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 ã¿ã°ã«å¾ã£ã¦ãåºæ¬ãã©ãããã¼ãã«ãåæåãã / Initialize arrays for normal traps -* @return ãªã -*/ -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 åºæ¬ãã©ãããã©ã³ãã ã«é¸æãã / -* Get random trap -* @return é¸æãããã©ããã®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 ãã¹ã«åå¨ãããã©ãããç§å¿ãã / -* Disclose an invisible trap -* @param y ç§å¿ããããã¹ã®Yåº§æ¨ -* @param x ç§å¿ããããã¹ã®Xåº§æ¨ -* @return ãªã -*/ -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 ãã¹ããã©ãããé ç½®ãã / -* The location must be a legal, naked, floor grid. -* @param y é ç½®ããããã¹ã®Yåº§æ¨ -* @param x é ç½®ããããã¹ã®Xåº§æ¨ -* @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 ãã¬ã¤ã¤ã¼ã¸ã®ãã©ããå½ä¸å¤å® / -* Determine if a trap affects the player. -* @param power åºæ¬åé¿é£åº¦ -* @return ãã©ãããå½ä¸ããå ´åTRUEãè¿ãã -* @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 è½ã¨ãç©´ç³»ãã©ããã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç -* @param trap_feat_type ãã©ããã®ç¨®å¥ID -* @return ãªã -*/ -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 = _("è½ã¨ãç©´", "a pit trap"); - break; - case TRAP_SPIKED_PIT: - trap_name = _("ã¹ãã¤ã¯ãæ·ãããè½ã¨ãç©´", "a spiked pit"); - spike_name = _("ã¹ãã¤ã¯", "spikes"); - break; - case TRAP_POISON_PIT: - trap_name = _("ã¹ãã¤ã¯ãæ·ãããè½ã¨ãç©´", "a spiked pit"); - spike_name = _("æ¯ãå¡ãããã¹ãã¤ã¯", "poisonous spikes"); - break; - default: - return; - } - - if (p_ptr->levitation) - { - msg_format(_("%sãé£ã³è¶ããã", "You fly over %s."), trap_name); - return; - } - - msg_format(_("%sã«è½ã¡ã¦ãã¾ã£ãï¼", "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(_("%sãåºãã£ãï¼", "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(_("ãããæ¯ã®å½±é¿ã¯ãªãã£ãï¼", "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 ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç -* @return ãã¼ããå½ä¸ããå ´åTRUEãè¿ã -*/ -static bool hit_trap_dart(void) -{ - bool hit = FALSE; - - if (check_hit(125)) - { - msg_print(_("å°ããªãã¼ããé£ãã§ãã¦åºãã£ãï¼", "A small dart hits you!")); - take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ãã¼ãã®ç½ ", "a dart trap"), -1); - if (!CHECK_MULTISHADOW()) hit = TRUE; - } - else - { - msg_print(_("å°ããªãã¼ããé£ãã§ããï¼ããéè¯ãå½ãããªãã£ãã", "A small dart barely misses you.")); - } - - return hit; -} - -/*! -* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼è½åå¤æ¸å°ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç -* @param stat ä½ä¸ããè½åå¤ID -* @return ãªã -*/ -static void hit_trap_lose_stat(int stat) -{ - if (hit_trap_dart()) - { - do_dec_stat(stat); - } -} - -/*! -* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼æ¸éï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç -* @return ãªã -*/ -static void hit_trap_slow(void) -{ - if (hit_trap_dart()) - { - set_slow(p_ptr->slow + randint0(20) + 20, FALSE); - } -} - -/*! -* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼ç¶æ ç°å¸¸ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç -* @param trap_message ã¡ãã»ã¼ã¸ã®è£å®æåå -* @param resist ç¶æ ç°å¸¸ã«æµæããå¤å®ãåºããªãTRUE -* @param set_status ç¶æ ç°å¸¸ãæå®ããé¢æ°ãã¤ã³ã¿ -* @param turn ç¶æ ç°å¸¸ã®è¿½å ã¿ã¼ã³é -* @return ãªã -*/ -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 ãã¬ã¤ã¤ã¼ã¸ã®ãã©ããä½åå¦çã¡ã¤ã³ã«ã¼ãã³ / -* Handle player hitting a real trap -* @param break_trap ä½åå¾ã®ãã©ããç ´å£ã確å®ãã¦ãããªãã°TRUE -* @return ãªã -*/ -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 = _("ãã©ãã", "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(_("è½ã¨ãæ¸ãé£ã³è¶ããã", "You fly over a trap door.")); - } - else - { - msg_print(_("è½ã¨ãæ¸ã«è½ã¡ãï¼", "You have fallen through a trap door!")); - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print(_("ãã£ãï½ï¼", "")); - else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN)) - msg_print(_("ã¸ã¥ã©ã«æ人ã®ä»æ¥ã«éããªãï¼", "")); - - - sound(SOUND_FALL); - dam = damroll(2, 