#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
#include "monster/monster-util.h"
+#include "player-info/class-info.h"
#include "player/eldritch-horror.h"
-#include "player/player-class.h"
#include "player/player-damage.h"
#include "player/player-personality-types.h"
#include "player/player-status-flags.h"
#include "spell-kind/spells-random.h"
#include "spell-kind/spells-sight.h"
#include "spell-kind/spells-teleport.h"
-#include "spell/spell-types.h"
+#include "effect/attribute-types.h"
#include "spell/summon-types.h"
#include "status/bad-status-setter.h"
#include "status/base-status.h"
#include "status/element-resistance.h"
#include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
#include "system/monster-type-definition.h"
#include "system/player-type-definition.h"
#include "target/projection-path-calculator.h"
-#include "util/bit-flags-calculator.h"
+#include "timed-effect/player-cut.h"
+#include "timed-effect/timed-effects.h"
#include "view/display-messages.h"
#include "world/world.h"
-static s16b normal_traps[MAX_NORMAL_TRAPS];
+static std::vector<int16_t> normal_traps;
/*!
* @brief 箱のトラップテーブル
* Note that disarming a trap on a chest also removes the lock.
* </pre>
*/
-const int chest_traps[64] = {
- 0, /* 0 == empty */
- (CHEST_POISON),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON), /* 5 == best small wooden */
- 0,
- (CHEST_ALARM),
- (CHEST_ALARM),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_POISON),
- (CHEST_SCATTER),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_SUMMON), /* 15 == best large wooden */
- 0,
- (CHEST_ALARM),
- (CHEST_SCATTER),
- (CHEST_PARALYZE),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_SUMMON),
- (CHEST_PARALYZE),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_EXPLODE), /* 25 == best small iron */
- 0,
- (CHEST_E_SUMMON),
- (CHEST_POISON | CHEST_LOSE_CON),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_BIRD_STORM),
- (CHEST_POISON | CHEST_SUMMON),
- (CHEST_E_SUMMON | CHEST_ALARM),
- (CHEST_EXPLODE),
- (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
- 0,
- (CHEST_SUMMON | CHEST_ALARM),
- (CHEST_EXPLODE),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_POISON | CHEST_PARALYZE),
- (CHEST_EXPLODE),
- (CHEST_BIRD_STORM),
- (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
- (CHEST_H_SUMMON), /* 45 == best small steel */
- 0,
- (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
- (CHEST_BIRD_STORM),
- (CHEST_RUNES_OF_EVIL),
- (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
- (CHEST_BIRD_STORM | CHEST_ALARM),
- (CHEST_H_SUMMON | CHEST_ALARM),
- (CHEST_RUNES_OF_EVIL),
- (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
- (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
+const std::vector<EnumClassFlagGroup<ChestTrapType>> chest_traps = {
+ { }, /* empty */
+ { ChestTrapType::POISON },
+ { ChestTrapType::LOSE_STR },
+ { ChestTrapType::LOSE_CON },
+ { ChestTrapType::LOSE_STR },
+ { ChestTrapType::LOSE_CON }, /* 5 == best small wooden */
+ { },
+ { ChestTrapType::ALARM },
+ { ChestTrapType::ALARM },
+ { ChestTrapType::LOSE_STR },
+ { ChestTrapType::LOSE_CON },
+ { ChestTrapType::POISON },
+ { ChestTrapType::SCATTER },
+ { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
+ { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
+ { ChestTrapType::SUMMON }, /* 15 == best large wooden */
+ { },
+ { ChestTrapType::ALARM },
+ { ChestTrapType::SCATTER },
+ { ChestTrapType::PARALYZE },
+ { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
+ { ChestTrapType::SUMMON },
+ { ChestTrapType::PARALYZE },
+ { ChestTrapType::LOSE_STR },
+ { ChestTrapType::LOSE_CON },
+ { ChestTrapType::EXPLODE }, /* 25 == best small iron */
+ { },
+ { ChestTrapType::E_SUMMON },
+ { ChestTrapType::POISON, ChestTrapType::LOSE_CON },
+ { ChestTrapType::LOSE_STR, ChestTrapType::LOSE_CON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::BIRD_STORM },
+ { ChestTrapType::POISON, ChestTrapType::SUMMON },
+ { ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::EXPLODE },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON }, /* 35 == best large iron */
+ { },
