X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Ftrap.c;h=c68eddf66ad42b9db34aedf1980a53efab0566b6;hb=26526abb3cf778918ac5d776df72639745136ad4;hp=4a423324fd3438e2aec7e1b193541364ce3e0a90;hpb=a4b54cd25cd06698020ad2eafa3e69c6773ceeb4;p=hengband%2Fhengband.git diff --git a/src/trap.c b/src/trap.c index 4a423324f..c68eddf66 100644 --- a/src/trap.c +++ b/src/trap.c @@ -1,571 +1,673 @@ -#include "angband.h" -#include "floor.h" -#include "trap.h" -#include "player-damage.h" -#include "projection.h" -#include "spells-summon.h" - -static s16b normal_traps[MAX_NORMAL_TRAPS]; - - -/*! -* @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 -* @return なし -*/ -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"); -} - -/*! -* @brief 基本トラップをランダムに選択する / -* Get random trap -* @return 選択したトラップのID -* @details -* This routine should be redone to reflect trap "level".\n -* That is, it does not make sense to have spiked pits at 50 feet.\n -* 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 feat; - - /* Pick a trap */ - while (1) - { - /* Hack -- pick a trap */ - feat = normal_traps[randint0(MAX_NORMAL_TRAPS)]; - - /* Accept non-trapdoors */ - if (!have_flag(f_info[feat].flags, FF_MORE)) break; - - /* Hack -- no trap doors on special levels */ - if (p_ptr->inside_arena || quest_number(dun_level)) continue; - - /* Hack -- no trap doors on the deepest level */ - if (dun_level >= d_info[dungeon_type].maxdepth) continue; - - break; - } - - return feat; -} - -/*! -* @brief マスに存在するトラップを秘匿する / -* Disclose an invisible trap -* @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) -{ - cave_type *c_ptr = &cave[y][x]; - - if (cave_have_flag_grid(c_ptr, FF_SECRET)) - { - /* No longer hidden */ - cave_alter_feat(y, x, FF_SECRET); - } - else if (c_ptr->mimic) - { - /* No longer hidden */ - c_ptr->mimic = 0; - - note_spot(y, x); - lite_spot(y, x); - } -} - -/*! -* @brief マスをトラップを配置する / -* The location must be a legal, naked, floor grid. -* @param y 配置したいマスのY座標 -* @param x 配置したいマスのX座標 -* @return -* Note that all traps start out as "invisible" and "untyped", and then\n -* 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) -{ - cave_type *c_ptr = &cave[y][x]; - - /* Paranoia -- verify location */ - if (!in_bounds(y, x)) return; - - /* Require empty, clean, floor grid */ - if (!cave_clean_bold(y, x)) return; - - /* Place an invisible trap */ - c_ptr->mimic = c_ptr->feat; - c_ptr->feat = choose_random_trap(); -} - - - -/*! -* @brief プレイヤーへのトラップ命中判定 / -* Determine if a trap affects the player. -* @param power 基本回避難度 -* @return トラップが命中した場合TRUEを返す。 -* @details -* 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) -{ - int k; - ARMOUR_CLASS ac; - - /* Percentile dice */ - k = randint0(100); - - /* Hack -- 5% hit, 5% miss */ - if (k < 10) return (k < 5); - - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - if (one_in_(20)) return (TRUE); - - /* Paranoia -- No power */ - if (power <= 0) return (FALSE); - - /* Total armor */ - ac = p_ptr->ac + p_ptr->to_a; - - /* Power competes against Armor */ - if (randint1(power) > ((ac * 3) / 4)) return (TRUE); - - /* Assume miss */ - 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 -* @return なし -*/ -static void hit_trap_pit(int trap_feat_type) -{ - HIT_POINT dam; - concptr trap_name = ""; - concptr spike_name = ""; - - switch (trap_feat_type) - { - case TRAP_PIT: - trap_name = _("落とし穴", "a pit trap"); - break; - case TRAP_SPIKED_PIT: - trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); - spike_name = _("スパイク", "spikes"); - break; - case TRAP_POISON_PIT: - trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); - spike_name = _("毒を塗られたスパイク", "poisonous spikes"); - break; - default: - return; - } - - if (p_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); - - /* 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(p_ptr->cut + randint1(dam)); - - if (trap_feat_type == TRAP_POISON_PIT) { - if (p_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)); - } - } - } - - take_hit(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) -{ - bool hit = FALSE; - - if (check_hit(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; - } - 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.")); - } - - return hit; -} - -/*! -* @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 -* @return なし -*/ -static void hit_trap_lose_stat(int stat) -{ - if (hit_trap_dart()) - { - do_dec_stat(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) -{ - if (hit_trap_dart()) - { - set_slow(p_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 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) -{ - msg_print(trap_message); - if (!resist) - { - set_status(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) -{ - int i, num, dam; - POSITION x = p_ptr->x, y = p_ptr->y; - - /* Get the cave grid */ - cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_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); - - cave_alter_feat(y, x, FF_HIT_TRAP); - - /* Analyze */ - switch (trap_feat_type) - { - case TRAP_TRAPDOOR: - { - if (p_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)) - msg_print(_("くっそ~!", "")); - else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN)) - 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(DAMAGE_NOESCAPE, dam, name, -1); - - /* Still alive and autosave enabled */ - if (autosave_l && (p_ptr->chp >= 0)) - do_cmd_save_game(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); - - /* Leaving */ - p_ptr->leaving = TRUE; - } - break; - } - - case TRAP_PIT: - case