#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
-#include "cmd-dump.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
+#include "cmd/cmd-save.h"
#include "trap.h"
#include "player-damage.h"
#include "player-move.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(floor_type *floor_ptr)
+FEAT_IDX choose_random_trap(player_type *trapped_ptr)
{
FEAT_IDX feat;
/* Pick a trap */
- while (1)
+ floor_type *floor_ptr = trapped_ptr->current_floor_ptr;
+ 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 (floor_ptr->inside_arena || quest_number(floor_ptr->dun_level)) continue;
+ if (floor_ptr->inside_arena || quest_number(trapped_ptr, floor_ptr->dun_level)) continue;
/* Hack -- no trap doors on the deepest level */
if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) continue;
/* No longer hidden */
g_ptr->mimic = 0;
- note_spot(y, x);
- lite_spot(y, x);
+ note_spot(trapped_ptr, y, x);
+ lite_spot(trapped_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(floor_type *floor_ptr, POSITION y, POSITION x)
+void place_trap(player_type *trapped_ptr, POSITION y, POSITION x)
{
+ floor_type *floor_ptr = trapped_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(floor_ptr);
+ g_ptr->feat = choose_random_trap(trapped_ptr);
}
if (k < 10) return (k < 5);
if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (TRUE);
+ if (one_in_(20)) return TRUE;
/* Paranoia -- No power */
- if (power <= 0) return (FALSE);
+ if (power <= 0) return FALSE;
/* Total armor */
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;
}
(void)set_cut(trapped_ptr,trapped_ptr->cut + randint1(dam));
if (trap_feat_type == TRAP_POISON_PIT) {
- if (trapped_ptr->resist_pois || IS_OPPOSE_POIS())
+ if (trapped_ptr->resist_pois || 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!"));
}
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
}
}
+
/*!
-* @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
-* @return なし
-*/
-static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
+ * @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
+ * @return なし
+ */
+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)
{
msg_print(trap_message);
if (!resist)
{
- set_status(turn_aux);
+ set_status(trapped_ptr, 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
-*/
+ * todo cmd-save.h への依存あり。コールバックで何とかしたい
+ * @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(player_type *trapped_ptr, bool break_trap)
{
int i, num, dam;
else
{
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
- if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(trapped_ptr))
msg_print(_("くっそ~!", ""));
else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
if (autosave_l && (trapped_ptr->chp >= 0))
do_cmd_save_game(trapped_ptr, TRUE);
- exe_write_diary(trapped_ptr, NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
+ 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;
}
num = 2 + randint1(3);
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (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));
}
if (trapped_ptr->current_floor_ptr->dun_level > randint1(100)) /* No nasty effect for low levels */
case TRAP_BLIND:
{
- hit_trap_set_abnormal_status_p(
+ hit_trap_set_abnormal_status_p(trapped_ptr,
_("黒いガスに包み込まれた!", "A black gas surrounds you!"),
trapped_ptr->resist_blind,
set_blind, trapped_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
case TRAP_CONFUSE:
{
- hit_trap_set_abnormal_status_p(
+ 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!"),
trapped_ptr->resist_conf,
set_confused, trapped_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
case TRAP_POISON:
{
- hit_trap_set_abnormal_status_p(
+ 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!"),
- trapped_ptr->resist_pois || IS_OPPOSE_POIS(),
+ trapped_ptr->resist_pois || is_oppose_pois(trapped_ptr),
set_poisoned, trapped_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
break;
}
if (!in_bounds(trapped_ptr->current_floor_ptr, y1, x1)) continue;
/* Require line of projection */
- if (!projectable(trapped_ptr->current_floor_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
+ if (!projectable(trapped_ptr, trapped_ptr->y, trapped_ptr->x, y1, x1)) continue;
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
+ if (summon_specific(trapped_ptr, 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)))
+ if (summon_specific(trapped_ptr, 0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
{
good_idx = hack_m_idx_ii;
}
}
}
}
+
break;
}
num = 1 + trapped_ptr->current_floor_ptr->dun_level / 20;
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, y, x, trapped_ptr->current_floor_ptr->dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(trapped_ptr, 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))
+ if (break_trap && is_trap(trapped_ptr, g_ptr->feat))
{
cave_alter_feat(trapped_ptr, y, x, FF_DISARM);
msg_print(_("トラップを粉砕した。", "You destroyed the trap."));