4 #include "player-damage.h"
5 #include "player-move.h"
6 #include "spells-summon.h"
10 #include "player-status.h"
13 #include "floor-save.h"
15 static s16b normal_traps[MAX_NORMAL_TRAPS];
22 * Each chest has a certain set of traps, determined by pval
23 * Each chest has a "pval" from 1 to the chest level (max 55)
24 * If the "pval" is negative then the trap has been disarmed
25 * The "pval" of a chest determines the quality of its treasure
26 * Note that disarming a trap on a chest also removes the lock.
29 const int chest_traps[64] =
36 (CHEST_LOSE_CON), /* 5 == best small wooden */
44 (CHEST_LOSE_STR | CHEST_LOSE_CON),
45 (CHEST_LOSE_STR | CHEST_LOSE_CON),
46 (CHEST_SUMMON), /* 15 == best large wooden */
51 (CHEST_LOSE_STR | CHEST_LOSE_CON),
56 (CHEST_EXPLODE), /* 25 == best small iron */
59 (CHEST_POISON | CHEST_LOSE_CON),
60 (CHEST_LOSE_STR | CHEST_LOSE_CON),
61 (CHEST_EXPLODE | CHEST_SUMMON),
63 (CHEST_POISON | CHEST_SUMMON),
64 (CHEST_E_SUMMON | CHEST_ALARM),
66 (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
68 (CHEST_SUMMON | CHEST_ALARM),
70 (CHEST_EXPLODE | CHEST_SUMMON),
71 (CHEST_EXPLODE | CHEST_SUMMON),
72 (CHEST_POISON | CHEST_PARALYZE),
75 (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
76 (CHEST_H_SUMMON), /* 45 == best small steel */
78 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
80 (CHEST_RUNES_OF_EVIL),
81 (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
82 (CHEST_BIRD_STORM | CHEST_ALARM),
83 (CHEST_H_SUMMON | CHEST_ALARM),
84 (CHEST_RUNES_OF_EVIL),
85 (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
86 (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
87 (CHEST_EXPLODE | CHEST_SUMMON),
88 (CHEST_EXPLODE | CHEST_SUMMON),
89 (CHEST_EXPLODE | CHEST_SUMMON),
90 (CHEST_EXPLODE | CHEST_SUMMON),
91 (CHEST_EXPLODE | CHEST_SUMMON),
92 (CHEST_EXPLODE | CHEST_SUMMON),
93 (CHEST_EXPLODE | CHEST_SUMMON),
94 (CHEST_EXPLODE | CHEST_SUMMON),
99 * @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
102 void init_normal_traps(void)
106 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
107 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
108 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
109 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
110 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
111 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
112 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
113 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
114 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
115 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
116 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
117 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
118 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
119 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
120 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
121 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
122 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
123 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
127 * @brief 基本トラップをランダムに選択する /
129 * @return 選択したトラップのID
131 * This routine should be redone to reflect trap "level".\n
132 * That is, it does not make sense to have spiked pits at 50 feet.\n
133 * Actually, it is not this routine, but the "trap instantiation"\n
134 * code, which should also check for "trap doors" on quest levels.\n
136 FEAT_IDX choose_random_trap(void)
143 /* Hack -- pick a trap */
144 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
146 /* Accept non-trapdoors */
147 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
149 /* Hack -- no trap doors on special levels */
150 if (p_ptr->inside_arena || quest_number(current_floor_ptr->dun_level)) continue;
152 /* Hack -- no trap doors on the deepest level */
153 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue;
162 * @brief マスに存在するトラップを秘匿する /
163 * Disclose an invisible trap
164 * @param y 秘匿したいマスのY座標
165 * @param x 秘匿したいマスのX座標
168 void disclose_grid(POSITION y, POSITION x)
170 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
172 if (cave_have_flag_grid(g_ptr, FF_SECRET))
174 /* No longer hidden */
175 cave_alter_feat(y, x, FF_SECRET);
177 else if (g_ptr->mimic)
179 /* No longer hidden */
188 * @brief マスをトラップを配置する /
189 * The location must be a legal, naked, floor grid.
190 * @param y 配置したいマスのY座標
191 * @param x 配置したいマスのX座標
193 * Note that all traps start out as "invisible" and "untyped", and then\n
194 * when they are "discovered" (by detecting them or setting them off),\n
195 * the trap is "instantiated" as a visible, "typed", trap.\n
197 void place_trap(POSITION y, POSITION x)
199 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
201 /* Paranoia -- verify location */
202 if (!in_bounds(y, x)) return;
204 /* Require empty, clean, floor grid */
205 if (!cave_clean_bold(y, x)) return;
207 /* Place an invisible trap */
208 g_ptr->mimic = g_ptr->feat;
209 g_ptr->feat = choose_random_trap();
215 * @brief プレイヤーへのトラップ命中判定 /
216 * Determine if a trap affects the player.
217 * @param power 基本回避難度
218 * @return トラップが命中した場合TRUEを返す。
220 * Always miss 5% of the time, Always hit 5% of the time.
221 * Otherwise, match trap power against player armor.
