1 #include "system/angband.h"
3 #include "cmd-io/cmd-dump.h"
4 #include "cmd-io/cmd-save.h"
5 #include "dungeon/dungeon.h"
6 #include "dungeon/quest.h"
7 #include "effect/effect-characteristics.h"
8 #include "floor/floor-save.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "io/files-util.h"
12 #include "io/write-diary.h"
13 #include "main/init.h"
14 #include "main/sound-definitions-table.h"
15 #include "mind/racial-mirror-master.h"
16 #include "object-enchant/artifact.h"
17 #include "player/player-class.h"
18 #include "player/player-damage.h"
19 #include "player/player-effects.h"
20 #include "player/player-move.h"
21 #include "player/player-personalities-table.h"
22 #include "player/player-status.h"
23 #include "spell/process-effect.h"
24 #include "spell/spells-launcher.h"
25 #include "spell/spells-sight.h"
26 #include "spell/spells-summon.h"
27 #include "spell/spells-teleport.h"
28 #include "spell/spells-type.h"
29 #include "spell/spells2.h"
30 #include "util/util.h"
31 #include "world/world.h"
33 static s16b normal_traps[MAX_NORMAL_TRAPS];
40 * Each chest has a certain set of traps, determined by pval
41 * Each chest has a "pval" from 1 to the chest level (max 55)
42 * If the "pval" is negative then the trap has been disarmed
43 * The "pval" of a chest determines the quality of its treasure
44 * Note that disarming a trap on a chest also removes the lock.
47 const int chest_traps[64] =
54 (CHEST_LOSE_CON), /* 5 == best small wooden */
62 (CHEST_LOSE_STR | CHEST_LOSE_CON),
63 (CHEST_LOSE_STR | CHEST_LOSE_CON),
64 (CHEST_SUMMON), /* 15 == best large wooden */
69 (CHEST_LOSE_STR | CHEST_LOSE_CON),
74 (CHEST_EXPLODE), /* 25 == best small iron */
77 (CHEST_POISON | CHEST_LOSE_CON),
78 (CHEST_LOSE_STR | CHEST_LOSE_CON),
79 (CHEST_EXPLODE | CHEST_SUMMON),
81 (CHEST_POISON | CHEST_SUMMON),
82 (CHEST_E_SUMMON | CHEST_ALARM),
84 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
86 (CHEST_SUMMON | CHEST_ALARM),
88 (CHEST_EXPLODE | CHEST_SUMMON),
89 (CHEST_EXPLODE | CHEST_SUMMON),
90 (CHEST_POISON | CHEST_PARALYZE),
93 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
94 (CHEST_H_SUMMON), /* 45 == best small steel */
96 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
98 (CHEST_RUNES_OF_EVIL),
99 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
100 (CHEST_BIRD_STORM | CHEST_ALARM),
101 (CHEST_H_SUMMON | CHEST_ALARM),
102 (CHEST_RUNES_OF_EVIL),
103 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
104 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
105 (CHEST_EXPLODE | CHEST_SUMMON),
106 (CHEST_EXPLODE | CHEST_SUMMON),
107 (CHEST_EXPLODE | CHEST_SUMMON),
108 (CHEST_EXPLODE | CHEST_SUMMON),
109 (CHEST_EXPLODE | CHEST_SUMMON),
110 (CHEST_EXPLODE | CHEST_SUMMON),
111 (CHEST_EXPLODE | CHEST_SUMMON),
112 (CHEST_EXPLODE | CHEST_SUMMON),
117 * @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
120 void init_normal_traps(void)
124 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
125 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
126 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
127 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
128 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
129 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
130 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
131 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
132 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
133 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
134 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
135 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
136 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
137 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
138 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
139 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
140 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
141 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
145 * @brief 基本トラップをランダムに選択する /
147 * @return 選択したトラップのID
149 * This routine should be redone to reflect trap "level".\n
150 * That is, it does not make sense to have spiked pits at 50 feet.\n
151 * Actually, it is not this routine, but the "trap instantiation"\n
152 * code, which should also check for "trap doors" on quest levels.\n
154 FEAT_IDX choose_random_trap(player_type *trapped_ptr)
159 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
162 /* Hack -- pick a trap */
163 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
165 /* Accept non-trapdoors */
166 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
168 /* Hack -- no trap doors on special levels */
169 if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level)) continue;
171 /* Hack -- no trap doors on the deepest level */
172 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
182 * @brief マスに存在する隠しトラップを公開する /
183 * Disclose an invisible trap
185 * @param y 秘匿したいマスのY座標
186 * @param x 秘匿したいマスのX座標
189 void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
191 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
193 if (cave_have_flag_grid(g_ptr, FF_SECRET))
195 /* No longer hidden */
196 cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
198 else if (g_ptr->mimic)
200 /* No longer hidden */
203 note_spot(trapped_ptr, y, x);
204 lite_spot(trapped_ptr, y, x);
210 * @brief マスをトラップを配置する /
211 * The location must be a legal, naked, floor grid.
