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/quest.h"
6 #include "effect/effect-characteristics.h"
7 #include "effect/effect-processor.h"
8 #include "floor/cave.h"
9 #include "floor/floor-mode-changer.h"
10 #include "game-option/birth-options.h"
11 #include "game-option/special-options.h"
12 #include "grid/feature.h"
13 #include "grid/grid.h"
14 #include "info-reader/feature-reader.h"
15 #include "io/files-util.h"
16 #include "io/write-diary.h"
17 #include "main/sound-definitions-table.h"
18 #include "main/sound-of-music.h"
19 #include "mind/mind-mirror-master.h"
20 #include "monster-floor/monster-summon.h"
21 #include "monster-floor/place-monster-types.h"
22 #include "monster/monster-util.h"
23 #include "player-info/class-info.h"
24 #include "player/eldritch-horror.h"
25 #include "player/player-damage.h"
26 #include "player/player-personality-types.h"
27 #include "player/player-status-flags.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/summon-types.h"
34 #include "status/bad-status-setter.h"
35 #include "status/base-status.h"
36 #include "status/element-resistance.h"
37 #include "system/dungeon-info.h"
38 #include "system/floor-type-definition.h"
39 #include "system/grid-type-definition.h"
40 #include "system/monster-entity.h"
41 #include "system/player-type-definition.h"
42 #include "system/terrain-type-definition.h"
43 #include "target/projection-path-calculator.h"
44 #include "timed-effect/player-cut.h"
45 #include "timed-effect/timed-effects.h"
46 #include "util/enum-converter.h"
47 #include "view/display-messages.h"
48 #include "world/world.h"
50 static std::vector<int16_t> normal_traps;
56 * Each chest has a certain set of traps, determined by pval
57 * Each chest has a "pval" from 1 to the chest level (max 55)
58 * If the "pval" is negative then the trap has been disarmed
59 * The "pval" of a chest determines the quality of its treasure
60 * Note that disarming a trap on a chest also removes the lock.
63 const std::vector<EnumClassFlagGroup<ChestTrapType>> chest_traps = {
65 { ChestTrapType::POISON },
66 { ChestTrapType::LOSE_STR },
67 { ChestTrapType::LOSE_CON },
68 { ChestTrapType::LOSE_STR },
69 { ChestTrapType::LOSE_CON }, /* 5 == best small wooden */
71 { ChestTrapType::ALARM },
72 { ChestTrapType::ALARM },
73 { ChestTrapType::LOSE_STR },
74 { ChestTrapType::LOSE_CON },
75 { ChestTrapType::POISON },
76 { ChestTrapType::SCATTER },
77 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
78 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
79 { ChestTrapType::SUMMON }, /* 15 == best large wooden */
81 { ChestTrapType::ALARM },
82 { ChestTrapType::SCATTER },
83 { ChestTrapType::PARALYZE },
84 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
85 { ChestTrapType::SUMMON },
86 { ChestTrapType::PARALYZE },
87 { ChestTrapType::LOSE_STR },
88 { ChestTrapType::LOSE_CON },
89 { ChestTrapType::EXPLODE }, /* 25 == best small iron */
91 { ChestTrapType::E_SUMMON },
92 { ChestTrapType::POISON, ChestTrapType::LOSE_CON },
93 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
94 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
95 { ChestTrapType::BIRD_STORM },
96 { ChestTrapType::POISON, ChestTrapType::SUMMON },
97 { ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
98 { ChestTrapType::EXPLODE },
99 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON }, /* 35 == best large iron */
101 { ChestTrapType::SUMMON, ChestTrapType::ALARM },
102 { ChestTrapType::EXPLODE },
103 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
104 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
105 { ChestTrapType::POISON, ChestTrapType::PARALYZE },
106 { ChestTrapType::EXPLODE },
107 { ChestTrapType::BIRD_STORM },
108 { ChestTrapType::EXPLODE, ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
109 { ChestTrapType::H_SUMMON }, /* 45 == best small steel */
111 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
112 { ChestTrapType::BIRD_STORM },
113 { ChestTrapType::RUNES_OF_EVIL },
114 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
115 { ChestTrapType::BIRD_STORM, ChestTrapType::ALARM },
116 { ChestTrapType::H_SUMMON, ChestTrapType::ALARM },
117 { ChestTrapType::RUNES_OF_EVIL },
