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[Refactor] #37353 flavor.c を object-flavor.c/h に変更して #pragma once を他ファイルに適用。(LNK4042の...
[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 #include "object-flavor.h"
14
15 /*!
16  * @brief 警告を放つアイテムを選択する /
17  * Choose one of items that have warning flag
18  * Calculate spell damages
19  * @return 警告を行う
20  */
21 object_type *choose_warning_item(void)
22 {
23         int i;
24         int choices[INVEN_TOTAL - INVEN_RARM];
25         int number = 0;
26
27         /* Paranoia -- Player has no warning ability */
28         if (!p_ptr->warning) return NULL;
29
30         /* Search Inventory */
31         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
32         {
33                 BIT_FLAGS flgs[TR_FLAG_SIZE];
34                 object_type *o_ptr = &inventory[i];
35
36                 object_flags(o_ptr, flgs);
37                 if (have_flag(flgs, TR_WARNING))
38                 {
39                         choices[number] = i;
40                         number++;
41                 }
42         }
43
44         /* Choice one of them */
45         return number ? &inventory[choices[randint0(number)]] : NULL;
46 }
47
48 /*!
49  * @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 /
50  * Calculate spell damages
51  * @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
52  * @param typ 効果属性のID
53  * @param dam 基本ダメージ
54  * @param max 算出した最大ダメージを返すポインタ
55  * @return なし
56  */
57 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
58 {
59         monster_race *r_ptr = &r_info[m_ptr->r_idx];
60         int          rlev = r_ptr->level;
61         bool         ignore_wraith_form = FALSE;
62
63         /* Vulnerability, resistance and immunity */
64         switch (typ)
65         {
66         case GF_ELEC:
67                 if (p_ptr->immune_elec)
68                 {
69                         dam = 0;
70                         ignore_wraith_form = TRUE;
71                 }
72                 else
73                 {
74                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
75                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
76                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
77                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
78                         if (IS_OPPOSE_ELEC())
79                                 dam = (dam + 2) / 3;
80                 }
81                 break;
82
83         case GF_POIS:
84                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
85                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
86                 break;
87
88         case GF_ACID:
89                 if (p_ptr->immune_acid)
90                 {
91                         dam = 0;
92                         ignore_wraith_form = TRUE;
93                 }
94                 else
95                 {
96                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
97                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
98                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
99                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
100                 }
101                 break;
102
103         case GF_COLD:
104         case GF_ICE:
105                 if (p_ptr->immune_cold)
106                 {
107                         dam = 0;
108                         ignore_wraith_form = TRUE;
109                 }
110                 else
111                 {
112                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
113                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
114                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
115                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
116                 }
117                 break;
118
119         case GF_FIRE:
120                 if (p_ptr->immune_fire)
121                 {
122                         dam = 0;
123                         ignore_wraith_form = TRUE;
124                 }
125                 else
126                 {
127                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
128                         if (prace_is_(RACE_ENT)) dam += dam / 3;
129                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
130                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
131                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
132                 }
133                 break;
134
135         case GF_PSY_SPEAR:
136                 ignore_wraith_form = TRUE;
137                 break;
138
139         case GF_ARROW:
140                 if (!p_ptr->blind &&
141                         ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
142                         (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
143                 {
144                         dam = 0;
145                         ignore_wraith_form = TRUE;
146                 }
147                 break;
148
149         case GF_LITE:
150                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
151                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
152                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
153
154                 /*
155                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
156                  * "dam *= 2;" for later "dam /= 2"
157                  */
158                 if (p_ptr->wraith_form) dam *= 2;
159                 break;
160
161         case GF_DARK:
162                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
163                 {
164                         dam = 0;
165                         ignore_wraith_form = TRUE;
166                 }
167                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
168                 break;
169
170         case GF_SHARDS:
171                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
172                 break;
173
174         case GF_SOUND:
175                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
176                 break;
177
178         case GF_CONFUSION:
179                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
180                 break;
181
182         case GF_CHAOS:
183                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
184                 break;
185
186         case GF_NETHER:
187                 if (prace_is_(RACE_SPECTRE))
188                 {
189                         dam = 0;
190                         ignore_wraith_form = TRUE;
191                 }
