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/summon-types.h"
35 #include "status/bad-status-setter.h"
36 #include "status/base-status.h"
37 #include "status/element-resistance.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 "target/projection-path-calculator.h"
43 #include "timed-effect/player-cut.h"
44 #include "timed-effect/timed-effects.h"
45 #include "util/enum-converter.h"
46 #include "view/display-messages.h"
47 #include "world/world.h"
49 static std::vector<int16_t> normal_traps;
55 * Each chest has a certain set of traps, determined by pval
56 * Each chest has a "pval" from 1 to the chest level (max 55)
57 * If the "pval" is negative then the trap has been disarmed
58 * The "pval" of a chest determines the quality of its treasure
59 * Note that disarming a trap on a chest also removes the lock.
62 const std::vector<EnumClassFlagGroup<ChestTrapType>> chest_traps = {
64 { ChestTrapType::POISON },
65 { ChestTrapType::LOSE_STR },
66 { ChestTrapType::LOSE_CON },
67 { ChestTrapType::LOSE_STR },
68 { ChestTrapType::LOSE_CON }, /* 5 == best small wooden */
70 { ChestTrapType::ALARM },
71 { ChestTrapType::ALARM },
72 { ChestTrapType::LOSE_STR },
73 { ChestTrapType::LOSE_CON },
74 { ChestTrapType::POISON },
75 { ChestTrapType::SCATTER },
76 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
77 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
78 { ChestTrapType::SUMMON }, /* 15 == best large wooden */
80 { ChestTrapType::ALARM },
81 { ChestTrapType::SCATTER },
82 { ChestTrapType::PARALYZE },
83 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
84 { ChestTrapType::SUMMON },
85 { ChestTrapType::PARALYZE },
86 { ChestTrapType::LOSE_STR },
87 { ChestTrapType::LOSE_CON },
88 { ChestTrapType::EXPLODE }, /* 25 == best small iron */
90 { ChestTrapType::E_SUMMON },
91 { ChestTrapType::POISON, ChestTrapType::LOSE_CON },
92 { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
93 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
94 { ChestTrapType::BIRD_STORM },
95 { ChestTrapType::POISON, ChestTrapType::SUMMON },
96 { ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
97 { ChestTrapType::EXPLODE },
98 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON }, /* 35 == best large iron */
100 { ChestTrapType::SUMMON, ChestTrapType::ALARM },
101 { ChestTrapType::EXPLODE },
102 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
103 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
104 { ChestTrapType::POISON, ChestTrapType::PARALYZE },
105 { ChestTrapType::EXPLODE },
106 { ChestTrapType::BIRD_STORM },
107 { ChestTrapType::EXPLODE, ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
108 { ChestTrapType::H_SUMMON }, /* 45 == best small steel */
110 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
111 { ChestTrapType::BIRD_STORM },
112 { ChestTrapType::RUNES_OF_EVIL },
113 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
114 { ChestTrapType::BIRD_STORM, ChestTrapType::ALARM },
115 { ChestTrapType::H_SUMMON, ChestTrapType::ALARM },
116 { ChestTrapType::RUNES_OF_EVIL },
117 { ChestTrapType::H_SUMMON, ChestTrapType::SCATTER, ChestTrapType::ALARM },
118 { ChestTrapType::RUNES_OF_EVIL, ChestTrapType::EXPLODE }, /* 55 == best large steel */
119 { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
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 },
130 * @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
132 void init_normal_traps(void)
134 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPDOOR"));
135 normal_traps.push_back(f_tag_to_index_in_init("TRAP_PIT"));