118 { ChestTrapType::H_SUMMON, ChestTrapType::SCATTER, ChestTrapType::ALARM },
119 { ChestTrapType::RUNES_OF_EVIL, ChestTrapType::EXPLODE }, /* 55 == best large steel */
120 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
121 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
122 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
123 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
124 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
125 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
126 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
127 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
131 * @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
133 void init_normal_traps(void)
135 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPDOOR"));
136 normal_traps.push_back(f_tag_to_index_in_init("TRAP_PIT"));
137 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SPIKED_PIT"));
138 normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON_PIT"));
139 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TY_CURSE"));
140 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TELEPORT"));
141 normal_traps.push_back(f_tag_to_index_in_init("TRAP_FIRE"));
142 normal_traps.push_back(f_tag_to_index_in_init("TRAP_ACID"));
143 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLOW"));
144 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_STR"));
145 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_DEX"));
146 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_CON"));
147 normal_traps.push_back(f_tag_to_index_in_init("TRAP_BLIND"));
148 normal_traps.push_back(f_tag_to_index_in_init("TRAP_CONFUSE"));
149 normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON"));
150 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLEEP"));
151 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPS"));
152 normal_traps.push_back(f_tag_to_index_in_init("TRAP_ALARM"));
156 * @brief 基本トラップをランダムに選択する /
158 * @return 選択したトラップのID
160 * This routine should be redone to reflect trap "level".\n
161 * That is, it does not make sense to have spiked pits at 50 feet.\n
162 * Actually, it is not this routine, but the "trap instantiation"\n
163 * code, which should also check for "trap doors" on quest levels.\n
164 * @todo 引数はFloorType に差し替え可能
166 FEAT_IDX choose_random_trap(PlayerType *player_ptr)
171 const auto &floor = *player_ptr->current_floor_ptr;
173 feat = rand_choice(normal_traps);
175 /* Accept non-trapdoors */
176 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::MORE)) {
180 /* Hack -- no trap doors on special levels */
181 if (floor.inside_arena || inside_quest(quest_number(floor, floor.dun_level))) {
185 /* Hack -- no trap doors on the deepest level */
186 if (floor.dun_level >= dungeons_info[floor.dungeon_idx].maxdepth) {
197 * @brief マスに存在する隠しトラップを公開する /
198 * Disclose an invisible trap
200 * @param y 秘匿したいマスのY座標
201 * @param x 秘匿したいマスのX座標
203 void disclose_grid(PlayerType *player_ptr, POSITION y, POSITION x)
205 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
207 if (g_ptr->cave_has_flag(TerrainCharacteristics::SECRET)) {
208 /* No longer hidden */
209 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::SECRET);
210 } else if (g_ptr->mimic) {
211 /* No longer hidden */
214 note_spot(player_ptr, y, x);
215 lite_spot(player_ptr, y, x);
220 * @brief マスをトラップを配置する /
221 * The location must be a legal, naked, floor grid.
222 * @param y 配置したいマスのY座標
223 * @param x 配置したいマスのX座標
225 * Note that all traps start out as "invisible" and "untyped", and then\n
226 * when they are "discovered" (by detecting them or setting them off),\n
227 * the trap is "instantiated" as a visible, "typed", trap.\n
229 void place_trap(PlayerType *player_ptr, POSITION y, POSITION x)
231 auto *floor_ptr = player_ptr->current_floor_ptr;
232 auto *g_ptr = &floor_ptr->grid_array[y][x];
234 /* Paranoia -- verify location */
235 if (!in_bounds(floor_ptr, y, x)) {
239 /* Require empty, clean, floor grid */
240 if (!cave_clean_bold(floor_ptr, y, x)) {
244 /* Place an invisible trap */
245 g_ptr->mimic = g_ptr->feat;
246 g_ptr->feat = choose_random_trap(player_ptr);
250 * @brief プレイヤーへのトラップ命中判定 /
251 * Determine if a trap affects the player.