192                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
193                 break;
194
195         case GF_DISENCHANT:
196                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
197                 break;
198
199         case GF_NEXUS:
200                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
201                 break;
202
203         case GF_TIME:
204                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
205                 break;
206
207         case GF_GRAVITY:
208                 if (p_ptr->levitation) dam = (dam * 2) / 3;
209                 break;
210
211         case GF_ROCKET:
212                 if (p_ptr->resist_shard) dam /= 2;
213                 break;
214
215         case GF_NUKE:
216                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
217                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
218                 break;
219
220         case GF_DEATH_RAY:
221                 if (p_ptr->mimic_form)
222                 {
223                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
224                         {
225                                 dam = 0;
226                                 ignore_wraith_form = TRUE;
227                         }
228                 }
229                 else
230                 {
231                         switch (p_ptr->prace)
232                         {
233                         case RACE_GOLEM:
234                         case RACE_SKELETON:
235                         case RACE_ZOMBIE:
236                         case RACE_VAMPIRE:
237                         case RACE_DEMON:
238                         case RACE_SPECTRE:
239                                 dam = 0;
240                                 ignore_wraith_form = TRUE;
241                                 break;
242                         }
243                 }
244                 break;
245
246         case GF_HOLY_FIRE:
247                 if (p_ptr->align > 10) dam /= 2;
248                 else if (p_ptr->align < -10) dam *= 2;
249                 break;
250
251         case GF_HELL_FIRE:
252                 if (p_ptr->align > 10) dam *= 2;
253                 break;
254
255         case GF_MIND_BLAST:
256         case GF_BRAIN_SMASH:
257                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
258                 {
259                         dam = 0;
260                         ignore_wraith_form = TRUE;
261                 }
262                 break;
263
264         case GF_CAUSE_1:
265         case GF_CAUSE_2:
266         case GF_CAUSE_3:
267         case GF_HAND_DOOM:
268                 if (100 + rlev / 2 <= p_ptr->skill_sav)
269                 {
270                         dam = 0;
271                         ignore_wraith_form = TRUE;
272                 }
273                 break;
274
275         case GF_CAUSE_4:
276                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
277                 {
278                         dam = 0;
279                         ignore_wraith_form = TRUE;
280                 }
281                 break;
282         }
283
284         if (p_ptr->wraith_form && !ignore_wraith_form)
285         {
286                 dam /= 2;
287                 if (!dam) dam = 1;
288         }
289
290         if (dam > *max) *max = dam;
291 }
292
293 /*!
294 * @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。 /
295 * Calculate spell damages
296 * @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 typ 効果属性のID
298 * @param m_idx 魔法を行使するモンスターのID
299 * @param max 算出した最大ダメージを返すポインタ
300 * @return なし
301 */
302 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
303 {
304         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
305         HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
306         spell_damcalc(m_ptr, typ, dam, max);
307 }
308
309 /*!
310  * @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 /
311  * Calculate blow damages
312  * @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
313  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
314  * @return 算出された最大ダメージを返す。
315  */
316 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
317 {
318         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
319         int  dummy_max = 0;
320         bool check_wraith_form = TRUE;
321
322         if (blow_ptr->method != RBM_EXPLODE)
323         {
324                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
325
326                 switch (blow_ptr->effect)
327                 {
328                 case RBE_SUPERHURT:
329                 {
330                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
331                         dam = MAX(dam, tmp_dam * 2);
332                         break;
333                 }
334
335                 case RBE_HURT:
336                 case RBE_SHATTER:
337                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
338                         break;
339
340                 case RBE_ACID:
341                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
342                         dam = dummy_max;
343                         check_wraith_form = FALSE;
344                         break;
345
346                 case RBE_ELEC:
347                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
348                         dam = dummy_max;
349                         check_wraith_form = FALSE;
350                         break;
351
352                 case RBE_FIRE:
353                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
354                         dam = dummy_max;
355                         check_wraith_form = FALSE;
356                         break;
357
358                 case RBE_COLD:
359                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
360                         dam = dummy_max;
361                         check_wraith_form = FALSE;
362                         break;
363
364                 case RBE_DR_MANA:
365                         dam = 0;
366                         check_wraith_form = FALSE;
367                         break;
368                 }
369
370                 if (check_wraith_form && p_ptr->wraith_form)
371                 {
372                         dam /= 2;
373                         if (!dam) dam = 1;
374                 }
375         }
376         else
377         {
378                 dam = (dam + 1) / 2;
379                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
380                 dam = dummy_max;
381         }
382
383         return dam;
384 }
385
386 /*!
