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-info/class-info.h"
25 #include "player/eldritch-horror.h"
26 #include "player/player-damage.h"
27 #include "player/player-personality-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 "system/grid-type-definition.h"
41 #include "system/monster-type-definition.h"
42 #include "system/player-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/bit-flags-calculator.h"
47 #include "view/display-messages.h"
48 #include "world/world.h"
50 static int16_t normal_traps[MAX_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 int chest_traps[64] = {
69 (CHEST_LOSE_CON), /* 5 == best small wooden */
77 (CHEST_LOSE_STR | CHEST_LOSE_CON),
78 (CHEST_LOSE_STR | CHEST_LOSE_CON),
79 (CHEST_SUMMON), /* 15 == best large wooden */
84 (CHEST_LOSE_STR | CHEST_LOSE_CON),
89 (CHEST_EXPLODE), /* 25 == best small iron */
92 (CHEST_POISON | CHEST_LOSE_CON),
93 (CHEST_LOSE_STR | CHEST_LOSE_CON),
94 (CHEST_EXPLODE | CHEST_SUMMON),
96 (CHEST_POISON | CHEST_SUMMON),
97 (CHEST_E_SUMMON | CHEST_ALARM),
99 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
101 (CHEST_SUMMON | CHEST_ALARM),
103 (CHEST_EXPLODE | CHEST_SUMMON),
104 (CHEST_EXPLODE | CHEST_SUMMON),
105 (CHEST_POISON | CHEST_PARALYZE),
108 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
109 (CHEST_H_SUMMON), /* 45 == best small steel */
111 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
113 (CHEST_RUNES_OF_EVIL),
114 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
115 (CHEST_BIRD_STORM | CHEST_ALARM),
116 (CHEST_H_SUMMON | CHEST_ALARM),
117 (CHEST_RUNES_OF_EVIL),
118 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
119 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
120 (CHEST_EXPLODE | CHEST_SUMMON),
121 (CHEST_EXPLODE | CHEST_SUMMON),
122 (CHEST_EXPLODE | CHEST_SUMMON),
123 (CHEST_EXPLODE | CHEST_SUMMON),
124 (CHEST_EXPLODE | CHEST_SUMMON),
125 (CHEST_EXPLODE | CHEST_SUMMON),
126 (CHEST_EXPLODE | CHEST_SUMMON),
127 (CHEST_EXPLODE | CHEST_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)
137 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
138 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
139 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
140 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
141 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
142 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
143 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
144 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
145 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
146 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
147 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
148 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
149 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
150 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
151 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
152 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
153 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
154 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
158 * @brief 基本トラップをランダムに選択する /
160 * @return 選択したトラップのID
162 * This routine should be redone to reflect trap "level".\n
163 * That is, it does not make sense to have spiked pits at 50 feet.\n
164 * Actually, it is not this routine, but the "trap instantiation"\n
165 * code, which should also check for "trap doors" on quest levels.\n
167 FEAT_IDX choose_random_trap(player_type *player_ptr)
172 floor_type *floor_ptr = player_ptr->current_floor_ptr;
174 /* Hack -- pick a trap */
175 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
177 /* Accept non-trapdoors */
178 if (f_info[feat].flags.has_not(FF::MORE))
181 /* Hack -- no trap doors on special levels */
182 if (floor_ptr->inside_arena || quest_number(player_ptr, floor_ptr->dun_level))
185 /* Hack -- no trap doors on the deepest level */
186 if (floor_ptr->dun_level >= d_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(player_type *player_ptr, POSITION y, POSITION x)
204 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
206 if (g_ptr->cave_has_flag(FF::SECRET)) {
207 /* No longer hidden */
208 cave_alter_feat(player_ptr, y, x, FF::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(player_type *player_ptr, POSITION y, POSITION x)
230 floor_type *floor_ptr = player_ptr->current_floor_ptr;
231 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
233 /* Paranoia -- verify location */
234 if (!in_bounds(floor_ptr, y, x))
237 /* Require empty, clean, floor grid */
238 if (!cave_clean_bold(floor_ptr, y, x))
241 /* Place an invisible trap */
242 g_ptr->mimic = g_ptr->feat;
243 g_ptr->feat = choose_random_trap(player_ptr);
247 * @brief プレイヤーへのトラップ命中判定 /
248 * Determine if a trap affects the player.
