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-flags.h"
29 #include "player/player-status.h"
30 #include "spell-kind/spells-launcher.h"
31 #include "spell-kind/spells-random.h"
32 #include "spell-kind/spells-sight.h"
33 #include "spell-kind/spells-teleport.h"
34 #include "spell/spell-types.h"
35 #include "spell/summon-types.h"
36 #include "status/bad-status-setter.h"
37 #include "status/base-status.h"
38 #include "status/element-resistance.h"
39 #include "system/floor-type-definition.h"
40 #include "target/projection-path-calculator.h"
41 #include "util/bit-flags-calculator.h"
42 #include "view/display-messages.h"
43 #include "world/world.h"
45 static s16b normal_traps[MAX_NORMAL_TRAPS];
51 * Each chest has a certain set of traps, determined by pval
52 * Each chest has a "pval" from 1 to the chest level (max 55)
53 * If the "pval" is negative then the trap has been disarmed
54 * The "pval" of a chest determines the quality of its treasure
55 * Note that disarming a trap on a chest also removes the lock.
58 const int chest_traps[64] = {
64 (CHEST_LOSE_CON), /* 5 == best small wooden */
72 (CHEST_LOSE_STR | CHEST_LOSE_CON),
73 (CHEST_LOSE_STR | CHEST_LOSE_CON),
74 (CHEST_SUMMON), /* 15 == best large wooden */
79 (CHEST_LOSE_STR | CHEST_LOSE_CON),
84 (CHEST_EXPLODE), /* 25 == best small iron */
87 (CHEST_POISON | CHEST_LOSE_CON),
88 (CHEST_LOSE_STR | CHEST_LOSE_CON),
89 (CHEST_EXPLODE | CHEST_SUMMON),
91 (CHEST_POISON | CHEST_SUMMON),
92 (CHEST_E_SUMMON | CHEST_ALARM),
94 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
96 (CHEST_SUMMON | CHEST_ALARM),
98 (CHEST_EXPLODE | CHEST_SUMMON),
99 (CHEST_EXPLODE | CHEST_SUMMON),
100 (CHEST_POISON | CHEST_PARALYZE),
103 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
104 (CHEST_H_SUMMON), /* 45 == best small steel */
106 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
108 (CHEST_RUNES_OF_EVIL),
109 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
110 (CHEST_BIRD_STORM | CHEST_ALARM),
111 (CHEST_H_SUMMON | CHEST_ALARM),
112 (CHEST_RUNES_OF_EVIL),
113 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
114 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
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),
122 (CHEST_EXPLODE | CHEST_SUMMON),
126 * @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
129 void init_normal_traps(void)
133 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
134 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
135 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
136 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
137 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
138 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
139 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
140 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
141 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
142 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
143 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
144 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
145 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
146 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
147 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
148 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
149 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
150 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
154 * @brief 基本トラップをランダムに選択する /
156 * @return 選択したトラップのID
158 * This routine should be redone to reflect trap "level".\n
159 * That is, it does not make sense to have spiked pits at 50 feet.\n
160 * Actually, it is not this routine, but the "trap instantiation"\n
161 * code, which should also check for "trap doors" on quest levels.\n
163 FEAT_IDX choose_random_trap(player_type *trapped_ptr)
168 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
170 /* Hack -- pick a trap */
171 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
173 /* Accept non-trapdoors */
174 if (!has_flag(f_info[feat].flags, FF_MORE))
177 /* Hack -- no trap doors on special levels */
178 if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level))
181 /* Hack -- no trap doors on the deepest level */
182 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth)
192 * @brief マスに存在する隠しトラップを公開する /
193 * Disclose an invisible trap
195 * @param y 秘匿したいマスのY座標
196 * @param x 秘匿したいマスのX座標
199 void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
201 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
203 if (cave_has_flag_grid(g_ptr, FF_SECRET)) {
204 /* No longer hidden */
205 cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
206 } else if (g_ptr->mimic) {
207 /* No longer hidden */
210 note_spot(trapped_ptr, y, x);
211 lite_spot(trapped_ptr, y, x);
216 * @brief マスをトラップを配置する /
217 * The location must be a legal, naked, floor grid.
218 * @param y 配置したいマスのY座標
219 * @param x 配置したいマスのX座標
221 * Note that all traps start out as "invisible" and "untyped", and then\n
222 * when they are "discovered" (by detecting them or setting them off),\n
223 * the trap is "instantiated" as a visible, "typed", trap.\n
225 void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
227 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
228 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
230 /* Paranoia -- verify location */
231 if (!in_bounds(floor_ptr, y, x))
234 /* Require empty, clean, floor grid */
235 if (!cave_clean_bold(floor_ptr, y, x))
238 /* Place an invisible trap */
239 g_ptr->mimic = g_ptr->feat;
240 g_ptr->feat = choose_random_trap(trapped_ptr);
244 * @brief プレイヤーへのトラップ命中判定 /
245 * Determine if a trap affects the player.