212 * @param y 配置したいマスのY座標
213 * @param x 配置したいマスのX座標
215 * Note that all traps start out as "invisible" and "untyped", and then\n
216 * when they are "discovered" (by detecting them or setting them off),\n
217 * the trap is "instantiated" as a visible, "typed", trap.\n
219 void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
221 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
222 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
224 /* Paranoia -- verify location */
225 if (!in_bounds(floor_ptr, y, x)) return;
227 /* Require empty, clean, floor grid */
228 if (!cave_clean_bold(floor_ptr, y, x)) return;
230 /* Place an invisible trap */
231 g_ptr->mimic = g_ptr->feat;
232 g_ptr->feat = choose_random_trap(trapped_ptr);
238 * @brief プレイヤーへのトラップ命中判定 /
239 * Determine if a trap affects the player.
240 * @param power 基本回避難度
241 * @return トラップが命中した場合TRUEを返す。
243 * Always miss 5% of the time, Always hit 5% of the time.
244 * Otherwise, match trap power against player armor.
246 static int check_hit_from_monster_to_player(player_type *target_ptr, int power)
251 /* Percentile dice */
254 /* Hack -- 5% hit, 5% miss */
255 if (k < 10) return (k < 5);
257 if (target_ptr->pseikaku == PERSONALITY_LAZY)
258 if (one_in_(20)) return TRUE;
260 /* Paranoia -- No power */
261 if (power <= 0) return FALSE;
264 ac = target_ptr->ac + target_ptr->to_a;
266 /* Power competes against Armor */
267 if (randint1(power) > ((ac * 3) / 4)) return TRUE;
275 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
276 * @param trap_feat_type トラップの種別ID
279 static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
282 concptr trap_name = "";
283 concptr spike_name = "";
285 switch (trap_feat_type)
288 trap_name = _("落とし穴", "a pit trap");
290 case TRAP_SPIKED_PIT:
291 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
292 spike_name = _("スパイク", "spikes");
294 case TRAP_POISON_PIT:
295 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
296 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
302 if (trapped_ptr->levitation)
304 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
308 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
313 /* Extra spike damage */
314 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
317 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
320 (void)set_cut(trapped_ptr,trapped_ptr->cut + randint1(dam));
322 if (trap_feat_type == TRAP_POISON_PIT) {
323 if (trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr))
325 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
330 (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
335 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))
349 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
350 take_hit(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
351 if (!check_multishadow(target_ptr)) hit = TRUE;
355 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."));
362 * @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
363 * @param stat 低下する能力値ID
366 static void hit_trap_lose_stat(player_type *target_ptr, int stat)
368 if (hit_trap_dart(target_ptr))
370 do_dec_stat(target_ptr, stat);
375 * @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
378 static void hit_trap_slow(player_type *target_ptr)
380 if (hit_trap_dart(target_ptr))
382 set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
388 * @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
389 * @param trap_message メッセージの補完文字列
390 * @param resist 状態異常に抵抗する判定が出たならTRUE
391 * @param set_status 状態異常を指定する関数ポインタ
392 * @param turn_aux 状態異常の追加ターン量
395 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)
397 msg_print(trap_message);
400 set_status(trapped_ptr, turn_aux);
406 * todo cmd-save.h への依存あり。コールバックで何とかしたい
407 * @brief プレイヤーへのトラップ作動処理メインルーチン /
408 * Handle player hitting a real trap
409 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
412 void hit_trap(player_type *trapped_ptr, bool break_trap)
415 POSITION x = trapped_ptr->x, y = trapped_ptr->y;
416 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
417 feature_type *f_ptr = &f_info[g_ptr->feat];
418 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
419 concptr name = _("トラップ", "a trap");
421 disturb(trapped_ptr, FALSE, TRUE);
423 cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
426 switch (trap_feat_type)
430 if (trapped_ptr->levitation)
432 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
436 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
437 if (IS_ECHIZEN(trapped_ptr))
438 msg_print(_("くっそ~!", ""));
439 else if((trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN))
