1 #include "grid/trap.h"
2 #include "cmd-io/cmd-dump.h"
3 #include "cmd-io/cmd-save.h"
4 #include "core/disturbance.h"
5 #include "dungeon/dungeon.h"
6 #include "dungeon/quest.h"
7 #include "effect/effect-characteristics.h"
8 #include "effect/effect-processor.h"
9 #include "floor/cave.h"
10 #include "floor/floor-mode-changer.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/special-options.h"
13 #include "grid/feature.h"
14 #include "grid/grid.h"
15 #include "info-reader/feature-reader.h"
16 #include "io/files-util.h"
17 #include "io/write-diary.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "mind/mind-mirror-master.h"
21 #include "monster-floor/monster-summon.h"
22 #include "monster-floor/place-monster-types.h"
23 #include "monster/monster-util.h"
24 #include "player/eldritch-horror.h"
25 #include "player/player-class.h"
26 #include "player/player-damage.h"
27 #include "player/player-personalities-types.h"
28 #include "player/player-status.h"
29 #include "spell-kind/spells-launcher.h"
30 #include "spell-kind/spells-random.h"
31 #include "spell-kind/spells-sight.h"
32 #include "spell-kind/spells-teleport.h"
33 #include "spell/spell-types.h"
34 #include "spell/summon-types.h"
35 #include "status/bad-status-setter.h"
36 #include "status/base-status.h"
37 #include "status/element-resistance.h"
38 #include "system/floor-type-definition.h"
39 #include "target/projection-path-calculator.h"
40 #include "util/bit-flags-calculator.h"
41 #include "view/display-messages.h"
42 #include "world/world.h"
44 static s16b normal_traps[MAX_NORMAL_TRAPS];
50 * Each chest has a certain set of traps, determined by pval
51 * Each chest has a "pval" from 1 to the chest level (max 55)
52 * If the "pval" is negative then the trap has been disarmed
53 * The "pval" of a chest determines the quality of its treasure
54 * Note that disarming a trap on a chest also removes the lock.
57 const int chest_traps[64] = {
63 (CHEST_LOSE_CON), /* 5 == best small wooden */
71 (CHEST_LOSE_STR | CHEST_LOSE_CON),
72 (CHEST_LOSE_STR | CHEST_LOSE_CON),
73 (CHEST_SUMMON), /* 15 == best large wooden */
78 (CHEST_LOSE_STR | CHEST_LOSE_CON),
83 (CHEST_EXPLODE), /* 25 == best small iron */
86 (CHEST_POISON | CHEST_LOSE_CON),
87 (CHEST_LOSE_STR | CHEST_LOSE_CON),
88 (CHEST_EXPLODE | CHEST_SUMMON),
90 (CHEST_POISON | CHEST_SUMMON),
91 (CHEST_E_SUMMON | CHEST_ALARM),
93 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
95 (CHEST_SUMMON | CHEST_ALARM),
97 (CHEST_EXPLODE | CHEST_SUMMON),
98 (CHEST_EXPLODE | CHEST_SUMMON),
99 (CHEST_POISON | CHEST_PARALYZE),
102 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
103 (CHEST_H_SUMMON), /* 45 == best small steel */
105 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
107 (CHEST_RUNES_OF_EVIL),
108 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
109 (CHEST_BIRD_STORM | CHEST_ALARM),
110 (CHEST_H_SUMMON | CHEST_ALARM),
111 (CHEST_RUNES_OF_EVIL),
112 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
113 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
114 (CHEST_EXPLODE | CHEST_SUMMON),
115 (CHEST_EXPLODE | CHEST_SUMMON),
116 (CHEST_EXPLODE | CHEST_SUMMON),
117 (CHEST_EXPLODE | CHEST_SUMMON),
118 (CHEST_EXPLODE | CHEST_SUMMON),
119 (CHEST_EXPLODE | CHEST_SUMMON),
120 (CHEST_EXPLODE | CHEST_SUMMON),
121 (CHEST_EXPLODE | CHEST_SUMMON),
125 * @brief タグに従って、基本トラップテーブルを初期化する / Initialize arrays for normal traps
128 void init_normal_traps(void)
132 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
133 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
134 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
135 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
136 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
137 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
138 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
139 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
140 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
141 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
142 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
143 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
144 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
145 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
146 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
147 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
148 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
149 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
153 * @brief 基本トラップをランダムに選択する /
155 * @return 選択したトラップのID
157 * This routine should be redone to reflect trap "level".\n
158 * That is, it does not make sense to have spiked pits at 50 feet.\n
159 * Actually, it is not this routine, but the "trap instantiation"\n
160 * code, which should also check for "trap doors" on quest levels.\n
162 FEAT_IDX choose_random_trap(player_type *trapped_ptr)
167 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
169 /* Hack -- pick a trap */
170 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
172 /* Accept non-trapdoors */
173 if (!has_flag(f_info[feat].flags, FF_MORE))
176 /* Hack -- no trap doors on special levels */
177 if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level))
180 /* Hack -- no trap doors on the deepest level */
181 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth)
191 * @brief マスに存在する隠しトラップを公開する /
192 * Disclose an invisible trap
194 * @param y 秘匿したいマスのY座標
195 * @param x 秘匿したいマスのX座標
198 void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
200 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
202 if (cave_has_flag_grid(g_ptr, FF_SECRET)) {
203 /* No longer hidden */
204 cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
205 } else if (g_ptr->mimic) {
206 /* No longer hidden */
209 note_spot(trapped_ptr, y, x);
210 lite_spot(trapped_ptr, y, x);
215 * @brief マスをトラップを配置する /
216 * The location must be a legal, naked, floor grid.