249 * @param power 基本回避難度
250 * @return トラップが命中した場合TRUEを返す。
252 * Always miss 5% of the time, Always hit 5% of the time.
253 * Otherwise, match trap power against player armor.
255 static int check_hit_from_monster_to_player(player_type *player_ptr, int power)
260 /* Percentile dice */
263 /* Hack -- 5% hit, 5% miss */
267 if (player_ptr->pseikaku == PERSONALITY_LAZY)
271 /* Paranoia -- No power */
276 ac = player_ptr->ac + player_ptr->to_a;
278 /* Power competes against Armor */
279 if (randint1(power) > ((ac * 3) / 4))
287 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
288 * @param trap_feat_type トラップの種別ID
290 static void hit_trap_pit(player_type *player_ptr, enum trap_type trap_feat_type)
293 concptr trap_name = "";
294 concptr spike_name = "";
296 switch (trap_feat_type) {
298 trap_name = _("落とし穴", "a pit trap");
300 case TRAP_SPIKED_PIT:
301 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
302 spike_name = _("スパイク", "spikes");
304 case TRAP_POISON_PIT:
305 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
306 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
312 if (player_ptr->levitation) {
313 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
317 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
319 if (((trap_feat_type != TRAP_SPIKED_PIT) && (trap_feat_type != TRAP_POISON_PIT)) || one_in_(2)) {
320 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
324 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
326 BadStatusSetter bss(player_ptr);
327 (void)bss.cut(player_ptr->effects()->cut()->current() + randint1(dam));
328 if (trap_feat_type != TRAP_POISON_PIT) {
329 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
333 if (has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) {
334 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
335 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
340 (void)bss.mod_poison(randint1(dam));
341 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
345 * @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
346 * @return ダーツが命中した場合TRUEを返す
348 static bool hit_trap_dart(player_type *player_ptr)
352 if (check_hit_from_monster_to_player(player_ptr, 125)) {
353 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
354 take_hit(player_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
355 if (!check_multishadow(player_ptr))
358 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."));
365 * @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
366 * @param stat 低下する能力値ID
368 static void hit_trap_lose_stat(player_type *player_ptr, int stat)
370 if (hit_trap_dart(player_ptr)) {
371 do_dec_stat(player_ptr, stat);
376 * @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 *player_ptr)
380 if (hit_trap_dart(player_ptr)) {
381 (void)BadStatusSetter(player_ptr).slowness(player_ptr->slow + randint0(20) + 20, false);
386 * @brief プレイヤーへのトラップ作動処理メインルーチン /
387 * Handle player hitting a real trap
388 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
389 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
391 void hit_trap(player_type *player_ptr, bool break_trap)
394 POSITION x = player_ptr->x, y = player_ptr->y;
395 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
396 feature_type *f_ptr = &f_info[g_ptr->feat];
397 enum trap_type trap_feat_type = f_ptr->flags.has(FF::TRAP) ? (enum trap_type)f_ptr->subtype : NOT_TRAP;
398 concptr name = _("トラップ", "a trap");
400 disturb(player_ptr, false, true);
402 cave_alter_feat(player_ptr, y, x, FF::HIT_TRAP);
405 switch (trap_feat_type) {
406 case TRAP_TRAPDOOR: {
407 if (player_ptr->levitation) {
408 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
410 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
411 if (is_echizen(player_ptr))
412 msg_print(_("くっそ~!", ""));
413 else if (is_chargeman(player_ptr))
414 msg_print(_("ジュラル星人の仕業に違いない!", ""));
418 name = _("落とし戸", "a trap door");
420 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, name);
422 /* Still alive and autosave enabled */
423 if (autosave_l && (player_ptr->chp >= 0))
424 do_cmd_save_game(player_ptr, true);
426 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
427 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
428 player_ptr->leaving = true;
434 case TRAP_SPIKED_PIT:
435 case TRAP_POISON_PIT: {