440 msg_print(_("ジュラル星人の仕業に違いない!", ""));
445 name = _("落とし戸", "a trap door");
447 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name, -1);
449 /* Still alive and autosave enabled */
450 if (autosave_l && (trapped_ptr->chp >= 0))
451 do_cmd_save_game(trapped_ptr, TRUE);
453 exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
454 prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
455 trapped_ptr->leaving = TRUE;
461 case TRAP_SPIKED_PIT:
462 case TRAP_POISON_PIT:
464 hit_trap_pit(trapped_ptr, trap_feat_type);
470 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
471 num = 2 + randint1(3);
472 for (i = 0; i < num; i++)
474 (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));
477 if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
479 bool stop_ty = FALSE;
484 stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
485 } while (one_in_(6));
492 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
493 teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
499 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
501 (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
507 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
509 (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
515 hit_trap_slow(trapped_ptr);
521 hit_trap_lose_stat(trapped_ptr, A_STR);
527 hit_trap_lose_stat(trapped_ptr, A_DEX);
533 hit_trap_lose_stat(trapped_ptr, A_CON);
539 hit_trap_set_abnormal_status_p(trapped_ptr,
540 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
541 trapped_ptr->resist_blind,
542 set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
548 hit_trap_set_abnormal_status_p(trapped_ptr,
549 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
550 trapped_ptr->resist_conf,
551 set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
557 hit_trap_set_abnormal_status_p(trapped_ptr,
558 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
559 trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr),
560 set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
566 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
567 if (!trapped_ptr->free_act)
569 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
571 if (ironman_nightmare)
573 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
575 /* Have some nightmares */
576 sanity_blast(trapped_ptr, NULL, FALSE);
579 (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
586 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
587 /* Make some new traps */
588 project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
595 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
597 aggravate_monsters(trapped_ptr, 0);
604 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
605 (void)project(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
606 (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
607 (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
608 aggravate_monsters(trapped_ptr, 0);
613 case TRAP_ARMAGEDDON:
615 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
616 int evil_idx = 0, good_idx = 0;
619 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
621 /* Summon Demons and Angels */
622 for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
624 num = levs[MIN(lev / 10, 9)];
625 for (i = 0; i < num; i++)
627 POSITION x1 = rand_spread(x, 7);
628 POSITION y1 = rand_spread(y, 5);
630 if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
632 /* Require line of projection */
633 if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
635 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
636 evil_idx = hack_m_idx_ii;
638 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
640 good_idx = hack_m_idx_ii;
643 /* Let them fight each other */
644 if (evil_idx && good_idx)
646 monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
647 monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
648 evil_ptr->target_y = good_ptr->fy;
649 evil_ptr->target_x = good_ptr->fx;
650 good_ptr->target_y = evil_ptr->fy;
651 good_ptr->target_x = evil_ptr->fx;
661 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!"));
663 /* Water fills room */
664 fire_ball_hide(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
666 /* Summon Piranhas */
667 num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
668 for (i = 0; i < num; i++)
670 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
676 if (break_trap && is_trap(trapped_ptr, g_ptr->feat))
678 cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
679 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));