+ { ChestTrapType::SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::EXPLODE },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::POISON, ChestTrapType::PARALYZE },
+ { ChestTrapType::EXPLODE },
+ { ChestTrapType::BIRD_STORM },
+ { ChestTrapType::EXPLODE, ChestTrapType::E_SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::H_SUMMON }, /* 45 == best small steel */
+ { },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::BIRD_STORM },
+ { ChestTrapType::RUNES_OF_EVIL },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::BIRD_STORM, ChestTrapType::ALARM },
+ { ChestTrapType::H_SUMMON, ChestTrapType::ALARM },
+ { ChestTrapType::RUNES_OF_EVIL },
+ { ChestTrapType::H_SUMMON, ChestTrapType::SCATTER, ChestTrapType::ALARM },
+ { ChestTrapType::RUNES_OF_EVIL, ChestTrapType::EXPLODE }, /* 55 == best large steel */
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
+ { ChestTrapType::EXPLODE, ChestTrapType::SUMMON },
};
/*!
*/
void init_normal_traps(void)
{
- int cur_trap = 0;
-
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
- normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPDOOR"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_PIT"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_SPIKED_PIT"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON_PIT"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_TY_CURSE"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_TELEPORT"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_FIRE"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_ACID"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLOW"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_STR"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_DEX"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_LOSE_CON"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_BLIND"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_CONFUSE"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_POISON"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_SLEEP"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_TRAPS"));
+ normal_traps.push_back(f_tag_to_index_in_init("TRAP_ALARM"));
}
/*!
* 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(player_type *trapped_ptr)
+FEAT_IDX choose_random_trap(PlayerType *player_ptr)
{
FEAT_IDX feat;
/* Pick a trap */
- floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
- while (TRUE) {
- /* Hack -- pick a trap */
- feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ while (true) {
+ feat = normal_traps[randint0(normal_traps.size())];
/* Accept non-trapdoors */
- if (!has_flag(f_info[feat].flags, FF_MORE))
+ if (f_info[feat].flags.has_not(FloorFeatureType::MORE))
break;
/* Hack -- no trap doors on special levels */
- if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level))
+ if (floor_ptr->inside_arena || quest_number(player_ptr, floor_ptr->dun_level))
continue;
/* Hack -- no trap doors on the deepest level */
* @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
*/
-void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION x)
+void disclose_grid(PlayerType *player_ptr, POSITION y, POSITION x)
{
- grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
- if (cave_has_flag_grid(g_ptr, FF_SECRET)) {
+ if (g_ptr->cave_has_flag(FloorFeatureType::SECRET)) {
/* No longer hidden */
- cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
+ cave_alter_feat(player_ptr, y, x, FloorFeatureType::SECRET);
} else if (g_ptr->mimic) {
/* No longer hidden */
g_ptr->mimic = 0;
- note_spot(trapped_ptr, y, x);
- lite_spot(trapped_ptr, y, x);
+ note_spot(player_ptr, y, x);
+ lite_spot(player_ptr, y, x);
}
}
* 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(player_type *trapped_ptr, POSITION y, POSITION x)
+void place_trap(PlayerType *player_ptr, POSITION y, POSITION x)
{
- floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
/* Paranoia -- verify location */
/* Place an invisible trap */
g_ptr->mimic = g_ptr->feat;
- g_ptr->feat = choose_random_trap(trapped_ptr);
+ g_ptr->feat = choose_random_trap(player_ptr);
}
/*!
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match trap power against player armor.