387  * @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 /
388  * Examine the grid (xx,yy) and warn the player if there are any danger
389  * @param xx 危険性を調査するマスのX座標
390  * @param yy 危険性を調査するマスのY座標
391  * @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  */
393 bool process_warning(POSITION xx, POSITION yy)
394 {
395         POSITION mx, my;
396         grid_type *g_ptr;
397         GAME_TEXT o_name[MAX_NLEN];
398
399 #define WARNING_AWARE_RANGE 12
400         int dam_max = 0;
401         static int old_damage = 0;
402
403         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
404         {
405                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
406                 {
407                         int dam_max0 = 0;
408                         monster_type *m_ptr;
409                         monster_race *r_ptr;
410
411                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
412
413                         g_ptr = &current_floor_ptr->grid_array[my][mx];
414
415                         if (!g_ptr->m_idx) continue;
416
417                         m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
418
419                         if (MON_CSLEEP(m_ptr)) continue;
420                         if (!is_hostile(m_ptr)) continue;
421
422                         r_ptr = &r_info[m_ptr->r_idx];
423
424                         /* Monster spells (only powerful ones)*/
425                         if (projectable(my, mx, yy, xx))
426                         {
427                                 BIT_FLAGS f4 = r_ptr->flags4;
428                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
429                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
430
431                                 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
432                                 {
433                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
434                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
435                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
436                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
437                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
438                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
439                                 }
440                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
441                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
442                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
443                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
444                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
445                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
446                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
447                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
448                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
449                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
450                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
451                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
452                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
453                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
454                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
455                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
456                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
457                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
458                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
459                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
460                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
461                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
462                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
463                         }
464
465                         /* Monster melee attacks */
466                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
467                         {
468                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
469                                 {
470                                         int m;
471                                         int dam_melee = 0;
472                                         for (m = 0; m < 4; m++)
473                                         {
474                                                 /* Skip non-attacks */
475                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
476
477                                                 /* Extract the attack info */
478                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
479                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
480                                         }
481                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
482                                 }
483                         }
484
485                         /* Contribution from this monster */
486                         dam_max += dam_max0;
487                 }
488         }
489
490         /* Prevent excessive warning */
491         if (dam_max > old_damage)
492         {
493                 old_damage = dam_max * 3 / 2;
494
495                 if (dam_max > p_ptr->chp / 2)
496                 {
497                         object_type *o_ptr = choose_warning_item();
498
499                         if (o_ptr)
500                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
501                         else
502                                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
503                         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
504
505                         disturb(FALSE, TRUE);
506                         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
507                 }
508         }
509         else old_damage = old_damage / 2;
510
511         g_ptr = &current_floor_ptr->grid_array[yy][xx];
512         if (((!easy_disarm && is_trap(g_ptr->feat))
513                 || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
514         {
515                 object_type *o_ptr = choose_warning_item();
516
517                 if (o_ptr)
518                         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
519                 else
520                         strcpy(o_name, _("体", "body")); /* Warning ability without item */
521                 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
522                 disturb(FALSE, TRUE);
523                 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
524         }
525
526         return TRUE;
527 }
528