217 * @param y 配置したいマスのY座標
218 * @param x 配置したいマスのX座標
220 * Note that all traps start out as "invisible" and "untyped", and then\n
221 * when they are "discovered" (by detecting them or setting them off),\n
222 * the trap is "instantiated" as a visible, "typed", trap.\n
224 void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
226 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
227 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
229 /* Paranoia -- verify location */
230 if (!in_bounds(floor_ptr, y, x))
233 /* Require empty, clean, floor grid */
234 if (!cave_clean_bold(floor_ptr, y, x))
237 /* Place an invisible trap */
238 g_ptr->mimic = g_ptr->feat;
239 g_ptr->feat = choose_random_trap(trapped_ptr);
243 * @brief プレイヤーへのトラップ命中判定 /
244 * Determine if a trap affects the player.
245 * @param power 基本回避難度
246 * @return トラップが命中した場合TRUEを返す。
248 * Always miss 5% of the time, Always hit 5% of the time.
249 * Otherwise, match trap power against player armor.
251 static int check_hit_from_monster_to_player(player_type *target_ptr, int power)
256 /* Percentile dice */
259 /* Hack -- 5% hit, 5% miss */
263 if (target_ptr->pseikaku == PERSONALITY_LAZY)
267 /* Paranoia -- No power */
272 ac = target_ptr->ac + target_ptr->to_a;
274 /* Power competes against Armor */
275 if (randint1(power) > ((ac * 3) / 4))
283 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
284 * @param trap_feat_type トラップの種別ID
287 static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
290 concptr trap_name = "";
291 concptr spike_name = "";
293 switch (trap_feat_type) {
295 trap_name = _("落とし穴", "a pit trap");
297 case TRAP_SPIKED_PIT:
298 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
299 spike_name = _("スパイク", "spikes");
301 case TRAP_POISON_PIT:
302 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
303 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
309 if (trapped_ptr->levitation) {
310 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
314 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
319 /* Extra spike damage */
320 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) && one_in_(2)) {
321 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
324 (void)set_cut(trapped_ptr, trapped_ptr->cut + randint1(dam));
326 if (trap_feat_type == TRAP_POISON_PIT) {
327 if (trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr)) {
328 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
331 (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
336 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, trap_name, -1);
340 * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
341 * @return ダーツが命中した場合TRUEを返す
343 static bool hit_trap_dart(player_type *target_ptr)
347 if (check_hit_from_monster_to_player(target_ptr, 125)) {
348 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
349 take_hit(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
350 if (!check_multishadow(target_ptr))
353 msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
360 * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
361 * @param stat 低下する能力値ID
364 static void hit_trap_lose_stat(player_type *target_ptr, int stat)
366 if (hit_trap_dart(target_ptr)) {
367 do_dec_stat(target_ptr, stat);
372 * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
375 static void hit_trap_slow(player_type *target_ptr)
377 if (hit_trap_dart(target_ptr)) {
378 set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
383 * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
384 * @param trap_message メッセージの補完文字列
385 * @param resist 状態異常に抵抗する判定が出たならTRUE
386 * @param set_status 状態異常を指定する関数ポインタ
387 * @param turn_aux 状態異常の追加ターン量
390 static void hit_trap_set_abnormal_status_p(player_type *trapped_ptr, concptr trap_message, bool resist, bool (*set_status)(player_type *, IDX), IDX turn_aux)
392 msg_print(trap_message);
394 set_status(trapped_ptr, turn_aux);
399 * todo cmd-save.h への依存あり。コールバックで何とかしたい
400 * @brief プレイヤーへのトラップ作動処理メインルーチン /
401 * Handle player hitting a real trap
402 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
405 void hit_trap(player_type *trapped_ptr, bool break_trap)
408 POSITION x = trapped_ptr->x, y = trapped_ptr->y;
409 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
410 feature_type *f_ptr = &f_info[g_ptr->feat];
411 int trap_feat_type = has_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
412 concptr name = _("トラップ", "a trap");
414 disturb(trapped_ptr, FALSE, TRUE);
416 cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
419 switch (trap_feat_type) {
420 case TRAP_TRAPDOOR: {
421 if (trapped_ptr->levitation) {
422 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
424 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
425 if (is_echizen(trapped_ptr))
426 msg_print(_("くっそ~!", ""));