*/
-static int check_hit_from_monster_to_player(player_type *target_ptr, int power)
+static int check_hit_from_monster_to_player(PlayerType *player_ptr, int power)
{
int k;
ARMOUR_CLASS ac;
if (k < 10)
return (k < 5);
- if (target_ptr->pseikaku == PERSONALITY_LAZY)
+ if (player_ptr->ppersonality == PERSONALITY_LAZY)
if (one_in_(20))
- return TRUE;
+ return true;
/* Paranoia -- No power */
if (power <= 0)
- return FALSE;
+ return false;
/* Total armor */
- ac = target_ptr->ac + target_ptr->to_a;
+ ac = player_ptr->ac + player_ptr->to_a;
/* Power competes against Armor */
if (randint1(power) > ((ac * 3) / 4))
- return TRUE;
+ return true;
/* Assume miss */
- return FALSE;
+ return false;
}
/*!
* @brief 落とし穴系トラップの判定とプレイヤーの被害処理
* @param trap_feat_type トラップの種別ID
*/
-static void hit_trap_pit(player_type *trapped_ptr, int trap_feat_type)
+static void hit_trap_pit(PlayerType *player_ptr, enum trap_type trap_feat_type)
{
HIT_POINT dam;
concptr trap_name = "";
return;
}
- if (trapped_ptr->levitation) {
+ if (player_ptr->levitation) {
msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
return;
}
msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
-
- /* Base damage */
dam = damroll(2, 6);
+ if (((trap_feat_type != TRAP_SPIKED_PIT) && (trap_feat_type != TRAP_POISON_PIT)) || one_in_(2)) {
+ take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
+ return;
+ }
- /* Extra spike damage */
- if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) && one_in_(2)) {
- msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
-
- dam = dam * 2;
- (void)set_cut(trapped_ptr, trapped_ptr->cut + randint1(dam));
+ msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
+ dam = dam * 2;
+ BadStatusSetter bss(player_ptr);
+ (void)bss.mod_cut(randint1(dam));
+ if (trap_feat_type != TRAP_POISON_PIT) {
+ take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
+ return;
+ }
- if (trap_feat_type == TRAP_POISON_PIT) {
- if (has_resist_pois(trapped_ptr) || is_oppose_pois(trapped_ptr)) {
- 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(trapped_ptr, trapped_ptr->poisoned + randint1(dam));
- }
- }
+ if (has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) {
+ msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
+ take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
+ return;
}
- take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, trap_name);
+ dam = dam * 2;
+ (void)bss.mod_poison(randint1(dam));
+ take_hit(player_ptr, DAMAGE_NOESCAPE, dam, trap_name);
}
/*!
* @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(player_type *target_ptr)
+static bool hit_trap_dart(PlayerType *player_ptr)
{
- bool hit = FALSE;
+ bool hit = false;
- if (check_hit_from_monster_to_player(target_ptr, 125)) {
+ if (check_hit_from_monster_to_player(player_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(target_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
- if (!check_multishadow(target_ptr))
- hit = TRUE;
+ take_hit(player_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"));
+ if (!check_multishadow(player_ptr))
+ hit = true;
} else {
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."));
}
* @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
* @param stat 低下する能力値ID
*/
-static void hit_trap_lose_stat(player_type *target_ptr, int stat)
+static void hit_trap_lose_stat(PlayerType *player_ptr, int stat)
{
- if (hit_trap_dart(target_ptr)) {
- do_dec_stat(target_ptr, stat);
+ if (hit_trap_dart(player_ptr)) {
+ do_dec_stat(player_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
*/
-static void hit_trap_slow(player_type *target_ptr)
-{
- if (hit_trap_dart(target_ptr)) {
- set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
- }
-}
-
-/*!