136 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SPIKED_PIT"));
137 normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON_PIT"));
138 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TY_CURSE"));
139 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TELEPORT"));
140 normal_traps.push_back(f_tag_to_index_in_init("TRAP_FIRE"));
141 normal_traps.push_back(f_tag_to_index_in_init("TRAP_ACID"));
142 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLOW"));
143 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_STR"));
144 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_DEX"));
145 normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_CON"));
146 normal_traps.push_back(f_tag_to_index_in_init("TRAP_BLIND"));
147 normal_traps.push_back(f_tag_to_index_in_init("TRAP_CONFUSE"));
148 normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON"));
149 normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLEEP"));
150 normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPS"));
151 normal_traps.push_back(f_tag_to_index_in_init("TRAP_ALARM"));
155 * @brief 基本トラップをランダムに選択する /
157 * @return 選択したトラップのID
159 * This routine should be redone to reflect trap "level".\n
160 * That is, it does not make sense to have spiked pits at 50 feet.\n
161 * Actually, it is not this routine, but the "trap instantiation"\n
162 * code, which should also check for "trap doors" on quest levels.\n
164 FEAT_IDX choose_random_trap(PlayerType *player_ptr)
169 auto *floor_ptr = player_ptr->current_floor_ptr;
171 feat = normal_traps[randint0(normal_traps.size())];
173 /* Accept non-trapdoors */
174 if (f_info[feat].flags.has_not(FloorFeatureType::MORE)) {
178 /* Hack -- no trap doors on special levels */
179 if (floor_ptr->inside_arena || inside_quest(quest_number(player_ptr, floor_ptr->dun_level))) {
183 /* Hack -- no trap doors on the deepest level */
184 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) {
195 * @brief マスに存在する隠しトラップを公開する /
196 * Disclose an invisible trap
198 * @param y 秘匿したいマスのY座標
199 * @param x 秘匿したいマスのX座標
201 void disclose_grid(PlayerType *player_ptr, POSITION y, POSITION x)
203 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
205 if (g_ptr->cave_has_flag(FloorFeatureType::SECRET)) {
206 /* No longer hidden */
207 cave_alter_feat(player_ptr, y, x, FloorFeatureType::SECRET);
208 } else if (g_ptr->mimic) {
209 /* No longer hidden */
212 note_spot(player_ptr, y, x);
213 lite_spot(player_ptr, y, x);
218 * @brief マスをトラップを配置する /
219 * The location must be a legal, naked, floor grid.
220 * @param y 配置したいマスのY座標
221 * @param x 配置したいマスのX座標
223 * Note that all traps start out as "invisible" and "untyped", and then\n
224 * when they are "discovered" (by detecting them or setting them off),\n
225 * the trap is "instantiated" as a visible, "typed", trap.\n
227 void place_trap(PlayerType *player_ptr, POSITION y, POSITION x)
229 auto *floor_ptr = player_ptr->current_floor_ptr;
230 auto *g_ptr = &floor_ptr->grid_array[y][x];
232 /* Paranoia -- verify location */
233 if (!in_bounds(floor_ptr, y, x)) {
237 /* Require empty, clean, floor grid */
238 if (!cave_clean_bold(floor_ptr, y, x)) {
242 /* Place an invisible trap */
243 g_ptr->mimic = g_ptr->feat;
244 g_ptr->feat = choose_random_trap(player_ptr);
248 * @brief プレイヤーへのトラップ命中判定 /
249 * Determine if a trap affects the player.
250 * @param power 基本回避難度
251 * @return トラップが命中した場合TRUEを返す。
253 * Always miss 5% of the time, Always hit 5% of the time.
254 * Otherwise, match trap power against player armor.
