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[Fix] #37285 ティボルトのUNIQUE属性付加忘れを修正。
[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
10 /*!
11  * @brief 警告を放つアイテムを選択する /
12  * Choose one of items that have warning flag
13  * Calculate spell damages
14  * @return 警告を行う
15  */
16 object_type *choose_warning_item(void)
17 {
18         int i;
19         int choices[INVEN_TOTAL - INVEN_RARM];
20         int number = 0;
21
22         /* Paranoia -- Player has no warning ability */
23         if (!p_ptr->warning) return NULL;
24
25         /* Search Inventory */
26         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
27         {
28                 BIT_FLAGS flgs[TR_FLAG_SIZE];
29                 object_type *o_ptr = &inventory[i];
30
31                 object_flags(o_ptr, flgs);
32                 if (have_flag(flgs, TR_WARNING))
33                 {
34                         choices[number] = i;
35                         number++;
36                 }
37         }
38
39         /* Choice one of them */
40         return number ? &inventory[choices[randint0(number)]] : NULL;
41 }
42
43 /*!
44  * @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 /
45  * Calculate spell damages
46  * @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
47  * @param typ 効果属性のID
48  * @param dam 基本ダメージ
49  * @param max 算出した最大ダメージを返すポインタ
50  * @return なし
51  */
52 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
53 {
54         monster_race *r_ptr = &r_info[m_ptr->r_idx];
55         int          rlev = r_ptr->level;
56         bool         ignore_wraith_form = FALSE;
57
58         /* Vulnerability, resistance and immunity */
59         switch (typ)
60         {
61         case GF_ELEC:
62                 if (p_ptr->immune_elec)
63                 {
64                         dam = 0;
65                         ignore_wraith_form = TRUE;
66                 }
67                 else
68                 {
69                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
70                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
71                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
72                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
73                         if (IS_OPPOSE_ELEC())
74                                 dam = (dam + 2) / 3;
75                 }
76                 break;
77
78         case GF_POIS:
79                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
80                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
81                 break;
82
83         case GF_ACID:
84                 if (p_ptr->immune_acid)
85                 {
86                         dam = 0;
87                         ignore_wraith_form = TRUE;
88                 }
89                 else
90                 {
91                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
92                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
93                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
94                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
95                 }
96                 break;
97
98         case GF_COLD:
99         case GF_ICE:
100                 if (p_ptr->immune_cold)
101                 {
102                         dam = 0;
103                         ignore_wraith_form = TRUE;
104                 }
105                 else
106                 {
107                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
108                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
109                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
110                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
111                 }
112                 break;
113
114         case GF_FIRE:
115                 if (p_ptr->immune_fire)
116                 {
117                         dam = 0;
118                         ignore_wraith_form = TRUE;
119                 }
120                 else
121                 {
122                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
123                         if (prace_is_(RACE_ENT)) dam += dam / 3;
124                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
125                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
126                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
127                 }
128                 break;
129
130         case GF_PSY_SPEAR:
131                 ignore_wraith_form = TRUE;
132                 break;
133
134         case GF_ARROW:
135                 if (!p_ptr->blind &&
136                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
137                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
138                 {
139                         dam = 0;
140                         ignore_wraith_form = TRUE;
141                 }
142                 break;
143
144         case GF_LITE:
145                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
146                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
147                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
148
149                 /*
150                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
151                  * "dam *= 2;" for later "dam /= 2"
152                  */
153                 if (p_ptr->wraith_form) dam *= 2;
154                 break;
155
156         case GF_DARK:
157                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
158                 {
159                         dam = 0;
160                         ignore_wraith_form = TRUE;
161                 }
162                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
163                 break;
164
165         case GF_SHARDS:
166                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
167                 break;
168
169         case GF_SOUND:
170                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
171                 break;
172
173         case GF_CONFUSION:
174                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
175                 break;
176
177         case GF_CHAOS:
178                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
179                 break;
180
181         case GF_NETHER:
182                 if (prace_is_(RACE_SPECTRE))
183                 {
184                         dam = 0;
185                         ignore_wraith_form = TRUE;
186                 }
187                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
188                 break;
189
190         case GF_DISENCHANT:
191                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
192                 break;
193
194         case GF_NEXUS:
195                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
196                 break;
197
198         case GF_TIME:
199                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
200                 break;
201
202         case GF_GRAVITY:
203                 if (p_ptr->levitation) dam = (dam * 2) / 3;
204                 break;
205
206         case GF_ROCKET:
207                 if (p_ptr->resist_shard) dam /= 2;
208                 break;
209
210         case GF_NUKE:
211                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
212                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
213                 break;
214
215         case GF_DEATH_RAY:
216                 if (p_ptr->mimic_form)
217                 {
218                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
219                         {
220                                 dam = 0;
221                                 ignore_wraith_form = TRUE;
222                         }
223                 }
224                 else
225                 {
226                         switch (p_ptr->prace)
227                         {
228                         case RACE_GOLEM:
229                         case RACE_SKELETON:
230                         case RACE_ZOMBIE:
231                         case RACE_VAMPIRE:
232                         case RACE_DEMON:
233                         case RACE_SPECTRE:
234                                 dam = 0;
235                                 ignore_wraith_form = TRUE;
236                                 break;
237                         }
238                 }
239                 break;
240
241         case GF_HOLY_FIRE:
242                 if (p_ptr->align > 10) dam /= 2;
243                 else if (p_ptr->align < -10) dam *= 2;
244                 break;
245
246         case GF_HELL_FIRE:
247                 if (p_ptr->align > 10) dam *= 2;
248                 break;
249
250         case GF_MIND_BLAST:
251         case GF_BRAIN_SMASH:
252                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
253                 {
254                         dam = 0;
255                         ignore_wraith_form = TRUE;
256                 }
257                 break;
258
259         case GF_CAUSE_1:
260         case GF_CAUSE_2:
261         case GF_CAUSE_3:
262         case GF_HAND_DOOM:
263                 if (100 + rlev / 2 <= p_ptr->skill_sav)
264                 {
265                         dam = 0;
266                         ignore_wraith_form = TRUE;
267                 }
268                 break;
269
270         case GF_CAUSE_4:
271                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
272                 {
273                         dam = 0;
274                         ignore_wraith_form = TRUE;
275                 }
276                 break;
277         }
278
279         if (p_ptr->wraith_form && !ignore_wraith_form)
280         {
281                 dam /= 2;
282                 if (!dam) dam = 1;
283         }
284
285         if (dam > *max) *max = dam;
286 }
287
288 /*!