246 * @param power 基本回避難度
247 * @return トラップが命中した場合TRUEを返す。
249 * Always miss 5% of the time, Always hit 5% of the time.
250 * Otherwise, match trap power against player armor.
252 static int check_hit_from_monster_to_player(player_type *target_ptr, int power)
257 /* Percentile dice */
260 /* Hack -- 5% hit, 5% miss */
264 if (target_ptr->pseikaku == PERSONALITY_LAZY)
268 /* Paranoia -- No power */
273 ac = target_ptr->ac + target_ptr->to_a;
275 /* Power competes against Armor */
276 if (randint1(power) > ((ac * 3) / 4))
284 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
285 * @param trap_feat_type トラップの種別ID
288 static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
291 concptr trap_name = "";
292 concptr spike_name = "";
294 switch (trap_feat_type) {
296 trap_name = _("落とし穴", "a pit trap");
298 case TRAP_SPIKED_PIT:
299 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
300 spike_name = _("スパイク", "spikes");
302 case TRAP_POISON_PIT:
303 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
304 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
310 if (trapped_ptr->levitation) {
311 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
315 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
320 /* Extra spike damage */
321 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) && one_in_(2)) {
322 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
325 (void)set_cut(trapped_ptr, trapped_ptr->cut + randint1(dam));
327 if (trap_feat_type == TRAP_POISON_PIT) {
328 if (has_resist_pois(trapped_ptr) || is_oppose_pois(trapped_ptr)) {
329 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
332 (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
337 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, trap_name);
341 * @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
342 * @return ダーツが命中した場合TRUEを返す
344 static bool hit_trap_dart(player_type *target_ptr)
348 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"));
351 if (!check_multishadow(target_ptr))
354 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."));
361 * @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
362 * @param stat 低下する能力値ID
365 static void hit_trap_lose_stat(player_type *target_ptr, int stat)
367 if (hit_trap_dart(target_ptr)) {
368 do_dec_stat(target_ptr, stat);
373 * @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
376 static void hit_trap_slow(player_type *target_ptr)
378 if (hit_trap_dart(target_ptr)) {
379 set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
384 * @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
385 * @param trap_message メッセージの補完文字列
386 * @param resist 状態異常に抵抗する判定が出たならTRUE
387 * @param set_status 状態異常を指定する関数ポインタ
388 * @param turn_aux 状態異常の追加ターン量
391 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)
393 msg_print(trap_message);
395 set_status(trapped_ptr, turn_aux);
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
404 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
406 void hit_trap(player_type *trapped_ptr, bool break_trap)
409 POSITION x = trapped_ptr->x, y = trapped_ptr->y;
410 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
411 feature_type *f_ptr = &f_info[g_ptr->feat];
412 int trap_feat_type = has_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
413 concptr name = _("トラップ", "a trap");
415 disturb(trapped_ptr, FALSE, TRUE);
417 cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
420 switch (trap_feat_type) {
421 case TRAP_TRAPDOOR: {
422 if (trapped_ptr->levitation) {
423 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
425 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
426 if (is_echizen(trapped_ptr))
427 msg_print(_("くっそ~!", ""));
428 else if (trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN)
429 msg_print(_("ジュラル星人の仕業に違いない!", ""));
433 name = _("落とし戸", "a trap door");
435 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name);
437 /* Still alive and autosave enabled */
438 if (autosave_l && (trapped_ptr->chp >= 0))
439 do_cmd_save_game(trapped_ptr, TRUE);
441 exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
442 prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
443 trapped_ptr->leaving = TRUE;
449 case TRAP_SPIKED_PIT:
450 case TRAP_POISON_PIT: {
451 hit_trap_pit(trapped_ptr, trap_feat_type);
455 case TRAP_TY_CURSE: {
456 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
457 num = 2 + randint1(3);
458 for (i = 0; i < num; i++) {
459 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_NONE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
462 if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
464 bool stop_ty = FALSE;
468 stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
469 } while (one_in_(6));
474 case TRAP_TELEPORT: {
475 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
476 teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
481 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
483 (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), FALSE);
488 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
490 (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), FALSE);
495 hit_trap_slow(trapped_ptr);
499 case TRAP_LOSE_STR: {
500 hit_trap_lose_stat(trapped_ptr, A_STR);
504 case TRAP_LOSE_DEX: {
505 hit_trap_lose_stat(trapped_ptr, A_DEX);
509 case TRAP_LOSE_CON: {
510 hit_trap_lose_stat(trapped_ptr, A_CON);
515 hit_trap_set_abnormal_status_p(trapped_ptr, _("黒いガスに包み込まれた!", "A black gas surrounds you!"), (has_resist_blind(trapped_ptr) != 0),
516 set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
521 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!"),
522 (has_resist_conf(trapped_ptr) != 0), 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 has_resist_pois(trapped_ptr) || 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);
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);
567 (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
568 (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
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."));