+++ /dev/null
-#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
- * <pre>
- * 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.
- * </pre>
- */
-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(p_ptr, 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."));
- }
-}