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-type-definition.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
165 FEAT_IDX choose_random_trap(PlayerType *player_ptr)
170 auto *floor_ptr = player_ptr->current_floor_ptr;
172 feat = normal_traps[randint0(normal_traps.size())];
174 /* Accept non-trapdoors */
175 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::MORE)) {
179 /* Hack -- no trap doors on special levels */
180 if (floor_ptr->inside_arena || inside_quest(quest_number(player_ptr, floor_ptr->dun_level))) {
184 /* Hack -- no trap doors on the deepest level */
185 if (floor_ptr->dun_level >= dungeons_info[floor_ptr->dungeon_idx].maxdepth) {
196 * @brief マスに存在する隠しトラップを公開する /
197 * Disclose an invisible trap
199 * @param y 秘匿したいマスのY座標
200 * @param x 秘匿したいマスのX座標
202 void disclose_grid(PlayerType *player_ptr, POSITION y, POSITION x)
204 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
206 if (g_ptr->cave_has_flag(TerrainCharacteristics::SECRET)) {
207 /* No longer hidden */
208 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::SECRET);
209 } else if (g_ptr->mimic) {
210 /* No longer hidden */
213 note_spot(player_ptr, y, x);
214 lite_spot(player_ptr, y, x);
219 * @brief マスをトラップを配置する /
220 * The location must be a legal, naked, floor grid.
221 * @param y 配置したいマスのY座標
222 * @param x 配置したいマスのX座標
224 * Note that all traps start out as "invisible" and "untyped", and then\n
225 * when they are "discovered" (by detecting them or setting them off),\n
226 * the trap is "instantiated" as a visible, "typed", trap.\n
228 void place_trap(PlayerType *player_ptr, POSITION y, POSITION x)
230 auto *floor_ptr = player_ptr->current_floor_ptr;
231 auto *g_ptr = &floor_ptr->grid_array[y][x];
233 /* Paranoia -- verify location */
234 if (!in_bounds(floor_ptr, y, x)) {
238 /* Require empty, clean, floor grid */
239 if (!cave_clean_bold(floor_ptr, y, x)) {
243 /* Place an invisible trap */
244 g_ptr->mimic = g_ptr->feat;
245 g_ptr->feat = choose_random_trap(player_ptr);
249 * @brief プレイヤーへのトラップ命中判定 /
250 * Determine if a trap affects the player.
251 * @param power 基本回避難度
252 * @return トラップが命中した場合TRUEを返す。
254 * Always miss 5% of the time, Always hit 5% of the time.
255 * Otherwise, match trap power against player armor.
257 static int check_hit_from_monster_to_player(PlayerType *player_ptr, int power)
262 /* Percentile dice */
265 /* Hack -- 5% hit, 5% miss */
270 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
276 /* Paranoia -- No power */
282 ac = player_ptr->ac + player_ptr->to_a;
284 /* Power competes against Armor */
285 if (randint1(power) > ((ac * 3) / 4)) {
294 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
295 * @param trap_feat_type トラップの種別ID
297 static void hit_trap_pit(PlayerType *player_ptr, TrapType trap_feat_type)
300 concptr trap_name = "";
301 concptr spike_name = "";
303 switch (trap_feat_type) {
305 trap_name = _("落とし穴", "a pit trap");
307 case TrapType::SPIKED_PIT:
308 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
309 spike_name = _("スパイク", "spikes");
311 case TrapType::POISON_PIT:
312 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
313 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
319 if (player_ptr->levitation) {
320 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
324 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
326 if (((trap_feat_type != TrapType::SPIKED_PIT) && (trap_feat_type != TrapType::POISON_PIT)) || one_in_(2)) {
327 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
331 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
333 BadStatusSetter bss(player_ptr);
334 (void)bss.mod_cut(randint1(dam));
335 if (trap_feat_type != TrapType::POISON_PIT) {
336 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
340 if (has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) {
341 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
342 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
347 (void)bss.mod_poison(randint1(dam));
348 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
352 * @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
353 * @return ダーツが命中した場合TRUEを返す
355 static bool hit_trap_dart(PlayerType *player_ptr)
359 if (check_hit_from_monster_to_player(player_ptr, 125)) {
360 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
361 take_hit(player_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
362 if (!check_multishadow(player_ptr)) {
366 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."));
373 * @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
374 * @param stat 低下する能力値ID
376 static void hit_trap_lose_stat(PlayerType *player_ptr, int stat)
378 if (hit_trap_dart(player_ptr)) {
379 do_dec_stat(player_ptr, stat);
384 * @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
386 static void hit_trap_slow(PlayerType *player_ptr)
388 if (hit_trap_dart(player_ptr)) {
389 (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(20) + 20, false);
394 * @brief プレイヤーへのトラップ作動処理メインルーチン /
395 * Handle player hitting a real trap
396 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
397 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
399 void hit_trap(PlayerType *player_ptr, bool break_trap)
402 POSITION x = player_ptr->x, y = player_ptr->y;
403 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
404 auto *f_ptr = &terrains_info[g_ptr->feat];
405 TrapType trap_feat_type = f_ptr->flags.has(TerrainCharacteristics::TRAP) ? i2enum<TrapType>(f_ptr->subtype) : TrapType::NOT_TRAP;
406 concptr name = _("トラップ", "a trap");