427 else if ((trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN))
428 msg_print(_("ジュラル星人の仕業に違いない!", ""));
432 name = _("落とし戸", "a trap door");
434 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name, -1);
436 /* Still alive and autosave enabled */
437 if (autosave_l && (trapped_ptr->chp >= 0))
438 do_cmd_save_game(trapped_ptr, TRUE);
440 exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
441 prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
442 trapped_ptr->leaving = TRUE;
448 case TRAP_SPIKED_PIT:
449 case TRAP_POISON_PIT: {
450 hit_trap_pit(trapped_ptr, trap_feat_type);
454 case TRAP_TY_CURSE: {
455 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
456 num = 2 + randint1(3);
457 for (i = 0; i < num; i++) {
458 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
461 if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
463 bool stop_ty = FALSE;
467 stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
468 } while (one_in_(6));
473 case TRAP_TELEPORT: {
474 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
475 teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
480 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
482 (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
487 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
489 (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
494 hit_trap_slow(trapped_ptr);
498 case TRAP_LOSE_STR: {
499 hit_trap_lose_stat(trapped_ptr, A_STR);
503 case TRAP_LOSE_DEX: {
504 hit_trap_lose_stat(trapped_ptr, A_DEX);
508 case TRAP_LOSE_CON: {
509 hit_trap_lose_stat(trapped_ptr, A_CON);
514 hit_trap_set_abnormal_status_p(trapped_ptr, _("黒いガスに包み込まれた!", "A black gas surrounds you!"), (bool)trapped_ptr->resist_blind, set_blind,
515 trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
520 hit_trap_set_abnormal_status_p(trapped_ptr, _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
521 (trapped_ptr->resist_conf != 0),
522 set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
527 hit_trap_set_abnormal_status_p(trapped_ptr, _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
528 trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr), set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
533 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
534 if (!trapped_ptr->free_act) {
535 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
537 if (ironman_nightmare) {
538 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
540 /* Have some nightmares */
541 sanity_blast(trapped_ptr, NULL, FALSE);
543 (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
549 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
550 /* Make some new traps */
551 project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
557 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
559 aggravate_monsters(trapped_ptr, 0);
565 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
566 (void)project(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
567 (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
568 (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
569 aggravate_monsters(trapped_ptr, 0);
574 case TRAP_ARMAGEDDON: {
575 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
576 int evil_idx = 0, good_idx = 0;
579 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
581 /* Summon Demons and Angels */
582 for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
583 num = levs[MIN(lev / 10, 9)];
584 for (i = 0; i < num; i++) {
585 POSITION x1 = rand_spread(x, 7);
586 POSITION y1 = rand_spread(y, 5);
588 if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1))
591 /* Require line of projection */
592 if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1))
595 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
596 evil_idx = hack_m_idx_ii;
598 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
599 good_idx = hack_m_idx_ii;
602 /* Let them fight each other */
603 if (evil_idx && good_idx) {
604 monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
605 monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
606 evil_ptr->target_y = good_ptr->fy;
607 evil_ptr->target_x = good_ptr->fx;
608 good_ptr->target_y = evil_ptr->fy;
609 good_ptr->target_x = evil_ptr->fx;
618 msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
620 /* Water fills room */
621 fire_ball_hide(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
623 /* Summon Piranhas */
624 num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
625 for (i = 0; i < num; i++) {
626 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
632 if (break_trap && is_trap(trapped_ptr, g_ptr->feat)) {
633 cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
634 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));