8); - name = _("è½ã¨ãæ¸", "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, _("è½ã¨ãæ¸ã«è½ã¡ã", "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(_("ä½ãããã«ãã¨å ã£ãï¼", "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(_("ãã¬ãã¼ãã»ãã©ããã«ã²ã£ããã£ãï¼", "You hit a teleport trap!")); - teleport_player(100, TELEPORT_PASSIVE); - break; - } - - case TRAP_FIRE: - { - msg_print(_("çã«å ã¾ããï¼", "You are enveloped in flames!")); - dam = damroll(4, 6); - (void)fire_dam(dam, _("çã®ãã©ãã", "a fire trap"), -1, FALSE); - break; - } - - case TRAP_ACID: - { - msg_print(_("é ¸ãå¹ããããããï¼", "You are splashed with acid!")); - dam = damroll(4, 6); - (void)acid_dam(dam, _("é ¸ã®ãã©ãã", "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( - _("é»ãã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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( - _("ããããã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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( - _("åºæ¿çãªç·è²ã®ã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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(_("å¥å¦ãªç½ãé§ã«å ã¾ããï¼", "A strange white mist surrounds you!")); - if (!p_ptr->free_act) - { - msg_print(_("ããªãã¯ç ãã«å°±ããã", "You fall asleep.")); - - if (ironman_nightmare) - { - msg_print(_("身ã®æ¯ããã ã¤å æ¯ãé ã«æµ®ããã ã", "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(_("ã¾ã°ããéå ãèµ°ã£ãï¼", "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(_("ãããã¾ããé³ãé³´ãé¿ããï¼", "An alarm sounds!")); - - aggravate_monsters(0); - - break; - } - - case TRAP_OPEN: - { - msg_print(_("大é³é¿ã¨å ±ã«ã¾ããã®å£ãå´©ããï¼", "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(_("çªç¶å¤©çã®æ¦äºã«å·»ãè¾¼ã¾ããï¼", "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(_("çªç¶å£ããæ°´ã溢ãåºããï¼ãã©ãã¢ãããï¼", "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(_("ãã©ãããç²ç ããã", "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 ç®±ã®ãã©ãããã¼ãã« + * @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 ã¿ã°ã«å¾ã£ã¦ãåºæ¬ãã©ãããã¼ãã«ãåæåãã / Initialize arrays for normal traps +* @return ãªã +*/ +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 åºæ¬ãã©ãããã©ã³ãã ã«é¸æãã / +* Get random trap +* @return é¸æãããã©ããã®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 ãã¹ã«åå¨ããé ããã©ãããå ¬éãã / +* Disclose an invisible trap +* @param y ç§å¿ããããã¹ã®Yåº§æ¨ +* @param x ç§å¿ããããã¹ã®Xåº§æ¨ +* @return ãªã +*/ +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 ãã¹ããã©ãããé ç½®ãã / +* The location must be a legal, naked, floor grid. +* @param y é ç½®ããããã¹ã®Yåº§æ¨ +* @param x é ç½®ããããã¹ã®Xåº§æ¨ +* @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 ãã¬ã¤ã¤ã¼ã¸ã®ãã©ããå½ä¸å¤å® / +* Determine if a trap affects the player. +* @param power åºæ¬åé¿é£åº¦ +* @return ãã©ãããå½ä¸ããå ´åTRUEãè¿ãã +* @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 è½ã¨ãç©´ç³»ãã©ããã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç +* @param trap_feat_type ãã©ããã®ç¨®å¥ID +* @return ãªã +*/ +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 = _("è½ã¨ãç©´", "a pit trap"); + break; + case TRAP_SPIKED_PIT: + trap_name = _("ã¹ãã¤ã¯ãæ·ãããè½ã¨ãç©´", "a spiked pit"); + spike_name = _("ã¹ãã¤ã¯", "spikes"); + break; + case TRAP_POISON_PIT: + trap_name = _("ã¹ãã¤ã¯ãæ·ãããè½ã¨ãç©´", "a spiked pit"); + spike_name = _("æ¯ãå¡ãããã¹ãã¤ã¯", "poisonous spikes"); + break; + default: + return; + } + + if (p_ptr->levitation) + { + msg_format(_("%sãé£ã³è¶ããã", "You fly over %s."), trap_name); + return; + } + + msg_format(_("%sã«è½ã¡ã¦ãã¾ã£ãï¼", "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(_("%sãåºãã£ãï¼", "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(_("ãããæ¯ã®å½±é¿ã¯ãªãã£ãï¼", "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 ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç +* @return ãã¼ããå½ä¸ããå ´åTRUEãè¿ã +*/ +static bool