252 * @param power 基本回避難度
253 * @return トラップが命中した場合TRUEを返す。
255 * Always miss 5% of the time, Always hit 5% of the time.
256 * Otherwise, match trap power against player armor.
258 static int check_hit_from_monster_to_player(PlayerType *player_ptr, int power)
263 /* Percentile dice */
266 /* Hack -- 5% hit, 5% miss */
271 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
277 /* Paranoia -- No power */
283 ac = player_ptr->ac + player_ptr->to_a;
285 /* Power competes against Armor */
286 if (randint1(power) > ((ac * 3) / 4)) {
295 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
296 * @param trap_feat_type トラップの種別ID
298 static void hit_trap_pit(PlayerType *player_ptr, TrapType trap_feat_type)
301 concptr trap_name = "";
302 concptr spike_name = "";
304 switch (trap_feat_type) {
306 trap_name = _("落とし穴", "a pit trap");
308 case TrapType::SPIKED_PIT:
309 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
310 spike_name = _("スパイク", "spikes");
312 case TrapType::POISON_PIT:
313 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
314 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
320 if (player_ptr->levitation) {
321 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
325 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
327 if (((trap_feat_type != TrapType::SPIKED_PIT) && (trap_feat_type != TrapType::POISON_PIT)) || one_in_(2)) {
328 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
332 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
334 BadStatusSetter bss(player_ptr);
335 (void)bss.mod_cut(randint1(dam));
336 if (trap_feat_type != TrapType::POISON_PIT) {
337 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
341 if (has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) {
342 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
343 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
348 (void)bss.mod_poison(randint1(dam));
349 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
353 * @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
354 * @return ダーツが命中した場合TRUEを返す
356 static bool hit_trap_dart(PlayerType *player_ptr)
360 if (check_hit_from_monster_to_player(player_ptr, 125)) {
361 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
362 take_hit(player_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
363 if (!check_multishadow(player_ptr)) {
367 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."));
374 * @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
375 * @param stat 低下する能力値ID
377 static void hit_trap_lose_stat(PlayerType *player_ptr, int stat)
379 if (hit_trap_dart(player_ptr)) {
380 do_dec_stat(player_ptr, stat);
385 * @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
387 static void hit_trap_slow(PlayerType *player_ptr)
389 if (hit_trap_dart(player_ptr)) {
390 (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(20) + 20, false);
395 * @brief プレイヤーへのトラップ作動処理メインルーチン /
396 * Handle player hitting a real trap
397 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
398 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
400 void hit_trap(PlayerType *player_ptr, bool break_trap)
403 POSITION x = player_ptr->x, y = player_ptr->y;
404 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
405 auto *f_ptr = &terrains_info[g_ptr->feat];
406 TrapType trap_feat_type = f_ptr->flags.has(TerrainCharacteristics::TRAP) ? i2enum<TrapType>(f_ptr->subtype) : TrapType::NOT_TRAP;
407 concptr name = _("トラップ", "a trap");
409 disturb(player_ptr, false, true);
411 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::HIT_TRAP);
414 switch (trap_feat_type) {
415 case TrapType::TRAPDOOR: {
416 if (player_ptr->levitation) {
417 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
419 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
420 if (is_echizen(player_ptr)) {
421 msg_print(_("くっそ~!", ""));
422 } else if (is_chargeman(player_ptr)) {
423 msg_print(_("ジュラル星人の仕業に違いない!", ""));
428 name = _("落とし戸", "a trap door");
430 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, name);
432 /* Still alive and autosave enabled */
433 if (autosave_l && (player_ptr->chp >= 0)) {
434 do_cmd_save_game(player_ptr, true);
437 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
438 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
439 player_ptr->leaving = true;
445 case TrapType::SPIKED_PIT:
446 case TrapType::POISON_PIT: {
447 hit_trap_pit(player_ptr, trap_feat_type);
451 case TrapType::TY_CURSE: {
452 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
453 num = 2 + randint1(3);
454 for (i = 0; i < num; i++) {