- * @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
- * @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 turn_aux 状態異常の追加ターン量
- */
-static void hit_trap_set_abnormal_status_p(player_type *trapped_ptr, concptr trap_message, bool resist, bool (*set_status)(player_type *, IDX), IDX turn_aux)
+static void hit_trap_slow(PlayerType *player_ptr)
{
- msg_print(trap_message);
- if (!resist) {
- set_status(trapped_ptr, turn_aux);
+ if (hit_trap_dart(player_ptr)) {
+ (void)BadStatusSetter(player_ptr).mod_slowness(randint0(20) + 20, false);
}
}
* @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
* @todo cmd-save.h への依存あり。コールバックで何とかしたい
*/
-void hit_trap(player_type *trapped_ptr, bool break_trap)
+void hit_trap(PlayerType *player_ptr, bool break_trap)
{
int i, num, dam;
- POSITION x = trapped_ptr->x, y = trapped_ptr->y;
- grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
+ POSITION x = player_ptr->x, y = player_ptr->y;
+ grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
- int trap_feat_type = has_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
+ enum trap_type trap_feat_type = f_ptr->flags.has(FloorFeatureType::TRAP) ? (enum trap_type)f_ptr->subtype : NOT_TRAP;
concptr name = _("トラップ", "a trap");
- disturb(trapped_ptr, FALSE, TRUE);
+ disturb(player_ptr, false, true);
- cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
+ cave_alter_feat(player_ptr, y, x, FloorFeatureType::HIT_TRAP);
/* Analyze */
switch (trap_feat_type) {
case TRAP_TRAPDOOR: {
- if (trapped_ptr->levitation) {
+ if (player_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 (is_echizen(trapped_ptr))
+ if (is_echizen(player_ptr))
msg_print(_("くっそ~!", ""));
- else if (trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN)
+ else if (is_chargeman(player_ptr))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
sound(SOUND_FALL);
dam = damroll(2, 8);
name = _("落とし戸", "a trap door");
- take_hit(trapped_ptr, DAMAGE_NOESCAPE, dam, name);
+ take_hit(player_ptr, DAMAGE_NOESCAPE, dam, name);
/* Still alive and autosave enabled */
- if (autosave_l && (trapped_ptr->chp >= 0))
- do_cmd_save_game(trapped_ptr, TRUE);
+ if (autosave_l && (player_ptr->chp >= 0))
+ do_cmd_save_game(player_ptr, true);
- exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell 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;
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
+ prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ player_ptr->leaving = true;
}
break;
}
case TRAP_PIT:
case TRAP_SPIKED_PIT:
case TRAP_POISON_PIT: {
- hit_trap_pit(trapped_ptr, trap_feat_type);
+ hit_trap_pit(player_ptr, trap_feat_type);
break;
}
msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
num = 2 + randint1(3);
for (i = 0; i < num; i++) {
- (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_NONE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (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));
}
- if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
+ if (player_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
{
- bool stop_ty = FALSE;
+ bool stop_ty = false;
int count = 0;
do {
- stop_ty = activate_ty_curse(trapped_ptr, stop_ty, &count);
+ stop_ty = activate_ty_curse(player_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(trapped_ptr, 100, TELEPORT_PASSIVE);
+ teleport_player(player_ptr, 100, TELEPORT_PASSIVE);
break;
}
case TRAP_FIRE: {
msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
dam = damroll(4, 6);
- (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), FALSE);
+ (void)fire_dam(player_ptr, dam, _("炎のトラップ", "a fire trap"), false);
break;
}
case TRAP_ACID: {
msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
dam = damroll(4, 6);
- (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), FALSE);
+ (void)acid_dam(player_ptr, dam, _("酸のトラップ", "an acid trap"), false);
break;
}
case TRAP_SLOW: {
- hit_trap_slow(trapped_ptr);
+ hit_trap_slow(player_ptr);
break;
}
case TRAP_LOSE_STR: {
- hit_trap_lose_stat(trapped_ptr, A_STR);
+ hit_trap_lose_stat(player_ptr, A_STR);
break;
}
case TRAP_LOSE_DEX: {
- hit_trap_lose_stat(trapped_ptr, A_DEX);
+ hit_trap_lose_stat(player_ptr, A_DEX);
break;
}
case TRAP_LOSE_CON: {
- hit_trap_lose_stat(trapped_ptr, A_CON);
+ hit_trap_lose_stat(player_ptr, A_CON);
break;
}
- case TRAP_BLIND: {
- hit_trap_set_abnormal_status_p(trapped_ptr, _("黒いガスに包み込まれた!", "A black gas surrounds you!"), (has_resist_blind(trapped_ptr) != 0),
- set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
- break;
- }
+ case TRAP_BLIND:
+ msg_print(_("黒いガスに包み込まれた!", "A black gas surrounds you!"));
+ if (has_resist_blind(player_ptr) == 0) {
+ (void)BadStatusSetter(player_ptr).mod_blindness(randint0(50) + 25);
