#include "angband.h"
-#include "floor.h"
+#include "util.h"
+
+#include "cmd-dump.h"
#include "trap.h"
#include "player-damage.h"
#include "player-move.h"
+#include "player-effects.h"
+#include "player-class.h"
+#include "player-personality.h"
#include "spells-summon.h"
#include "quest.h"
#include "artifact.h"
#include "feature.h"
#include "player-status.h"
#include "grid.h"
+#include "spells.h"
+#include "floor.h"
+#include "floor-save.h"
+#include "init.h"
+#include "files.h"
+#include "dungeon.h"
+#include "world.h"
+#include "realm-song.h"
static s16b normal_traps[MAX_NORMAL_TRAPS];
* Actually, it is not this routine, but the "trap instantiation"\n
* code, which should also check for "trap doors" on quest levels.\n
*/
-FEAT_IDX choose_random_trap(void)
+FEAT_IDX choose_random_trap(floor_type *floor_ptr)
{
FEAT_IDX feat;
/* Pick a trap */
- while (1)
+ while (TRUE)
{
/* Hack -- pick a trap */
feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
if (!have_flag(f_info[feat].flags, FF_MORE)) break;
/* Hack -- no trap doors on special levels */
- if (p_ptr->inside_arena || quest_number(current_floor_ptr->dun_level)) continue;
+ if (floor_ptr->inside_arena || quest_number(floor_ptr->dun_level)) continue;
/* Hack -- no trap doors on the deepest level */
- if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue;
+ if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
break;
}
return feat;
}
+
/*!
-* @brief マスに存在するトラップを秘匿する /
+* @brief マスに存在する隠しトラップを公開する /
* Disclose an invisible trap
+* @param player
* @param y 秘匿したいマスのY座標
* @param x 秘匿したいマスのX座標
* @return なし
*/
-void disclose_grid(POSITION y, POSITION x)
+void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
if (cave_have_flag_grid(g_ptr, FF_SECRET))
{
/* No longer hidden */
- cave_alter_feat(y, x, FF_SECRET);
+ cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
}
else if (g_ptr->mimic)
{
}
}
+
/*!
* @brief マスをトラップを配置する /
* The location must be a legal, naked, floor grid.
* when they are "discovered" (by detecting them or setting them off),\n
* the trap is "instantiated" as a visible, "typed", trap.\n
*/
-void place_trap(POSITION y, POSITION x)
+void place_trap(floor_type *floor_ptr, POSITION y, POSITION x)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
/* Paranoia -- verify location */
- if (!in_bounds(y, x)) return;
+ if (!in_bounds(floor_ptr, y, x)) return;
/* Require empty, clean, floor grid */
- if (!cave_clean_bold(y, x)) return;
+ if (!cave_clean_bold(floor_ptr, y, x)) return;
/* Place an invisible trap */
g_ptr->mimic = g_ptr->feat;
- g_ptr->feat = choose_random_trap();
+ g_ptr->feat = choose_random_trap(floor_ptr);
}
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match trap power against player armor.
*/
-static int check_hit(int power)
+static int check_hit(player_type *target_ptr, int power)
{
int k;
ARMOUR_CLASS ac;
/* Hack -- 5% hit, 5% miss */
if (k < 10) return (k < 5);
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (TRUE);
+ if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
+ if (one_in_(20)) return TRUE;
/* Paranoia -- No power */
- if (power <= 0) return (FALSE);
+ if (power <= 0) return FALSE;
/* Total armor */
- ac = p_ptr->ac + p_ptr->to_a;
+ ac = target_ptr->ac + target_ptr->to_a;
/* Power competes against Armor */
- if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
+ if (randint1(power) > ((ac * 3) / 4)) return TRUE;
/* Assume miss */
- return (FALSE);
+ return FALSE;
}
* @param trap_feat_type トラップの種別ID
* @return なし
*/
-static void hit_trap_pit(int trap_feat_type)
+static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
{
HIT_POINT dam;
concptr trap_name = "";
return;
}
- if (p_ptr->levitation)
+ if (trapped_ptr->levitation)
{
msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
return;
msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
dam = dam * 2;
- (void)set_cut(p_ptr->cut + randint1(dam));
+ (void)set_cut(trapped_ptr,trapped_ptr->cut + randint1(dam));
if (trap_feat_type == TRAP_POISON_PIT) {
- if (p_ptr->resist_pois || IS_OPPOSE_POIS())
+ if (trapped_ptr->resist_pois || IS_OPPOSE_POIS())
{
msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
}
else
{
dam = dam * 2;
- (void)set_poisoned(p_ptr->poisoned + randint1(dam));
+ (void)set_poisoned(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
}
}
}
- take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
+ take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, trap_name, -1);
}
/*!