hit_trap_dart(void) +{ + bool hit = FALSE; + + if (check_hit(125)) + { + msg_print(_("å°ããªãã¼ããé£ãã§ãã¦åºãã£ãï¼", "A small dart hits you!")); + take_hit(p_ptr, DAMAGE_ATTACK, damroll(1, 4), _("ãã¼ãã®ç½ ", "a dart trap"), -1); + if (!CHECK_MULTISHADOW(p_ptr)) hit = TRUE; + } + else + { + msg_print(_("å°ããªãã¼ããé£ãã§ããï¼ããéè¯ãå½ãããªãã£ãã", "A small dart barely misses you.")); + } + + return hit; +} + +/*! +* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼è½åå¤æ¸å°ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç +* @param stat ä½ä¸ããè½åå¤ID +* @return ãªã +*/ +static void hit_trap_lose_stat(int stat) +{ + if (hit_trap_dart()) + { + do_dec_stat(p_ptr, stat); + } +} + +/*! +* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼æ¸éï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç +* @return ãªã +*/ +static void hit_trap_slow(void) +{ + if (hit_trap_dart()) + { + set_slow(p_ptr, p_ptr->slow + randint0(20) + 20, FALSE); + } +} + +/*! +* @brief ãã¼ãç³»ãã©ããï¼é常ãã¡ã¼ã¸ï¼ç¶æ ç°å¸¸ï¼ã®å¤å®ã¨ãã¬ã¤ã¤ã¼ã®è¢«å®³å¦ç +* @param trap_message ã¡ãã»ã¼ã¸ã®è£å®æåå +* @param resist ç¶æ ç°å¸¸ã«æµæããå¤å®ãåºããªãTRUE +* @param set_status ç¶æ ç°å¸¸ãæå®ããé¢æ°ãã¤ã³ã¿ +* @param current_world_ptr->game_turn ç¶æ ç°å¸¸ã®è¿½å ã¿ã¼ã³é +* @return ãªã +*/ +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 ãã¬ã¤ã¤ã¼ã¸ã®ãã©ããä½åå¦çã¡ã¤ã³ã«ã¼ãã³ / +* Handle player hitting a real trap +* @param break_trap ä½åå¾ã®ãã©ããç ´å£ã確å®ãã¦ãããªãã°TRUE +* @return ãªã +*/ +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 = _("ãã©ãã", "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(_("è½ã¨ãæ¸ãé£ã³è¶ããã", "You fly over a trap door.")); + } + else + { + msg_print(_("è½ã¨ãæ¸ã«è½ã¡ãï¼", "You have fallen through a trap door!")); + if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)) + msg_print(_("ãã£ãï½ï¼", "")); + else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN)) + msg_print(_("ã¸ã¥ã©ã«æ人ã®ä»æ¥ã«éããªãï¼", "")); + + + sound(SOUND_FALL); + dam = damroll(2, 8); + name = _("è½ã¨ãæ¸", "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, _("è½ã¨ãæ¸ã«è½ã¡ã", "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(_("ä½ãããã«ãã¨å ã£ãï¼", "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(_("ãã¬ãã¼ãã»ãã©ããã«ã²ã£ããã£ãï¼", "You hit a teleport trap!")); + teleport_player(100, TELEPORT_PASSIVE); + break; + } + + case TRAP_FIRE: + { + msg_print(_("çã«å ã¾ããï¼", "You are enveloped in flames!")); + dam = damroll(4, 6); + (void)fire_dam(dam, _("çã®ãã©ãã", "a fire trap"), -1, FALSE); + break; + } + + case TRAP_ACID: + { + msg_print(_("é ¸ãå¹ããããããï¼", "You are splashed with acid!")); + dam = damroll(4, 6); + (void)acid_dam(dam, _("é ¸ã®ãã©ãã", "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( + _("é»ãã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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( + _("ããããã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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( + _("åºæ¿çãªç·è²ã®ã¬ã¹ã«å ã¿è¾¼ã¾ããï¼", "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(_("å¥å¦ãªç½ãé§ã«å ã¾ããï¼", "A strange white mist surrounds you!")); + if (!p_ptr->free_act) + { + msg_print(_("ããªãã¯ç ãã«å°±ããã", "You fall asleep.")); + + if (ironman_nightmare) + { + msg_print(_("身ã®æ¯ããã ã¤å æ¯ãé ã«æµ®ããã ã", "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(_("ã¾ã°ããéå ãèµ°ã£ãï¼", "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(_("ãããã¾ããé³ãé³´ãé¿ããï¼", "An alarm sounds!")); + + aggravate_monsters(0); + + break; + } + + case TRAP_OPEN: + { + msg_print(_("大é³é¿ã¨å ±ã«ã¾ããã®å£ãå´©ããï¼", "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(_("çªç¶å¤©çã®æ¦äºã«å·»ãè¾¼ã¾ããï¼", "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(_("çªç¶å£ããæ°´ã溢ãåºããï¼ãã©ãã¢ãããï¼", "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(_("ãã©ãããç²ç ããã", "You destroyed the trap.")); + } +}