223 static int check_hit(int power)
228 /* Percentile dice */
231 /* Hack -- 5% hit, 5% miss */
232 if (k < 10) return (k < 5);
234 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
235 if (one_in_(20)) return (TRUE);
237 /* Paranoia -- No power */
238 if (power <= 0) return (FALSE);
241 ac = p_ptr->ac + p_ptr->to_a;
243 /* Power competes against Armor */
244 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
252 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
253 * @param trap_feat_type トラップの種別ID
256 static void hit_trap_pit(int trap_feat_type)
259 concptr trap_name = "";
260 concptr spike_name = "";
262 switch (trap_feat_type)
265 trap_name = _("落とし穴", "a pit trap");
267 case TRAP_SPIKED_PIT:
268 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
269 spike_name = _("スパイク", "spikes");
271 case TRAP_POISON_PIT:
272 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
273 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
279 if (p_ptr->levitation)
281 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
285 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
290 /* Extra spike damage */
291 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
294 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
297 (void)set_cut(p_ptr->cut + randint1(dam));
299 if (trap_feat_type == TRAP_POISON_PIT) {
300 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
302 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
307 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
312 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
316 * @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
317 * @return ダーツが命中した場合TRUEを返す
319 static bool hit_trap_dart(void)
325 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
326 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
327 if (!CHECK_MULTISHADOW()) hit = TRUE;
331 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."));
338 * @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
339 * @param stat 低下する能力値ID
342 static void hit_trap_lose_stat(int stat)
351 * @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
354 static void hit_trap_slow(void)
358 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
363 * @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
364 * @param trap_message メッセージの補完文字列
365 * @param resist 状態異常に抵抗する判定が出たならTRUE
366 * @param set_status 状態異常を指定する関数ポインタ
367 * @param current_world_ptr->game_turn 状態異常の追加ターン量
370 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
372 msg_print(trap_message);
375 set_status(turn_aux);
380 * @brief プレイヤーへのトラップ作動処理メインルーチン /
381 * Handle player hitting a real trap
382 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
385 void hit_trap(bool break_trap)
388 POSITION x = p_ptr->x, y = p_ptr->y;
389 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
390 feature_type *f_ptr = &f_info[g_ptr->feat];
391 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
392 concptr name = _("トラップ", "a trap");
394 disturb(FALSE, TRUE);
396 cave_alter_feat(y, x, FF_HIT_TRAP);
399 switch (trap_feat_type)
403 if (p_ptr->levitation)
405 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
409 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
410 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
411 msg_print(_("くっそ~!", ""));
412 else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
413 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(DAMAGE_NOESCAPE, dam, name, -1);
422 /* Still alive and autosave enabled */
423 if (autosave_l && (p_ptr->chp >= 0))
424 do_cmd_save_game(TRUE);
426 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
427 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
428 p_ptr->leaving = TRUE;
434 case TRAP_SPIKED_PIT:
435 case TRAP_POISON_PIT:
437 hit_trap_pit(trap_feat_type);
443 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
444 num = 2 + randint1(3);
445 for (i = 0; i < num; i++)
447 (void)summon_specific(0, y, x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
450 if (current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
452 bool stop_ty = FALSE;
457 stop_ty = activate_ty_curse(stop_ty, &count);
458 } while (one_in_(6));
465 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
466 teleport_player(100, TELEPORT_PASSIVE);
472 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
474 (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
480 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
482 (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
494 hit_trap_lose_stat(A_STR);
500 hit_trap_lose_stat(A_DEX);
506 hit_trap_lose_stat(A_CON);
512 hit_trap_set_abnormal_status(
513 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
515 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
521 hit_trap_set_abnormal_status(
522 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
524 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
530 hit_trap_set_abnormal_status(
531 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
532 p_ptr->resist_pois || IS_OPPOSE_POIS(),
533 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
539 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
540 if (!p_ptr->free_act)
542 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
544 if (ironman_nightmare)
546 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
548 /* Have some nightmares */
549 sanity_blast(NULL, FALSE);
552 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
559 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
560 /* Make some new traps */
561 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
568 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
570 aggravate_monsters(0);
577 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
578 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
579 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
580 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
581 aggravate_monsters(0);
586 case TRAP_ARMAGEDDON:
588 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
589 int evil_idx = 0, good_idx = 0;
592 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
594 /* Summon Demons and Angels */
595 for (lev = current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
597 num = levs[MIN(lev / 10, 9)];
598 for (i = 0; i < num; i++)
600 POSITION x1 = rand_spread(x, 7);
601 POSITION y1 = rand_spread(y, 5);
603 /* Skip illegal grids */
604 if (!in_bounds(y1, x1)) continue;
606 /* Require line of projection */
607 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
609 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0'))
610 evil_idx = hack_m_idx_ii;
612 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0'))
614 good_idx = hack_m_idx_ii;
617 /* Let them fight each other */
618 if (evil_idx && good_idx)
620 monster_type *evil_ptr = ¤t_floor_ptr->m_list[evil_idx];
621 monster_type *good_ptr = ¤t_floor_ptr->m_list[good_idx];
622 evil_ptr->target_y = good_ptr->fy;
623 evil_ptr->target_x = good_ptr->fx;
624 good_ptr->target_y = evil_ptr->fy;
625 good_ptr->target_x = evil_ptr->fx;
634 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!"));
636 /* Water fills room */
637 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
639 /* Summon Piranhas */
640 num = 1 + current_floor_ptr->dun_level / 20;
641 for (i = 0; i < num; i++)
643 (void)summon_specific(0, y, x, current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
649 if (break_trap && is_trap(g_ptr->feat))
651 cave_alter_feat(y, x, FF_DISARM);
652 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));