TRAP_SPIKED_PIT: - case TRAP_POISON_PIT: - { - hit_trap_pit(trap_feat_type); - break; - } - - case TRAP_TY_CURSE: - { - 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(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'); - } - - if (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); - } 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); - break; - } - - case TRAP_FIRE: - { - 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); - 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(dam, _("酸のトラップ", "an acid trap"), -1, FALSE); - break; - } - - case TRAP_SLOW: - { - hit_trap_slow(); - break; - } - - case TRAP_LOSE_STR: - { - hit_trap_lose_stat(A_STR); - break; - } - - case TRAP_LOSE_DEX: - { - hit_trap_lose_stat(A_DEX); - break; - } - - case TRAP_LOSE_CON: - { - hit_trap_lose_stat(A_CON); - break; - } - - case TRAP_BLIND: - { - hit_trap_set_abnormal_status( - _("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); - break; - } - - case TRAP_CONFUSE: - { - hit_trap_set_abnormal_status( - _("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); - break; - } - - case TRAP_POISON: - { - hit_trap_set_abnormal_status( - _("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); - 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) - { - 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.")); - - /* Have some nightmares */ - sanity_blast(NULL, FALSE); - - } - (void)set_paralyzed(p_ptr->paralyzed + 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(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1); - - break; - } - - case TRAP_ALARM: - { - msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!")); - - aggravate_monsters(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); - - break; - } - - case TRAP_ARMAGEDDON: - { - static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 }; - int evil_idx = 0, good_idx = 0; - - DEPTH lev; - 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 = 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; - - /* Require line of projection */ - if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue; - - if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0')) - evil_idx = hack_m_idx_ii; - - if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0')) - { - good_idx = hack_m_idx_ii; - } - - /* Let them fight each other */ - if (evil_idx && good_idx) - { - monster_type *evil_ptr = &m_list[evil_idx]; - monster_type *good_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; - good_ptr->target_x = evil_ptr->fx; - } - } - } - break; - } - - case TRAP_PIRANHA: - { - 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); - - /* Summon Piranhas */ - num = 1 + dun_level / 20; - for (i = 0; i < num; i++) - { - (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0'); - } - break; - } - } - - if (break_trap && is_trap(c_ptr->feat)) - { - cave_alter_feat(y, x, FF_DISARM); - msg_print(_("トラップを粉砕した。", "You destroyed the trap.")); - } -} +#include "angband.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]; + + +/*! + * @brief 箱のトラップテーブル + * @details + *
+ * Each chest has a certain set of traps, determined by pval
+ * Each chest has a "pval" from 1 to the chest level (max 55)
+ * If the "pval" is negative then the trap has been disarmed
+ * The "pval" of a chest determines the quality of its treasure
+ * 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), +}; + + +/*! +* @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 +* @return なし +*/ +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"); +} + +/*! +* @brief 基本トラップをランダムに選択する / +* Get random trap +* @return 選択したトラップのID +* @details +* This routine should be redone to reflect trap "level".\n +* That is, it does not make sense to have spiked pits at 50 feet.\n +* 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 feat; + + /* Pick a trap */ + while (1) + { + /* Hack -- pick a trap */ + feat = normal_traps[randint0(MAX_NORMAL_TRAPS)]; + + /* Accept non-trapdoors */ + 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; + + /* Hack -- no trap doors on the deepest level */ + if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue; + + break; + } + + return feat; +} + +/*! +* @brief マスに存在する隠しトラップを公開する / +* Disclose an invisible trap +* @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) +{ + grid_type *g_ptr = ¤t_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); + } + else if (g_ptr->mimic) + { + /* No longer hidden */ + g_ptr->mimic = 0; + + note_spot(y, x); + lite_spot(y, x); + } +} + +/*! +* @brief マスをトラップを配置する / +* The location must be a legal, naked, floor grid. +* @param y 配置したいマスのY座標 +* @param x 配置したいマスのX座標 +* @return +* Note that all traps start out as "invisible" and "untyped", and then\n +* 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) +{ + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; + + /* Paranoia -- verify location */ + if (!in_bounds(y, x)) return; + + /* Require empty, clean, floor grid */ + if (!cave_clean_bold(y, x)) return; + + /* Place an invisible trap */ + g_ptr->mimic = g_ptr->feat; + g_ptr->feat = choose_random_trap(); +} + + + +/*! +* @brief プレイヤーへのトラップ命中判定 / +* Determine if a trap affects the player. +* @param power 基本回避難度 +* @return トラップが命中した場合TRUEを返す。 +* @details +* 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) +{ + int k; + ARMOUR_CLASS ac; + + /* Percentile dice */ + k = randint0(100); + + /* Hack -- 5% hit, 5% miss */ + if (k < 10) return (k < 5); + + if (p_ptr->pseikaku == SEIKAKU_NAMAKE) + if (one_in_(20)) return (TRUE); + + /* Paranoia -- No power */ + if (power <= 0) return (FALSE); + + /* Total armor */ + ac = p_ptr->ac + p_ptr->to_a; + + /* Power competes against Armor */ + if (randint1(power) > ((ac * 3) / 4)) return (TRUE); + + /* Assume miss */ + 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 +* @return なし +*/ +static void hit_trap_pit(int trap_feat_type) +{ + HIT_POINT dam; + concptr trap_name = ""; + concptr spike_name = ""; + + switch (trap_feat_type) + { + case TRAP_PIT: + trap_name = _("落とし穴", "a pit trap"); + break; + case TRAP_SPIKED_PIT: + trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); + spike_name = _("スパイク", "spikes"); + break; + case TRAP_POISON_PIT: + trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); + spike_name = _("毒を塗られたスパイク", "poisonous spikes"); + break; + default: + return; + } + + if (p_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); + + /* 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(p_ptr,p_ptr->cut + randint1(dam)); + + if (trap_feat_type == TRAP_POISON_PIT) { + if (p_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, p_ptr->poisoned + randint1(dam)); + } + } + } + + take_hit(p_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) +{ + bool hit = FALSE; + + if (check_hit(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(p_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1); + if (!CHECK_MULTISHADOW(p_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.")); + } + + return hit; +} + +/*! +* @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 +* @return なし +*/ +static void hit_trap_lose_stat(int stat) +{ + if (hit_trap_dart()) + { + do_dec_stat(p_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) +{ + if (hit_trap_dart()) + { + set_slow(p_ptr, p_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 current_world_ptr->game_turn 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) +{ + msg_print(trap_message); + if (!resist) + { + set_status(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) +{ + int i, num, dam; + POSITION x = p_ptr->x, y = p_ptr->y; + grid_type *g_ptr = ¤t_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); + + cave_alter_feat(y, x, FF_HIT_TRAP); + + /* Analyze */ + switch (trap_feat_type) + { + case TRAP_TRAPDOOR: + { + if (p_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) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)) + msg_print(_("くっそ~!", "")); + else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN)) + 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(p_ptr, DAMAGE_NOESCAPE, dam, name, -1); + + /* Still alive and autosave enabled */ + if (autosave_l && (p_ptr->chp >= 0)) + do_cmd_save_game(TRUE); + + exe_write_diary(p_ptr, 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; + } + break; + } + + case TRAP_PIT: + case TRAP_SPIKED_PIT: + case TRAP_POISON_PIT: + { + hit_trap_pit(trap_feat_type); + break; + } + + case TRAP_TY_CURSE: + { + 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(0, y, x, 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 */ + { + bool stop_ty = FALSE; + int count = 0; + + do + { + stop_ty = activate_ty_curse(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); + break; + } + + case TRAP_FIRE: + { + 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); + 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(dam, _("酸のトラップ", "an acid trap"), -1, FALSE); + break; + } + + case TRAP_SLOW: + { + hit_trap_slow(); + break; + } + + case TRAP_LOSE_STR: + { + hit_trap_lose_stat(A_STR); + break; + } + + case TRAP_LOSE_DEX: + { + hit_trap_lose_stat(A_DEX); + break; + } + + case TRAP_LOSE_CON: + { + hit_trap_lose_stat(A_CON); + break; + } + + case TRAP_BLIND: + { + 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); + break; + } + + case TRAP_CONFUSE: + { + 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); + break; + } + + case TRAP_POISON: + { + 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); + 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) + { + 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.")); + + /* Have some nightmares */ + sanity_blast(p_ptr, NULL, FALSE); + + } + (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 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(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1); + + break; + } + + case TRAP_ALARM: + { + msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!")); + + aggravate_monsters(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); + + break; + } + + case TRAP_ARMAGEDDON: + { + static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 }; + int evil_idx = 0, good_idx = 0; + + DEPTH lev; + 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) + { + num = levs[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(y1, x1)) continue; + + /* Require line of projection */ + if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue; + + 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))) + { + 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]; + evil_ptr->target_y = good_ptr->fy; + evil_ptr->target_x = good_ptr->fx; + good_ptr->target_y = evil_ptr->fy; + good_ptr->target_x = evil_ptr->fx; + } + } + } + break; + } + + case TRAP_PIRANHA: + { + 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); + + /* Summon Piranhas */ + num = 1 + 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)); + } + break; + } + } + + if (break_trap && is_trap(g_ptr->feat)) + { + cave_alter_feat(y, x, FF_DISARM); + msg_print(_("トラップを粉砕した。", "You destroyed the trap.")); + } +}