+ }
+ break;
case TRAP_CONFUSE: {
- hit_trap_set_abnormal_status_p(trapped_ptr, _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
- (has_resist_conf(trapped_ptr) != 0), set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
+ msg_print(_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"));
+ if (has_resist_conf(player_ptr) == 0) {
+ (void)BadStatusSetter(player_ptr).mod_confusion(randint0(20) + 10);
+ }
+
break;
}
case TRAP_POISON: {
- hit_trap_set_abnormal_status_p(trapped_ptr, _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
- has_resist_pois(trapped_ptr) || is_oppose_pois(trapped_ptr), set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
+ msg_print(_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"));
+ if (has_resist_pois(player_ptr) == 0) {
+ (void)BadStatusSetter(player_ptr).mod_poison(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 (!trapped_ptr->free_act) {
- msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
-
- if (ironman_nightmare) {
- msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
+ if (player_ptr->free_act) {
+ break;
+ }
- /* Have some nightmares */
- sanity_blast(trapped_ptr, NULL, FALSE);
- }
- (void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
+ msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
+ if (ironman_nightmare) {
+ msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
+ sanity_blast(player_ptr, nullptr, false);
}
+
+ (void)BadStatusSetter(player_ptr).mod_paralysis(randint0(10) + 5);
break;
}
case TRAP_TRAPS: {
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
/* Make some new traps */
- project(trapped_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
+ project(player_ptr, 0, 1, y, x, 0, AttributeType::MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID);
break;
}
case TRAP_ALARM: {
msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
- aggravate_monsters(trapped_ptr, 0);
+ aggravate_monsters(player_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(trapped_ptr, 0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
- (void)project(trapped_ptr, 0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
- (void)project(trapped_ptr, 0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
- aggravate_monsters(trapped_ptr, 0);
+ (void)project(player_ptr, 0, 3, y, x, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
+ (void)project(player_ptr, 0, 3, y, x - 4, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
+ (void)project(player_ptr, 0, 3, y, x + 4, 0, AttributeType::DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE);
+ aggravate_monsters(player_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 = trapped_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
- num = levs[MIN(lev / 10, 9)];
+ for (lev = player_ptr->current_floor_ptr->dun_level; lev >= 20; lev -= 1 + lev / 16) {
+ num = levs[std::min(lev / 10, 9)];
for (i = 0; i < num; i++) {
POSITION x1 = rand_spread(x, 7);
POSITION y1 = rand_spread(y, 5);
- if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1))
+ if (!in_bounds(player_ptr->current_floor_ptr, y1, x1))
continue;
/* Require line of projection */
- if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1))
+ if (!projectable(player_ptr, player_ptr->y, player_ptr->x, y1, x1))
continue;
- if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
+ if (summon_specific(player_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
evil_idx = hack_m_idx_ii;
- if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) {
+ if (summon_specific(player_ptr, 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 = &trapped_ptr->current_floor_ptr->m_list[evil_idx];
- monster_type *good_ptr = &trapped_ptr->current_floor_ptr->m_list[good_idx];
+ monster_type *evil_ptr = &player_ptr->current_floor_ptr->m_list[evil_idx];
+ monster_type *good_ptr = &player_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(trapped_ptr, GF_WATER_FLOW, 0, 1, 10);
+ fire_ball_hide(player_ptr, AttributeType::WATER_FLOW, 0, 1, 10);
/* Summon Piranhas */
- num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
+ num = 1 + player_ptr->current_floor_ptr->dun_level / 20;
for (i = 0; i < num; i++) {
- (void)summon_specific(trapped_ptr, 0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(player_ptr, 0, y, x, player_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
}
+
+ default:
+ break;
}
- if (break_trap && is_trap(trapped_ptr, g_ptr->feat)) {
- cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
+ if (break_trap && is_trap(player_ptr, g_ptr->feat)) {
+ cave_alter_feat(player_ptr, y, x, FloorFeatureType::DISARM);
msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
}
}