256 static int check_hit_from_monster_to_player(PlayerType *player_ptr, int power)
261 /* Percentile dice */
264 /* Hack -- 5% hit, 5% miss */
269 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
275 /* Paranoia -- No power */
281 ac = player_ptr->ac + player_ptr->to_a;
283 /* Power competes against Armor */
284 if (randint1(power) > ((ac * 3) / 4)) {
293 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
294 * @param trap_feat_type トラップの種別ID
296 static void hit_trap_pit(PlayerType *player_ptr, TrapType trap_feat_type)
299 concptr trap_name = "";
300 concptr spike_name = "";
302 switch (trap_feat_type) {
304 trap_name = _("落とし穴", "a pit trap");
306 case TrapType::SPIKED_PIT:
307 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
308 spike_name = _("スパイク", "spikes");
310 case TrapType::POISON_PIT:
311 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
312 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
318 if (player_ptr->levitation) {
319 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
323 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
325 if (((trap_feat_type != TrapType::SPIKED_PIT) && (trap_feat_type != TrapType::POISON_PIT)) || one_in_(2)) {
326 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
330 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
332 BadStatusSetter bss(player_ptr);
333 (void)bss.mod_cut(randint1(dam));
334 if (trap_feat_type != TrapType::POISON_PIT) {
335 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
339 if (has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) {
340 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
341 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
346 (void)bss.mod_poison(randint1(dam));
347 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
351 * @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
352 * @return ダーツが命中した場合TRUEを返す
354 static bool hit_trap_dart(PlayerType *player_ptr)
358 if (check_hit_from_monster_to_player(player_ptr, 125)) {
359 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
360 take_hit(player_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
361 if (!check_multishadow(player_ptr)) {
365 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."));
372 * @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
373 * @param stat 低下する能力値ID
375 static void hit_trap_lose_stat(PlayerType *player_ptr, int stat)
377 if (hit_trap_dart(player_ptr)) {
378 do_dec_stat(player_ptr, stat);
383 * @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
385 static void hit_trap_slow(PlayerType *player_ptr)
387 if (hit_trap_dart(player_ptr)) {
388 (void)BadStatusSetter(player_ptr).mod_slowness(randint0(20) + 20, false);
393 * @brief プレイヤーへのトラップ作動処理メインルーチン /
394 * Handle player hitting a real trap
395 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
396 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
398 void hit_trap(PlayerType *player_ptr, bool break_trap)
401 POSITION x = player_ptr->x, y = player_ptr->y;
402 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
403 auto *f_ptr = &f_info[g_ptr->feat];
404 TrapType trap_feat_type = f_ptr->flags.has(FloorFeatureType::TRAP) ? i2enum<TrapType>(f_ptr->subtype) : TrapType::NOT_TRAP;
405 concptr name = _("トラップ", "a trap");
407 disturb(player_ptr, false, true);
409 cave_alter_feat(player_ptr, y, x, FloorFeatureType::HIT_TRAP);
412 switch (trap_feat_type) {
413 case TrapType::TRAPDOOR: {
414 if (player_ptr->levitation) {
415 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
417 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
418 if (is_echizen(player_ptr)) {
419 msg_print(_("くっそ~!", ""));
420 } else if (is_chargeman(player_ptr)) {
421 msg_print(_("ジュラル星人の仕業に違いない!", ""));
426 name = _("落とし戸", "a trap door");
428 take_hit(player_ptr, DAMAGE_NOESCAPE, dam, name);
430 /* Still alive and autosave enabled */
431 if (autosave_l && (player_ptr->chp >= 0)) {
432 do_cmd_save_game(player_ptr, true);
435 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
436 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
437 player_ptr->leaving = true;
443 case TrapType::SPIKED_PIT:
444 case TrapType::POISON_PIT: {
445 hit_trap_pit(player_ptr, trap_feat_type);
449 case TrapType::TY_CURSE: {
450 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
451 num = 2 + randint1(3);
452 for (i = 0; i < num; i++) {
