {
+ dam /= 2;
+ if (!dam) dam = 1;
+ }
+
+ if (dam > *max) *max = dam;
+}
+
+/*!
+* @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。 /
+* Calculate spell damages
+* @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
+* @param typ 効果属性のID
+* @param m_idx 魔法を行使するモンスターのID
+* @param max 算出した最大ダメージを返すポインタ
+* @return なし
+*/
+void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
+{
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
+ spell_damcalc(m_ptr, typ, dam, max);
+}
+
+/*!
+ * @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 /
+ * Calculate blow damages
+ * @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
+ * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
+ * @return 算出された最大ダメージを返す。
+ */
+static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
+{
+ int dam = blow_ptr->d_dice * blow_ptr->d_side;
+ int dummy_max = 0;
+ bool check_wraith_form = TRUE;
+
+ if (blow_ptr->method != RBM_EXPLODE)
+ {
+ ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
+
+ switch (blow_ptr->effect)
+ {
+ case RBE_SUPERHURT:
+ {
+ int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
+ dam = MAX(dam, tmp_dam * 2);
+ break;
+ }
+
+ case RBE_HURT:
+ case RBE_SHATTER:
+ dam -= (dam * ((ac < 150) ? ac : 150) / 250);
+ break;
+
+ case RBE_ACID:
+ spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_ELEC:
+ spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_FIRE:
+ spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_COLD:
+ spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_DR_MANA:
+ dam = 0;
+ check_wraith_form = FALSE;
+ break;
+ }
+
+ if (check_wraith_form && p_ptr->wraith_form)
+ {
+ dam /= 2;
+ if (!dam) dam = 1;
+ }
+ }
+ else
+ {
+ dam = (dam + 1) / 2;
+ spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
+ dam = dummy_max;
+ }
+
+ return dam;
+}
+
+/*!
+ * @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 /
+ * Examine the grid (xx,yy) and warn the player if there are any danger
+ * @param xx 危険性を調査するマスのX座標
+ * @param yy 危険性を調査するマスのY座標
+ * @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。
+ */
+bool process_warning(POSITION xx, POSITION yy)
+{
+ POSITION mx, my;
+ grid_type *g_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+
+#define WARNING_AWARE_RANGE 12
+ int dam_max = 0;
+ static int old_damage = 0;
+
+ for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
+ {
+ for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
+ {
+ int dam_max0 = 0;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+
+ if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
+
+ g_ptr = ¤t_floor_ptr->grid_array[my][mx];
+
+ if (!g_ptr->m_idx) continue;
+
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+
+ if (MON_CSLEEP(m_ptr)) continue;
+ if (!is_hostile(m_ptr)) continue;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Monster spells (only powerful ones)*/
+ if (projectable(my, mx, yy, xx))
+ {
+ BIT_FLAGS f4 = r_ptr->flags4;
+ BIT_FLAGS f5 = r_ptr->a_ability_flags1;
+ BIT_FLAGS f6 = r_ptr->a_ability_flags2;
+
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
+ {
+ if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
+ if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
+ if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
+ }
+ if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
+ }
+
+ /* Monster melee attacks */
+ if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
+ {
+ if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
+ {
+ int m;
+ int dam_melee = 0;
+ for (m = 0; m < 4; m++)
+ {
+ /* Skip non-attacks */
+ if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
+
+ /* Extract the attack info */
+ dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
+ if (r_ptr->blow[m].method == RBM_EXPLODE) break;
+ }
+ if (dam_melee > dam_max0) dam_max0 = dam_melee;
+ }
+ }
+
+ /* Contribution from this monster */
+ dam_max += dam_max0;
+ }
+ }
+
+ /* Prevent excessive warning */
+ if (dam_max > old_damage)
+ {
+ old_damage = dam_max * 3 / 2;
+
+ if (dam_max > p_ptr->chp / 2)
+ {
+ object_type *o_ptr = choose_warning_item();
+
+ if (o_ptr)
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ else
+ strcpy(o_name, _("体", "body")); /* Warning ability without item */
+ msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
+
+ disturb(FALSE, TRUE);
+ return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
+ }
+ }
+ else old_damage = old_damage / 2;
+
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+ if (((!easy_disarm && is_trap(g_ptr->feat))
+ || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
+ {
+ object_type *o_ptr = choose_warning_item();
+
+ if (o_ptr)
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ else
+ strcpy(o_name, _("体", "body")); /* Warning ability without item */
+ msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
+ disturb(FALSE, TRUE);
+ return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
+ }
+
+ return TRUE;
+}
+
--- /dev/null
+#pragma once
+
+extern object_type *choose_warning_item(void);
+extern bool process_warning(POSITION xx, POSITION yy);