455 (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_NONE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
458 if (player_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
460 bool stop_ty = false;
464 stop_ty = activate_ty_curse(player_ptr, stop_ty, &count);
465 } while (one_in_(6));
470 case TrapType::TELEPORT: {
471 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
472 teleport_player(player_ptr, 100, TELEPORT_PASSIVE);
476 case TrapType::FIRE: {
477 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
479 (void)fire_dam(player_ptr, dam, _("炎のトラップ", "a fire trap"), false);
483 case TrapType::ACID: {
484 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
486 (void)acid_dam(player_ptr, dam, _("酸のトラップ", "an acid trap"), false);
490 case TrapType::SLOW: {
491 hit_trap_slow(player_ptr);
495 case TrapType::LOSE_STR: {
496 hit_trap_lose_stat(player_ptr, A_STR);
500 case TrapType::LOSE_DEX: {
501 hit_trap_lose_stat(player_ptr, A_DEX);
505 case TrapType::LOSE_CON: {
506 hit_trap_lose_stat(player_ptr, A_CON);
510 case TrapType::BLIND:
511 msg_print(_("黒いガスに包み込まれた!", "A black gas surrounds you!"));
512 if (has_resist_blind(player_ptr) == 0) {
513 (void)BadStatusSetter(player_ptr).mod_blindness(randint0(50) + 25);
517 case TrapType::CONFUSE: {
518 msg_print(_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"));
519 if (has_resist_conf(player_ptr) == 0) {
520 (void)BadStatusSetter(player_ptr).mod_confusion(randint0(20) + 10);
526 case TrapType::POISON: {
527 msg_print(_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"));
528 if (has_resist_pois(player_ptr) == 0) {
529 (void)BadStatusSetter(player_ptr).mod_poison(randint0(20) + 10);
535 case TrapType::SLEEP: {
536 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
537 if (player_ptr->free_act) {
541 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
542 if (ironman_nightmare) {
543 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
544 sanity_blast(player_ptr, nullptr, false);
547 (void)BadStatusSetter(player_ptr).mod_paralysis(randint0(10) + 5);
551 case TrapType::TRAPS: {
552 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
553 /* Make some new traps */
554 project(player_ptr, 0, 1, y, x, 0, AttributeType::MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
559 case TrapType::ALARM: {
560 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
562 aggravate_monsters(player_ptr, 0);
567 case TrapType::OPEN: {
568 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
569 (void)project(player_ptr, 0, 3, y, x, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
570 (void)project(player_ptr, 0, 3, y, x - 4, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
571 (void)project(player_ptr, 0, 3, y, x + 4, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
572 aggravate_monsters(player_ptr, 0);
577 case TrapType::ARMAGEDDON: {
578 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
579 int evil_idx = 0, good_idx = 0;
582 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
584 /* Summon Demons and Angels */
585 for (lev = player_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
586 num = levs[std::min(lev / 10, 9)];
587 for (i = 0; i < num; i++) {
588 POSITION x1 = rand_spread(x, 7);
589 POSITION y1 = rand_spread(y, 5);
591 if (!in_bounds(player_ptr->current_floor_ptr, y1, x1)) {
595 /* Require line of projection */
596 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, y1, x1)) {
600 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) {
601 evil_idx = hack_m_idx_ii;
604 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
605 good_idx = hack_m_idx_ii;
608 /* Let them fight each other */
609 if (evil_idx && good_idx) {
610 MonsterEntity *evil_ptr = &player_ptr->current_floor_ptr->m_list[evil_idx];
611 MonsterEntity *good_ptr = &player_ptr->current_floor_ptr->m_list[good_idx];
612 evil_ptr->target_y = good_ptr->fy;
613 evil_ptr->target_x = good_ptr->fx;
614 good_ptr->target_y = evil_ptr->fy;
615 good_ptr->target_x = evil_ptr->fx;
623 case TrapType::PIRANHA: {
624 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!"));
626 /* Water fills room */
627 fire_ball_hide(player_ptr, AttributeType::WATER_FLOW, 0, 1, 10);
629 /* Summon Piranhas */
630 num = 1 + player_ptr->current_floor_ptr->dun_level / 20;
631 for (i = 0; i < num; i++) {
632 (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
641 if (break_trap && is_trap(player_ptr, g_ptr->feat)) {
642 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::DISARM);
643 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));