6 #include "player-damage.h"
7 #include "player-move.h"
8 #include "player-effects.h"
9 #include "player-class.h"
10 #include "player-personality.h"
11 #include "spells-summon.h"
15 #include "player-status.h"
19 #include "floor-save.h"
24 #include "realm-song.h"
26 static s16b normal_traps[MAX_NORMAL_TRAPS];
33 * Each chest has a certain set of traps, determined by pval
34 * Each chest has a "pval" from 1 to the chest level (max 55)
35 * If the "pval" is negative then the trap has been disarmed
36 * The "pval" of a chest determines the quality of its treasure
37 * Note that disarming a trap on a chest also removes the lock.
40 const int chest_traps[64] =
47 (CHEST_LOSE_CON), /* 5 == best small wooden */
55 (CHEST_LOSE_STR | CHEST_LOSE_CON),
56 (CHEST_LOSE_STR | CHEST_LOSE_CON),
57 (CHEST_SUMMON), /* 15 == best large wooden */
62 (CHEST_LOSE_STR | CHEST_LOSE_CON),
67 (CHEST_EXPLODE), /* 25 == best small iron */
70 (CHEST_POISON | CHEST_LOSE_CON),
71 (CHEST_LOSE_STR | CHEST_LOSE_CON),
72 (CHEST_EXPLODE | CHEST_SUMMON),
74 (CHEST_POISON | CHEST_SUMMON),
75 (CHEST_E_SUMMON | CHEST_ALARM),
77 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
79 (CHEST_SUMMON | CHEST_ALARM),
81 (CHEST_EXPLODE | CHEST_SUMMON),
82 (CHEST_EXPLODE | CHEST_SUMMON),
83 (CHEST_POISON | CHEST_PARALYZE),
86 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
87 (CHEST_H_SUMMON), /* 45 == best small steel */
89 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
91 (CHEST_RUNES_OF_EVIL),
92 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
93 (CHEST_BIRD_STORM | CHEST_ALARM),
94 (CHEST_H_SUMMON | CHEST_ALARM),
95 (CHEST_RUNES_OF_EVIL),
96 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
97 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
98 (CHEST_EXPLODE | CHEST_SUMMON),
99 (CHEST_EXPLODE | CHEST_SUMMON),
100 (CHEST_EXPLODE | CHEST_SUMMON),
101 (CHEST_EXPLODE | CHEST_SUMMON),
102 (CHEST_EXPLODE | CHEST_SUMMON),
103 (CHEST_EXPLODE | CHEST_SUMMON),
104 (CHEST_EXPLODE | CHEST_SUMMON),
105 (CHEST_EXPLODE | CHEST_SUMMON),
110 * @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
113 void init_normal_traps(void)
117 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
118 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
119 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
120 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
121 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
122 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
123 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
124 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
125 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
126 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
127 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
128 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
129 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
130 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
131 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
132 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
133 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
134 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
138 * @brief 基本トラップをランダムに選択する /
140 * @return 選択したトラップのID
142 * This routine should be redone to reflect trap "level".\n
143 * That is, it does not make sense to have spiked pits at 50 feet.\n
144 * Actually, it is not this routine, but the "trap instantiation"\n
145 * code, which should also check for "trap doors" on quest levels.\n
147 FEAT_IDX choose_random_trap(player_type *trapped_ptr)
152 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
155 /* Hack -- pick a trap */
156 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
158 /* Accept non-trapdoors */
159 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
161 /* Hack -- no trap doors on special levels */
162 if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level)) continue;
164 /* Hack -- no trap doors on the deepest level */
165 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
175 * @brief マスに存在する隠しトラップを公開する /
176 * Disclose an invisible trap
178 * @param y 秘匿したいマスのY座標
179 * @param x 秘匿したいマスのX座標
182 void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
184 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
186 if (cave_have_flag_grid(g_ptr, FF_SECRET))
188 /* No longer hidden */
189 cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
191 else if (g_ptr->mimic)
193 /* No longer hidden */
203 * @brief マスをトラップを配置する /
204 * The location must be a legal, naked, floor grid.
205 * @param y 配置したいマスのY座標
206 * @param x 配置したいマスのX座標
208 * Note that all traps start out as "invisible" and "untyped", and then\n
209 * when they are "discovered" (by detecting them or setting them off),\n
210 * the trap is "instantiated" as a visible, "typed", trap.\n
212 void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
214 floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
215 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
217 /* Paranoia -- verify location */
218 if (!in_bounds(floor_ptr, y, x)) return;
220 /* Require empty, clean, floor grid */
221 if (!cave_clean_bold(floor_ptr, y, x)) return;
223 /* Place an invisible trap */
224 g_ptr->mimic = g_ptr->feat;
225 g_ptr->feat = choose_random_trap(trapped_ptr);
231 * @brief プレイヤーへのトラップ命中判定 /
232 * Determine if a trap affects the player.
233 * @param power 基本回避難度
234 * @return トラップが命中した場合TRUEを返す。
236 * Always miss 5% of the time, Always hit 5% of the time.
237 * Otherwise, match trap power against player armor.