* @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
* @return ダーツが命中した場合TRUEを返す
*/
-static bool hit_trap_dart(void)
+static bool hit_trap_dart(player_type *target_ptr)
{
bool hit = FALSE;
- if (check_hit(125))
+ if (check_hit(target_ptr, 125))
{
msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
- take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
- if (!CHECK_MULTISHADOW()) hit = TRUE;
+ take_hit(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
+ if (!CHECK_MULTISHADOW(target_ptr)) hit = TRUE;
}
else
{
* @param stat 低下する能力値ID
* @return なし
*/
-static void hit_trap_lose_stat(int stat)
+static void hit_trap_lose_stat(player_type *target_ptr, int stat)
{
- if (hit_trap_dart())
+ if (hit_trap_dart(target_ptr))
{
- do_dec_stat(stat);
+ do_dec_stat(target_ptr, stat);
}
}
* @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
* @return なし
*/
-static void hit_trap_slow(void)
+static void hit_trap_slow(player_type *target_ptr)
{
- if (hit_trap_dart())
+ if (hit_trap_dart(target_ptr))
{
- set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
+ set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
}
}
* @param trap_message メッセージの補完文字列
* @param resist 状態異常に抵抗する判定が出たならTRUE
* @param set_status 状態異常を指定する関数ポインタ
-* @param current_world_ptr->game_turn 状態異常の追加ターン量
+* @param turn_aux 状態異常の追加ターン量
* @return なし
*/
static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
}
}
+static void hit_trap_set_abnormal_status_p(concptr trap_message, bool resist, bool(*set_status)(player_type *, IDX), IDX turn_aux)
+{
+ msg_print(trap_message);
+ if (!resist)
+ {
+ set_status(p_ptr, turn_aux);
+ }
+}
+
/*!
* @brief プレイヤーへのトラップ作動処理メインルーチン /
* Handle player hitting a real trap
* @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
* @return なし
*/
-void hit_trap(bool break_trap)
+void hit_trap(player_type *trapped_ptr, bool break_trap)
{
int i, num, dam;
- POSITION x = p_ptr->x, y = p_ptr->y;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ POSITION x = trapped_ptr->x, y = trapped_ptr->y;
+ grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
concptr name = _("トラップ", "a trap");
- disturb(FALSE, TRUE);
+ disturb(trapped_ptr, FALSE, TRUE);
- cave_alter_feat(y, x, FF_HIT_TRAP);
+ cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
/* Analyze */
switch (trap_feat_type)
{
case TRAP_TRAPDOOR:
{
- if (p_ptr->levitation)
+ if (trapped_ptr->levitation)
{
msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
}
else
{
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("くっそ~!", ""));
- else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
dam = damroll(2, 8);
name = _("落とし戸", "a trap door");
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
+ take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name, -1);
/* Still alive and autosave enabled */
- if (autosave_l && (p_ptr->chp >= 0))
- do_cmd_save_game(TRUE);
+ if (autosave_l && (trapped_ptr->chp >= 0))
+ do_cmd_save_game(trapped_ptr, TRUE);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- p_ptr->leaving = TRUE;
+ exe_write_diary(trapped_ptr, NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
+ prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ trapped_ptr->leaving = TRUE;
}
break;
}
case TRAP_SPIKED_PIT:
case TRAP_POISON_PIT:
{
- hit_trap_pit(trap_feat_type);
+ hit_trap_pit(trapped_ptr, trap_feat_type);
break;
}
num = 2 + randint1(3);
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+ (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
- if (current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
+ if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
{
bool stop_ty = FALSE;
int count = 0;
do
{
- stop_ty = activate_ty_curse(stop_ty, &count);
+ stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
} while (one_in_(6));
}
break;
case TRAP_TELEPORT:
{
msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
- teleport_player(100, TELEPORT_PASSIVE);
+ teleport_player(trapped_ptr, 100, TELEPORT_PASSIVE);
break;
}
{
msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
dam = damroll(4, 6);
- (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
+ (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
break;
}
{
msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
dam = damroll(4, 6);
- (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
+ (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
break;
