4 #include "player-damage.h"
5 #include "projection.h"
6 #include "spells-summon.h"
10 static s16b normal_traps[MAX_NORMAL_TRAPS];
14 * @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
17 void init_normal_traps(void)
21 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
22 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
23 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
24 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
25 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
26 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
27 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
28 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
29 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
30 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
31 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
32 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
33 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
34 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
35 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
36 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
37 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
38 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
42 * @brief 基本トラップをランダムに選択する /
46 * This routine should be redone to reflect trap "level".\n
47 * That is, it does not make sense to have spiked pits at 50 feet.\n
48 * Actually, it is not this routine, but the "trap instantiation"\n
49 * code, which should also check for "trap doors" on quest levels.\n
51 FEAT_IDX choose_random_trap(void)
58 /* Hack -- pick a trap */
59 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
61 /* Accept non-trapdoors */
62 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
64 /* Hack -- no trap doors on special levels */
65 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
67 /* Hack -- no trap doors on the deepest level */
68 if (dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) continue;
77 * @brief マスに存在するトラップを秘匿する /
78 * Disclose an invisible trap
79 * @param y 秘匿したいマスのY座標
80 * @param x 秘匿したいマスのX座標
83 void disclose_grid(POSITION y, POSITION x)
85 grid_type *c_ptr = &grid_array[y][x];
87 if (cave_have_flag_grid(c_ptr, FF_SECRET))
89 /* No longer hidden */
90 cave_alter_feat(y, x, FF_SECRET);
92 else if (c_ptr->mimic)
94 /* No longer hidden */
103 * @brief マスをトラップを配置する /
104 * The location must be a legal, naked, floor grid.
105 * @param y 配置したいマスのY座標
106 * @param x 配置したいマスのX座標
108 * Note that all traps start out as "invisible" and "untyped", and then\n
109 * when they are "discovered" (by detecting them or setting them off),\n
110 * the trap is "instantiated" as a visible, "typed", trap.\n
112 void place_trap(POSITION y, POSITION x)
114 grid_type *c_ptr = &grid_array[y][x];
116 /* Paranoia -- verify location */
117 if (!in_bounds(y, x)) return;
119 /* Require empty, clean, floor grid */
120 if (!cave_clean_bold(y, x)) return;
122 /* Place an invisible trap */
123 c_ptr->mimic = c_ptr->feat;
124 c_ptr->feat = choose_random_trap();
130 * @brief プレイヤーへのトラップ命中判定 /
131 * Determine if a trap affects the player.
132 * @param power 基本回避難度
133 * @return トラップが命中した場合TRUEを返す。
135 * Always miss 5% of the time, Always hit 5% of the time.
136 * Otherwise, match trap power against player armor.
138 static int check_hit(int power)
143 /* Percentile dice */
146 /* Hack -- 5% hit, 5% miss */
147 if (k < 10) return (k < 5);
149 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
150 if (one_in_(20)) return (TRUE);
152 /* Paranoia -- No power */
153 if (power <= 0) return (FALSE);
156 ac = p_ptr->ac + p_ptr->to_a;
158 /* Power competes against Armor */
159 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
167 * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
168 * @param trap_feat_type トラップの種別ID
171 static void hit_trap_pit(int trap_feat_type)
174 concptr trap_name = "";
175 concptr spike_name = "";
177 switch (trap_feat_type)
180 trap_name = _("落とし穴", "a pit trap");
182 case TRAP_SPIKED_PIT:
183 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
184 spike_name = _("スパイク", "spikes");
186 case TRAP_POISON_PIT:
187 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
188 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
194 if (p_ptr->levitation)
196 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
200 msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
205 /* Extra spike damage */
206 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
209 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
212 (void)set_cut(p_ptr->cut + randint1(dam));
214 if (trap_feat_type == TRAP_POISON_PIT) {
215 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
217 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
222 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
227 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
231 * @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
232 * @return ダーツが命中した場合TRUEを返す
234 static bool hit_trap_dart(void)
240 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
241 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
242 if (!CHECK_MULTISHADOW()) hit = TRUE;
246 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."));
253 * @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
254 * @param stat 低下する能力値ID
257 static void hit_trap_lose_stat(int stat)