408 disturb(player_ptr, false, true);
410 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::HIT_TRAP);
413 switch (trap_feat_type) {
414 case TrapType::TRAPDOOR: {
415 if (player_ptr->levitation) {
416 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
418 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
419 if (is_echizen(player_ptr)) {
420 msg_print(_("くっそ~!", ""));
421 } else if (is_chargeman(player_ptr)) {
422 msg_print(_("ジュラル星人の仕業に違いない!", ""));
427 name = _("落とし戸", "a trap door");
429 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, name);
431 /* Still alive and autosave enabled */
432 if (autosave_l && (player_ptr->chp >= 0)) {
433 do_cmd_save_game(player_ptr, true);
436 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
437 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
438 player_ptr->leaving = true;
444 case TrapType::SPIKED_PIT:
445 case TrapType::POISON_PIT: {
446 hit_trap_pit(player_ptr, trap_feat_type);
450 case TrapType::TY_CURSE: {
451 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
452 num = 2 + randint1(3);
453 for (i = 0; i < num; i++) {
454 (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));
457 if (player_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
459 bool stop_ty = false;
463 stop_ty = activate_ty_curse(player_ptr, stop_ty, &count);
464 } while (one_in_(6));
469 case TrapType::TELEPORT: {
470 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
471 teleport_player(player_ptr, 100, TELEPORT_PASSIVE);
475 case TrapType::FIRE: {
476 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
478 (void)fire_dam(player_ptr, dam, _("炎のトラップ", "a fire trap"), false);
482 case TrapType::ACID: {
483 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
485 (void)acid_dam(player_ptr, dam, _("酸のトラップ", "an acid trap"), false);
489 case TrapType::SLOW: {
490 hit_trap_slow(player_ptr);
494 case TrapType::LOSE_STR: {
495 hit_trap_lose_stat(player_ptr, A_STR);
499 case TrapType::LOSE_DEX: {
500 hit_trap_lose_stat(player_ptr, A_DEX);
504 case TrapType::LOSE_CON: {
505 hit_trap_lose_stat(player_ptr, A_CON);
509 case TrapType::BLIND:
510 msg_print(_("黒いガスに包み込まれた!", "A black gas surrounds you!"));
511 if (has_resist_blind(player_ptr) == 0) {
512 (void)BadStatusSetter(player_ptr).mod_blindness(randint0(50) + 25);
516 case TrapType::CONFUSE: {
517 msg_print(_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"));
518 if (has_resist_conf(player_ptr) == 0) {
519 (void)BadStatusSetter(player_ptr).mod_confusion(randint0(20) + 10);
525 case TrapType::POISON: {
526 msg_print(_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"));
527 if (has_resist_pois(player_ptr) == 0) {
528 (void)BadStatusSetter(player_ptr).mod_poison(randint0(20) + 10);
534 case TrapType::SLEEP: {
535 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
536 if (player_ptr->free_act) {
540 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
541 if (ironman_nightmare) {
542 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
543 sanity_blast(player_ptr, nullptr, false);
546 (void)BadStatusSetter(player_ptr).mod_paralysis(randint0(10) + 5);
550 case TrapType::TRAPS: {
551 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
552 /* Make some new traps */
553 project(player_ptr, 0, 1, y, x, 0, AttributeType::MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
558 case TrapType::ALARM: {
559 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
561 aggravate_monsters(player_ptr, 0);
566 case TrapType::OPEN: {
567 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
568 (void)project(player_ptr, 0, 3, y, x, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
569 (void)project(player_ptr, 0, 3, y, x - 4, 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 aggravate_monsters(player_ptr, 0);
576 case TrapType::ARMAGEDDON: {
577 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
578 int evil_idx = 0, good_idx = 0;
581 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
583 /* Summon Demons and Angels */
584 for (lev = player_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
585 num = levs[std::min(lev / 10, 9)];
586 for (i = 0; i < num; i++) {
587 POSITION x1 = rand_spread(x, 7);
588 POSITION y1 = rand_spread(y, 5);
590 if (!in_bounds(player_ptr->current_floor_ptr, y1, x1)) {
594 /* Require line of projection */
595 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, y1, x1)) {
599 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) {
600 evil_idx = hack_m_idx_ii;
603 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
604 good_idx = hack_m_idx_ii;
607 /* Let them fight each other */
608 if (evil_idx && good_idx) {
609 MonsterEntity *evil_ptr = &player_ptr->current_floor_ptr->m_list[evil_idx];
610 MonsterEntity *good_ptr = &player_ptr->current_floor_ptr->m_list[good_idx];
611 evil_ptr->target_y = good_ptr->fy;
612 evil_ptr->target_x = good_ptr->fx;
613 good_ptr->target_y = evil_ptr->fy;
614 good_ptr->target_x = evil_ptr->fx;
622 case TrapType::PIRANHA: {
623 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!"));
625 /* Water fills room */
626 fire_ball_hide(player_ptr, AttributeType::WATER_FLOW, 0, 1, 10);
628 /* Summon Piranhas */
629 num = 1 + player_ptr->current_floor_ptr->dun_level / 20;
630 for (i = 0; i < num; i++) {
631 (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
640 if (break_trap && is_trap(player_ptr, g_ptr->feat)) {
641 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::DISARM);
642 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));