239 static int check_hit(player_type *target_ptr, int power)
244 /* Percentile dice */
247 /* Hack -- 5% hit, 5% miss */
248 if (k < 10) return (k < 5);
250 if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
251 if (one_in_(20)) return TRUE;
253 /* Paranoia -- No power */
254 if (power <= 0) return FALSE;
257 ac = target_ptr->ac + target_ptr->to_a;
259 /* Power competes against Armor */
260 if (randint1(power) > ((ac * 3) / 4)) return TRUE;
268 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
269 * @param trap_feat_type トラップの種別ID
272 static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
275 concptr trap_name = "";
276 concptr spike_name = "";
278 switch (trap_feat_type)
281 trap_name = _("落とし穴", "a pit trap");
283 case TRAP_SPIKED_PIT:
284 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
285 spike_name = _("スパイク", "spikes");
287 case TRAP_POISON_PIT:
288 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
289 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
295 if (trapped_ptr->levitation)
297 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
301 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
306 /* Extra spike damage */
307 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
310 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
313 (void)set_cut(trapped_ptr,trapped_ptr->cut + randint1(dam));
315 if (trap_feat_type == TRAP_POISON_PIT) {
316 if (trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr))
318 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
323 (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
328 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, trap_name, -1);
332 * @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
333 * @return ダーツが命中した場合TRUEを返す
335 static bool hit_trap_dart(player_type *target_ptr)
339 if (check_hit(target_ptr, 125))
341 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
342 take_hit(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
343 if (!CHECK_MULTISHADOW(target_ptr)) hit = TRUE;
347 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."));
354 * @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
355 * @param stat 低下する能力値ID
358 static void hit_trap_lose_stat(player_type *target_ptr, int stat)
360 if (hit_trap_dart(target_ptr))
362 do_dec_stat(target_ptr, stat);
367 * @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
370 static void hit_trap_slow(player_type *target_ptr)
372 if (hit_trap_dart(target_ptr))
374 set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
379 * @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
380 * @param trap_message メッセージの補完文字列
381 * @param resist 状態異常に抵抗する判定が出たならTRUE
382 * @param set_status 状態異常を指定する関数ポインタ
383 * @param turn_aux 状態異常の追加ターン量
386 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
388 msg_print(trap_message);
391 set_status(turn_aux);
395 static void hit_trap_set_abnormal_status_p(concptr trap_message, bool resist, bool(*set_status)(player_type *, IDX), IDX turn_aux)
397 msg_print(trap_message);
400 set_status(p_ptr, turn_aux);
405 * @brief プレイヤーへのトラップ作動処理メインルーチン /
406 * Handle player hitting a real trap
407 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
410 void hit_trap(player_type *trapped_ptr, bool break_trap)
413 POSITION x = trapped_ptr->x, y = trapped_ptr->y;
414 grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
415 feature_type *f_ptr = &f_info[g_ptr->feat];
416 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
417 concptr name = _("トラップ", "a trap");
419 disturb(trapped_ptr, FALSE, TRUE);
421 cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
424 switch (trap_feat_type)
428 if (trapped_ptr->levitation)
430 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
434 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
435 if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
436 msg_print(_("くっそ~!", ""));
437 else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
438 msg_print(_("ジュラル星人の仕業に違いない!", ""));
443 name = _("落とし戸", "a trap door");
445 take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name, -1);
447 /* Still alive and autosave enabled */
448 if (autosave_l && (trapped_ptr->chp >= 0))
449 do_cmd_save_game(trapped_ptr, TRUE);
451 exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
452 prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
453 trapped_ptr->leaving = TRUE;
459 case TRAP_SPIKED_PIT:
460 case TRAP_POISON_PIT:
462 hit_trap_pit(trapped_ptr, trap_feat_type);
468 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
469 num = 2 + randint1(3);
470 for (i = 0; i < num; i++)
472 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
475 if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
477 bool stop_ty = FALSE;
482 stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
483 } while (one_in_(6));
490 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
491 teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
497 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
499 (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
505 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
507 (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
513 hit_trap_slow(trapped_ptr);
519 hit_trap_lose_stat(trapped_ptr, A_STR);
525 hit_trap_lose_stat(trapped_ptr, A_DEX);
531 hit_trap_lose_stat(trapped_ptr, A_CON);
537 hit_trap_set_abnormal_status_p(
538 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
539 trapped_ptr->resist_blind,
540 set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
546 hit_trap_set_abnormal_status_p(
547 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
548 trapped_ptr->resist_conf,
549 set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
555 hit_trap_set_abnormal_status_p(
556 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
557 trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr),
558 set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
564 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
565 if (!trapped_ptr->free_act)
567 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
569 if (ironman_nightmare)
571 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
573 /* Have some nightmares */
574 sanity_blast(trapped_ptr, NULL, FALSE);
577 (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
584 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
585 /* Make some new traps */
586 project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
593 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
595 aggravate_monsters(trapped_ptr, 0);
602 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
603 (void)project(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
604 (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
605 (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
606 aggravate_monsters(trapped_ptr, 0);
611 case TRAP_ARMAGEDDON:
613 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
614 int evil_idx = 0, good_idx = 0;
617 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
619 /* Summon Demons and Angels */
620 for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
622 num = levs[MIN(lev / 10, 9)];
623 for (i = 0; i < num; i++)
625 POSITION x1 = rand_spread(x, 7);
626 POSITION y1 = rand_spread(y, 5);
628 if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
630 /* Require line of projection */
631 if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
633 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
634 evil_idx = hack_m_idx_ii;
636 if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
638 good_idx = hack_m_idx_ii;
641 /* Let them fight each other */
642 if (evil_idx && good_idx)
644 monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
645 monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
646 evil_ptr->target_y = good_ptr->fy;
647 evil_ptr->target_x = good_ptr->fx;
648 good_ptr->target_y = evil_ptr->fy;
649 good_ptr->target_x = evil_ptr->fx;
658 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!"));
660 /* Water fills room */
661 fire_ball_hide(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
663 /* Summon Piranhas */
664 num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
665 for (i = 0; i < num; i++)
667 (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
673 if (break_trap && is_trap(g_ptr->feat))
675 cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
676 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));