453 (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));
456 if (player_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
458 bool stop_ty = false;
462 stop_ty = activate_ty_curse(player_ptr, stop_ty, &count);
463 } while (one_in_(6));
468 case TrapType::TELEPORT: {
469 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
470 teleport_player(player_ptr, 100, TELEPORT_PASSIVE);
474 case TrapType::FIRE: {
475 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
477 (void)fire_dam(player_ptr, dam, _("炎のトラップ", "a fire trap"), false);
481 case TrapType::ACID: {
482 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
484 (void)acid_dam(player_ptr, dam, _("酸のトラップ", "an acid trap"), false);
488 case TrapType::SLOW: {
489 hit_trap_slow(player_ptr);
493 case TrapType::LOSE_STR: {
494 hit_trap_lose_stat(player_ptr, A_STR);
498 case TrapType::LOSE_DEX: {
499 hit_trap_lose_stat(player_ptr, A_DEX);
503 case TrapType::LOSE_CON: {
504 hit_trap_lose_stat(player_ptr, A_CON);
508 case TrapType::BLIND:
509 msg_print(_("黒いガスに包み込まれた!", "A black gas surrounds you!"));
510 if (has_resist_blind(player_ptr) == 0) {
511 (void)BadStatusSetter(player_ptr).mod_blindness(randint0(50) + 25);
515 case TrapType::CONFUSE: {
516 msg_print(_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"));
517 if (has_resist_conf(player_ptr) == 0) {
518 (void)BadStatusSetter(player_ptr).mod_confusion(randint0(20) + 10);
524 case TrapType::POISON: {
525 msg_print(_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"));
526 if (has_resist_pois(player_ptr) == 0) {
527 (void)BadStatusSetter(player_ptr).mod_poison(randint0(20) + 10);
533 case TrapType::SLEEP: {
534 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
535 if (player_ptr->free_act) {
539 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
540 if (ironman_nightmare) {
541 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
542 sanity_blast(player_ptr, nullptr, false);
545 (void)BadStatusSetter(player_ptr).mod_paralysis(randint0(10) + 5);
549 case TrapType::TRAPS: {
550 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
551 /* Make some new traps */
552 project(player_ptr, 0, 1, y, x, 0, AttributeType::MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
557 case TrapType::ALARM: {
558 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
560 aggravate_monsters(player_ptr, 0);
565 case TrapType::OPEN: {
566 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
567 (void)project(player_ptr, 0, 3, y, x, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
568 (void)project(player_ptr, 0, 3, y, x - 4, 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 aggravate_monsters(player_ptr, 0);
575 case TrapType::ARMAGEDDON: {
576 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
577 int evil_idx = 0, good_idx = 0;
580 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
582 /* Summon Demons and Angels */
583 for (lev = player_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
584 num = levs[std::min(lev / 10, 9)];
585 for (i = 0; i < num; i++) {
586 POSITION x1 = rand_spread(x, 7);
587 POSITION y1 = rand_spread(y, 5);
589 if (!in_bounds(player_ptr->current_floor_ptr, y1, x1)) {
593 /* Require line of projection */
594 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, y1, x1)) {
598 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) {
599 evil_idx = hack_m_idx_ii;
602 if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
603 good_idx = hack_m_idx_ii;
606 /* Let them fight each other */
607 if (evil_idx && good_idx) {
608 monster_type *evil_ptr = &player_ptr->current_floor_ptr->m_list[evil_idx];
609 monster_type *good_ptr = &player_ptr->current_floor_ptr->m_list[good_idx];
610 evil_ptr->target_y = good_ptr->fy;
611 evil_ptr->target_x = good_ptr->fx;
612 good_ptr->target_y = evil_ptr->fy;
613 good_ptr->target_x = evil_ptr->fx;
621 case TrapType::PIRANHA: {
622 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!"));
624 /* Water fills room */
625 fire_ball_hide(player_ptr, AttributeType::WATER_FLOW, 0, 1, 10);
627 /* Summon Piranhas */
628 num = 1 + player_ptr->current_floor_ptr->dun_level / 20;
629 for (i = 0; i < num; i++) {
630 (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
639 if (break_trap && is_trap(player_ptr, g_ptr->feat)) {
640 cave_alter_feat(player_ptr, y, x, FloorFeatureType::DISARM);
641 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));