X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fgrid%2Ftrap.cpp;h=d94ccdc239407b8c045e13836e6bfc2dd3d163c4;hb=0c54dbd56026ba4d19514ca4748fbcb77fcd9cea;hp=811911e1e34a981d684a7938f4d52baa8aece3a0;hpb=960c71ee1cd530f6d6947a97542845732e76c765;p=hengbandforosx%2Fhengbandosx.git diff --git a/src/grid/trap.cpp b/src/grid/trap.cpp index 811911e1e..d94ccdc23 100644 --- a/src/grid/trap.cpp +++ b/src/grid/trap.cpp @@ -21,8 +21,8 @@ #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" @@ -31,20 +31,22 @@ #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 normal_traps; /*! * @brief 箱のトラップテーブル @@ -57,71 +59,71 @@ static s16b normal_traps[MAX_NORMAL_TRAPS]; * Note that disarming a trap on a chest also removes the lock. * */ -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> 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 }, }; /*! @@ -129,26 +131,24 @@ const int chest_traps[64] = { */ 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")); } /*! @@ -161,22 +161,21 @@ void init_normal_traps(void) * 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 */ @@ -196,19 +195,19 @@ FEAT_IDX choose_random_trap(player_type *trapped_ptr) * @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); } } @@ -222,9 +221,9 @@ void disclose_grid(player_type *trapped_ptr, POSITION y, POSITION 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 */ @@ -237,7 +236,7 @@ void place_trap(player_type *trapped_ptr, POSITION y, POSITION x) /* 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); } /*! @@ -249,7 +248,7 @@ void place_trap(player_type *trapped_ptr, POSITION y, POSITION x) * 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; @@ -261,30 +260,30 @@ static int check_hit_from_monster_to_player(player_type *target_ptr, int power) 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, enum trap_type trap_feat_type) +static void hit_trap_pit(PlayerType *player_ptr, enum trap_type trap_feat_type) { HIT_POINT dam; concptr trap_name = ""; @@ -306,49 +305,51 @@ static void hit_trap_pit(player_type *trapped_ptr, enum trap_type trap_feat_type 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.")); } @@ -360,35 +361,20 @@ static bool hit_trap_dart(player_type *target_ptr) * @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); } } @@ -398,44 +384,44 @@ static void hit_trap_set_abnormal_status_p(player_type *trapped_ptr, concptr tra * @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]; - enum trap_type trap_feat_type = has_flag(f_ptr->flags, FF_TRAP) ? (enum trap_type)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; } @@ -443,7 +429,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; } @@ -451,16 +437,16 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; @@ -468,82 +454,89 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; } @@ -551,17 +544,17 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; } @@ -574,30 +567,30 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; @@ -613,12 +606,12 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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; } @@ -627,8 +620,8 @@ void hit_trap(player_type *trapped_ptr, bool break_trap) 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.")); } }