289 * @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。 /
290 * Calculate spell damages
291 * @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
292 * @param typ 効果属性のID
293 * @param m_idx 魔法を行使するモンスターのID
294 * @param max 算出した最大ダメージを返すポインタ
295 * @return なし
296 */
297 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
298 {
299         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
300         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
301         spell_damcalc(m_ptr, typ, dam, max);
302 }
303
304 /*!
305  * @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 /
306  * Calculate blow damages
307  * @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
308  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
309  * @return 算出された最大ダメージを返す。
310  */
311 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
312 {
313         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
314         int  dummy_max = 0;
315         bool check_wraith_form = TRUE;
316
317         if (blow_ptr->method != RBM_EXPLODE)
318         {
319                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
320
321                 switch (blow_ptr->effect)
322                 {
323                 case RBE_SUPERHURT:
324                 {
325                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
326                         dam = MAX(dam, tmp_dam * 2);
327                         break;
328                 }
329
330                 case RBE_HURT:
331                 case RBE_SHATTER:
332                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
333                         break;
334
335                 case RBE_ACID:
336                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
337                         dam = dummy_max;
338                         check_wraith_form = FALSE;
339                         break;
340
341                 case RBE_ELEC:
342                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
343                         dam = dummy_max;
344                         check_wraith_form = FALSE;
345                         break;
346
347                 case RBE_FIRE:
348                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
349                         dam = dummy_max;
350                         check_wraith_form = FALSE;
351                         break;
352
353                 case RBE_COLD:
354                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
355                         dam = dummy_max;
356                         check_wraith_form = FALSE;
357                         break;
358
359                 case RBE_DR_MANA:
360                         dam = 0;
361                         check_wraith_form = FALSE;
362                         break;
363                 }
364
365                 if (check_wraith_form && p_ptr->wraith_form)
366                 {
367                         dam /= 2;
368                         if (!dam) dam = 1;
369                 }
370         }
371         else
372         {
373                 dam = (dam + 1) / 2;
374                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
375                 dam = dummy_max;
376         }
377
378         return dam;
379 }
380
381 /*!
382  * @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 /
383  * Examine the grid (xx,yy) and warn the player if there are any danger
384  * @param xx 危険性を調査するマスのX座標
385  * @param yy 危険性を調査するマスのY座標
386  * @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。
387  */
388 bool process_warning(POSITION xx, POSITION yy)
389 {
390         POSITION mx, my;
391         grid_type *g_ptr;
392         GAME_TEXT o_name[MAX_NLEN];
393
394 #define WARNING_AWARE_RANGE 12
395         int dam_max = 0;
396         static int old_damage = 0;
397
398         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
399         {
400                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
401                 {
402                         int dam_max0 = 0;
403                         monster_type *m_ptr;
404                         monster_race *r_ptr;
405
406                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
407
408                         g_ptr = &current_floor_ptr->grid_array[my][mx];
409
410                         if (!g_ptr->m_idx) continue;
411
412                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
413
414                         if (MON_CSLEEP(m_ptr)) continue;
415                         if (!is_hostile(m_ptr)) continue;
416
417                         r_ptr = &r_info[m_ptr->r_idx];
418
419                         /* Monster spells (only powerful ones)*/
420                         if (projectable(my, mx, yy, xx))
421                         {
422                                 BIT_FLAGS f4 = r_ptr->flags4;
423                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
424                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
425
426                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
427                                 {
428                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
429                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
430                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
431                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
432                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
433                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
434                                 }
435                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
436                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
437                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
438                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
439                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
440                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
458                         }
459
460                         /* Monster melee attacks */
461                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
462                         {
463                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
464                                 {
465                                         int m;
466                                         int dam_melee = 0;
467                                         for (m = 0; m < 4; m++)
468                                         {
469                                                 /* Skip non-attacks */
470                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
471
472                                                 /* Extract the attack info */
473                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
474                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
475                                         }
476                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
477                                 }
478                         }
479
480                         /* Contribution from this monster */
481                         dam_max += dam_max0;
482                 }
483         }
484
485         /* Prevent excessive warning */
486         if (dam_max > old_damage)
487         {
488                 old_damage = dam_max * 3 / 2;
489
490                 if (dam_max > p_ptr->chp / 2)
491                 {
492                         object_type *o_ptr = choose_warning_item();
493
494                         if (o_ptr)
495                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
496                         else
497                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
498                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
499
500                         disturb(FALSE, TRUE);
501                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
502                 }
503         }
504         else old_damage = old_damage / 2;
505
506         g_ptr = &current_floor_ptr->grid_array[yy][xx];
507         if (((!easy_disarm && is_trap(g_ptr->feat))
508                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
509         {
510                 object_type *o_ptr = choose_warning_item();
511
512                 if (o_ptr)
513                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
514                 else
515                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
516                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
517                 disturb(FALSE, TRUE);
518                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
519         }
520
521         return TRUE;
522 }
523