266 * @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
269 static void hit_trap_slow(void)
273 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
278 * @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
279 * @param trap_message メッセージの補完文字列
280 * @param resist 状態異常に抵抗する判定が出たならTRUE
281 * @param set_status 状態異常を指定する関数ポインタ
282 * @param turn 状態異常の追加ターン量
285 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
287 msg_print(trap_message);
290 set_status(turn_aux);
295 * @brief プレイヤーへのトラップ作動処理メインルーチン /
296 * Handle player hitting a real trap
297 * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
300 void hit_trap(bool break_trap)
303 POSITION x = p_ptr->x, y = p_ptr->y;
306 grid_type *c_ptr = &grid_array[y][x];
307 feature_type *f_ptr = &f_info[c_ptr->feat];
308 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
309 concptr name = _("トラップ", "a trap");
311 disturb(FALSE, TRUE);
313 cave_alter_feat(y, x, FF_HIT_TRAP);
316 switch (trap_feat_type)
320 if (p_ptr->levitation)
322 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
326 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
327 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
328 msg_print(_("くっそ~!", ""));
329 else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
330 msg_print(_("ジュラル星人の仕業に違いない!", ""));
335 name = _("落とし戸", "a trap door");
337 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
339 /* Still alive and autosave enabled */
340 if (autosave_l && (p_ptr->chp >= 0))
341 do_cmd_save_game(TRUE);
343 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
344 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
347 p_ptr->leaving = TRUE;
353 case TRAP_SPIKED_PIT:
354 case TRAP_POISON_PIT:
356 hit_trap_pit(trap_feat_type);
362 msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
363 num = 2 + randint1(3);
364 for (i = 0; i < num; i++)
366 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
369 if (dun_level > randint1(100)) /* No nasty effect for low levels */
371 bool stop_ty = FALSE;
376 stop_ty = activate_ty_curse(stop_ty, &count);
377 } while (one_in_(6));
384 msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
385 teleport_player(100, TELEPORT_PASSIVE);
391 msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
393 (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
399 msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
401 (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
413 hit_trap_lose_stat(A_STR);
419 hit_trap_lose_stat(A_DEX);
425 hit_trap_lose_stat(A_CON);
431 hit_trap_set_abnormal_status(
432 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
434 set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
440 hit_trap_set_abnormal_status(
441 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
443 set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
449 hit_trap_set_abnormal_status(
450 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
451 p_ptr->resist_pois || IS_OPPOSE_POIS(),
452 set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
458 msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
459 if (!p_ptr->free_act)
461 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
463 if (ironman_nightmare)
465 msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
467 /* Have some nightmares */
468 sanity_blast(NULL, FALSE);
471 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
478 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
479 /* Make some new traps */
480 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
487 msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
489 aggravate_monsters(0);
496 msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
497 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
498 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
499 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
500 aggravate_monsters(0);
505 case TRAP_ARMAGEDDON:
507 static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };
508 int evil_idx = 0, good_idx = 0;
511 msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
513 /* Summon Demons and Angels */
514 for (lev = dun_level; lev >= 20; lev -= 1 + lev / 16)
516 num = levs[MIN(lev / 10, 9)];
517 for (i = 0; i < num; i++)
519 POSITION x1 = rand_spread(x, 7);
520 POSITION y1 = rand_spread(y, 5);
522 /* Skip illegal grids */
523 if (!in_bounds(y1, x1)) continue;
525 /* Require line of projection */
526 if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
528 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET), '\0'))
529 evil_idx = hack_m_idx_ii;
531 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET), '\0'))
533 good_idx = hack_m_idx_ii;
536 /* Let them fight each other */
537 if (evil_idx && good_idx)
539 monster_type *evil_ptr = &m_list[evil_idx];
540 monster_type *good_ptr = &m_list[good_idx];
541 evil_ptr->target_y = good_ptr->fy;
542 evil_ptr->target_x = good_ptr->fx;
543 good_ptr->target_y = evil_ptr->fy;
544 good_ptr->target_x = evil_ptr->fx;
553 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!"));
555 /* Water fills room */
556 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
558 /* Summon Piranhas */
559 num = 1 + dun_level / 20;
560 for (i = 0; i < num; i++)
562 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
568 if (break_trap && is_trap(c_ptr->feat))
570 cave_alter_feat(y, x, FF_DISARM);
571 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));