}
case TRAP_SLOW:
{
- hit_trap_slow();
+ hit_trap_slow(trapped_ptr);
break;
}
case TRAP_LOSE_STR:
{
- hit_trap_lose_stat(A_STR);
+ hit_trap_lose_stat(trapped_ptr, A_STR);
break;
}
case TRAP_LOSE_DEX:
{
- hit_trap_lose_stat(A_DEX);
+ hit_trap_lose_stat(trapped_ptr, A_DEX);
break;
}
case TRAP_LOSE_CON:
{
- hit_trap_lose_stat(A_CON);
+ hit_trap_lose_stat(trapped_ptr, A_CON);
break;
}
case TRAP_BLIND:
{
- hit_trap_set_abnormal_status(
+ hit_trap_set_abnormal_status_p(
_("黒いガスに包み込まれた!", "A black gas surrounds you!"),
- p_ptr->resist_blind,
- set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
+ trapped_ptr->resist_blind,
+ set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
break;
}
case TRAP_CONFUSE:
{
- hit_trap_set_abnormal_status(
+ hit_trap_set_abnormal_status_p(
_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
- p_ptr->resist_conf,
- set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
+ trapped_ptr->resist_conf,
+ set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
break;
}
case TRAP_POISON:
{
- hit_trap_set_abnormal_status(
+ hit_trap_set_abnormal_status_p(
_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
- p_ptr->resist_pois || IS_OPPOSE_POIS(),
- set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
+ trapped_ptr->resist_pois || IS_OPPOSE_POIS(),
+ set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
break;
}
case TRAP_SLEEP:
{
msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
- if (!p_ptr->free_act)
+ if (!trapped_ptr->free_act)
{
msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
/* Have some nightmares */
- sanity_blast(NULL, FALSE);
+ sanity_blast(trapped_ptr, NULL, FALSE);
}
- (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
+ (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
}
break;
}
{
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
/* Make some new traps */
- project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
+ project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
break;
}
{
msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
- aggravate_monsters(0);
+ aggravate_monsters(trapped_ptr, 0);
break;
}
case TRAP_OPEN:
{
msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
- (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- aggravate_monsters(0);
+ (void)project(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+ (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+ (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+ aggravate_monsters(trapped_ptr, 0);
break;
}
msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
/* Summon Demons and Angels */
- for (lev = current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
+ for (lev = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16)
{
num = levs[MIN(lev / 10, 9)];
for (i = 0; i < num; i++)
POSITION x1 = rand_spread(x, 7);
POSITION y1 = rand_spread(y, 5);
- /* Skip illegal grids */
- if (!in_bounds(y1, x1)) continue;
+ if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
/* Require line of projection */
- if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
+ if (!projectable(trapped_ptr->current_floor_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0'))
+ if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
evil_idx = hack_m_idx_ii;
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0'))
+ if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
{
good_idx = hack_m_idx_ii;
}
/* Let them fight each other */
if (evil_idx && good_idx)
{
- monster_type *evil_ptr = ¤t_floor_ptr->m_list[evil_idx];
- monster_type *good_ptr = ¤t_floor_ptr->m_list[good_idx];
+ monster_type *evil_ptr = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
+ monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
evil_ptr->target_y = good_ptr->fy;
evil_ptr->target_x = good_ptr->fx;
good_ptr->target_y = evil_ptr->fy;
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!"));
/* Water fills room */
- fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
+ fire_ball_hide(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
/* Summon Piranhas */
- num = 1 + current_floor_ptr->dun_level / 20;
+ num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
+ (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
}
if (break_trap && is_trap(g_ptr->feat))
{
- cave_alter_feat(y, x, FF_DISARM);
+ cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
}
}