436 hit_trap_pit(player_ptr, trap_feat_type);
440 case TRAP_TY_CURSE: {
441 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
442 num = 2 + randint1(3);
443 for (i = 0; i < num; i++) {
444 (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));
447 if (player_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
449 bool stop_ty = false;
453 stop_ty = activate_ty_curse(player_ptr, stop_ty, &count);
454 } while (one_in_(6));
459 case TRAP_TELEPORT: {
460 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
461 teleport_player(player_ptr, 100, TELEPORT_PASSIVE);
466 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
468 (void)fire_dam(player_ptr, dam, _("炎のトラップ", "a fire trap"), false);
473 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
475 (void)acid_dam(player_ptr, dam, _("酸のトラップ", "an acid trap"), false);
480 hit_trap_slow(player_ptr);
484 case TRAP_LOSE_STR: {
485 hit_trap_lose_stat(player_ptr, A_STR);
489 case TRAP_LOSE_DEX: {
490 hit_trap_lose_stat(player_ptr, A_DEX);
494 case TRAP_LOSE_CON: {
495 hit_trap_lose_stat(player_ptr, A_CON);
500 msg_print(_("黒いガスに包み込まれた!", "A black gas surrounds you!"));
501 if (has_resist_blind(player_ptr) == 0) {
502 (void)BadStatusSetter(player_ptr).mod_blindness(randint0(50) + 25);
507 msg_print(_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"));
508 if (has_resist_conf(player_ptr) == 0) {
509 (void)BadStatusSetter(player_ptr).mod_confusion((TIME_EFFECT)randint0(20) + 10);
516 msg_print(_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"));
517 if (has_resist_pois(player_ptr) == 0) {
518 (void)BadStatusSetter(player_ptr).mod_poison((TIME_EFFECT)randint0(20) + 10);
525 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
526 if (player_ptr->free_act) {
530 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
531 if (ironman_nightmare) {
532 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
533 sanity_blast(player_ptr, nullptr, false);
536 (void)BadStatusSetter(player_ptr).paralysis(player_ptr->paralyzed + randint0(10) + 5);
541 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
542 /* Make some new traps */
543 project(player_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
549 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
551 aggravate_monsters(player_ptr, 0);
557 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
558 (void)project(player_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
559 (void)project(player_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
560 (void)project(player_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
561 aggravate_monsters(player_ptr, 0);
566 case TRAP_ARMAGEDDON: {
567 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
568 int evil_idx = 0, good_idx = 0;
571 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
573 /* Summon Demons and Angels */
574 for (lev = player_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
575 num = levs[MIN(lev / 10, 9)];
576 for (i = 0; i < num; i++) {
577 POSITION x1 = rand_spread(x, 7);
578 POSITION y1 = rand_spread(y, 5);
580 if (!in_bounds(player_ptr->current_floor_ptr, y1, x1))
583 /* Require line of projection */
584 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, y1, x1))
587 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
588 evil_idx = hack_m_idx_ii;
590 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
591 good_idx = hack_m_idx_ii;
594 /* Let them fight each other */
595 if (evil_idx && good_idx) {
596 monster_type *evil_ptr = &player_ptr->current_floor_ptr->m_list[evil_idx];
597 monster_type *good_ptr = &player_ptr->current_floor_ptr->m_list[good_idx];
598 evil_ptr->target_y = good_ptr->fy;
599 evil_ptr->target_x = good_ptr->fx;
600 good_ptr->target_y = evil_ptr->fy;
601 good_ptr->target_x = evil_ptr->fx;
610 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!"));
612 /* Water fills room */
613 fire_ball_hide(player_ptr, GF_WATER_FLOW, 0, 1, 10);
615 /* Summon Piranhas */
616 num = 1 + player_ptr->current_floor_ptr->dun_level / 20;
617 for (i = 0; i < num; i++) {
618 (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
627 if (break_trap && is_trap(player_ptr, g_ptr->feat)) {
628 cave_alter_feat(player_ptr, y, x, FF::DISARM);
629 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));